(Note: Timing/tense may be slightly off as I began typing this post Friday at the office and only just got round to finishing it. I raced online for the first time last night, after I began this post)
I ran some laps on the beta. Was on the top board for the Nurb late last night using a stock and uncompetitive model car, although I'm certain that has changed by now. May or may not get to actually race online as the timing doesn't work out well for me(much like Sundays here).
My initial reaction is that it is GT6.5, which when you consider that GT6 was more like GT5.5 probably tells a lot of the story. Naturally, I hate change, so much of that is good when it comes to interface and navigation. On my limited seat time there, the first things I noticed were a terribly overcomplicated HUD, with a large center display that rises far too high into your sight lines for my tastes. As silly as it may sound, I also don't like the map now being in the upper-right corner. Seems silly and irrelevant given the map is useless, but I think my feelings on this mostly stem from my described distaste for change as I'm just used to looking in certain places for certain information.
The limited car/track availability hasn't allowed me much depth in driving assessment, but again with my limited seat time my reactions are as follows;
Good
- Overdriving is punished a bit more
- Tyre breakaway appears to be more progressive, bringing it slightly closer to reality. Particularly in braking, it is much easier to nail the modulation you're looking for and I find myself using cadence braking far less than GT6.
- The sounds of the suspension, tyre breakaway, and engine braking are clearer and provide more accurate feedback for nailing entries.
Bad
- Overdriving isn't punished enough. I actually drove down an entire straight on the outside grass at Blinds Snatch and not only did the car turn in from the grass very well, but it took me a solid 5 laps to actually BEAT that lap time. Those familiar will know this is unusual as I typically get right down to terminal pace in 5-6 laps on combos I've never driven before. Again, turned ONE lap on a stock car at the 'ring and was up on the top overall board. It wasn't a case of nailing another section on that grassy lap that I didn't on the following. Seeing the ghost in subsequent laps round the snatch it almost appeared as if the old driving on grass bug is active on the beta, where the cars would not only grip and turn but actually accelerate faster.
- Underdriving isn't punished enough. Putting round vs. 'attacking' the course doesn't seem to produce the lap time
delta one would expect. IRL a slight push mid-corner causing you to be late on the throttle just a tenth or two will cost you over half a second when it occurs preceding a decent straight. I'm not seeing it here. I attack and put a time on the top board; then I run a lap with final sector within a tenth of my best, coast for 3 seconds at the beginning of a long straight to silence my phone....lost like .4s. It's weird.
- That HUD
- There are 100% behind the scenes driving aids. "GT slept with Forza and got the Aids." -
@OwensRacing
-- And he's not wrong. I'll be doing further testing on this, but others' reports are already out there to this effect. For further reading on this; seek out some of the DS4/wheel comparisons.
- Pointy elbows.
Overall, it's better. There are some steps in the right direction(from my perspective) and some in the wrong direction. The comment that I could use to best summarise the apparent overall approach is that PD is becoming more acutely aware of their greatest target market and tuning into the needs and desires of that group. Think about that for a moment; where 'we' collectively fall in a perspective of market-share, and you'll understand what I'm driving at.
Again, I have limited time with the beta, although I've now run 5 online races all from Pole to checkers. One of them I noticed the replay was recorded and made it into a post on this site. Zero contact or track-outs of course, and my SR went from 10 to 34 in thaose 5 races. Oddly enough, my DR remains at E despite winning most of my races by 30s or more. I think the closest finish of all, 2nd place was ~13s back. A number of the drivers I was placed against were C and D rated. I will have more feedback once I get some more time with it, although time has been at a premium lately as evident by this 3-day long post.
Lastly, and this is unfair because it is only a beta; I am disappointed that the content/racing is limited to full tuning and the luck of the daily workout car lottery. Obviously, despite my limited time available I can slap a ballpark setup on a car and perform, but it is far from ideal. As well, a number of the cars available are far from balanced despite the in-game BOP feature. Skylines pulling SEVERAL lengths on others of the same class on the straights, while an expected feature of any PD game, is a head shaker. As anyone who was big into PP racing will tell you about the Lotus at 500 and FRS/BRZ/86 at 400, there are ringers. It hasn't been a problem for me as I've run into zero competition in the races I entered, but WOW. I know, it's a beta and that criticism is unfair when it does appear that the spec lobbies and race organisation functionality will be available in the full version; but to the purists it is at least mildly annoying.
My apologies for the longcat post. This should've really been 3 or more posts that I kept adding to as it sat in draft the past few days. Oh, and for those on the look; you won't find the name Marcus anywhere, as that's a UK psn.
Edit: Oh yeah, offline(Arcade) and Online Matchmaking(Sport) are different physics, much like the previous GT installments. No indication if this will transfer to the Online(Regular Online Mode, different from Sport) and the Offline(Campaign) modes. The cars even seem to behave slightly differently between the quali TTs and Sport mode online races, with the cars behaving slightly more neutral, or loose, in the online races than elsewhere. This too is much like the previous GT installments.