When the debate pretty much settled on it being for PS3, I was sure it would be GT5.5. After four years of working on a game system, most developers are done plumbing system resources, and it's likely that Polyphony have been working on GT5 for longer than that. Scaff and a small pack of debaters including me had concluded that PD would have to cut back just about everywhere beginning with the graphics, in order to scavenge up Cell resources to improve GT6.
And this was a fairly logical assumption. When GT5 Prologue had graphical issues, we all assumed this was because it was an early build and had no doubt that PD would offer us a much cleaner, even better looking GT5. When it looked even worse, on a game engine that had at least four years of work, I assumed that they had hit the glass ceiling of Cell performance, and built a game that needed a more powerful system. So I concluded that resolution had to drop, stunning visuals had to be focused even more in the center of attention, meaning cutting back textures, polys and other elements from distant objects, and lots of other culling just on the graphics side to free up the Cell and RSX for other things like weather effects, tire and suspension modeling improvements, bot A.I. and all the rest.
Well, lo and behold. Was I wrong.
They did open up everything to refinement, but apparently managed to condense all the code they had written and not give up anything, except to do the focusing thing on the center of attention. Still 1080p, even MORE dynamic range in the lighting, more refined physics, more detailed car kinetics and feedback, Standards improved... everything we've been asking for in those regards without apparently giving up anything.
Even with all this knowledge dumped on us and eye opening critiques from game journos and people from GT Planet itself, we still have a lot to learn. Sharp minds like CorvetteConquor reminded me that Kaz had doled out details on GT5 through E3, Gamescom and TGS, and this was just the 15th Anniversary party reveal, so we still have a lot of goodies to learn about.
But just knowing that I'll be able to paint and modify my Spirra and Countach 25th Anniversary version, and enjoy them with a refined physics engine and dynamic feel is enough to get me excited. While I don't know if taking street cars to the limit will feel as hazardous as they do in Forza 4, from what everyone who tried the demo - a very early build - reported, they compared it favorably to PC sims like GTR.
This isn't GT5 with a patch. This is going to rock SO hard, and I can hardly wait for the demo. I'll be racing my leaf blowers a lot to keep me occupied until that GT Academy demo comes along.