Well, we don't know what the extra work would be for a true Livery Editor. Sixteen race cars can run around tracks in GT5, but those are skinned by PD artists, not generated user liveries. And we know that GT5 is pushing the PS3 about as hard as it can with a game build that is at least four years old. No matter how you look at it, that's a pretty mature product, and it causes problems for the Cell architecture. I think like an extensive damage implementation, custom liveries would have clobbered the game performance, so it was left out of GT5.
By all the hints coming our way from sneaky sources, GT6 is going to be a much better game in most ways, quite possibly every way. Most likely, the team has found ways to massage more performance out of the game engine which will allow things like more audio samples for car and tire sounds, better A.I., better physics, and those graphic issues tending to. And as many of us hope, a Livery Editor, finally, and Race Mod for most or all the cars. The PS3 can only be asked to do so much with its six year old architecture, so the Movie Maker may well have to wait for PS4 if GT6 is indeed coming out for the 3. In fact, a lot of things will be far better on PS4 as I mentioned a number of times. But as I've grown to accept, you should be able to make one hell of a Gran Turismo on that six year old system.
I think everybody has a different idea about how a car should work and feel. We also have different driving styles. I dont think that he wants to say that GT5 is bad at representing the driving experience, but more that there is much room for improvement. Turn 10 openly admitted that they are not near complete correct simulation, but they are heading towards it. The same goes for GT.
Exactly. The GT5 racing experience is terrific, or I wouldn't be addicted to it. My PC sims are slightly better physics wise in my opinion, but just slightly. GT5 gives itself a huge advantage over any other racer to me in offering several hundred cars with tangible handling feel with a wheel controller and delivers a very lifelike racing experience. And the racing isn't boring by any stretch, even with bots, which I've been doing almost non-stop for the better part of twelve months in Arcade Mode, in which the only reward is the race and replays. It is satisfying and thrilling. But, it also isn't perfect, and after a few people on these boards enticed me into the PC sim world, I became addicted to the idea of racing perfection, and wanting more from Gran Turismo. I'll get into it again with jabofu's post here.
For me the biggest problem with GT is the feel of disconnection between the car and the road. The tyres are the point where "the car meets the road". This statement is very true and you feel the difference with a good tyre model immediately.
Before I went out and tried to take first steps on race tracks myself, my vision of driving physics was suddenly shaken. The experience of the real thing makes you rethink your view about the driving physics in a game. It is really interesting to see how the engine, tyres, suspension, transmission, differential and everything else works together. You can talk down Forza for their oversteer physics, but when you learned how to countersteer over many years with the proper wheel and come in the situation in real life, you suddenly thank these games to become this real.
Forza 4 is going about delivering that driving experience in a way that very few games do, perhaps like Shift tried to do but went too far in certain aspects. As I said previously, the cars in F4 behave very much like real street cars, and because they're street cars and not racing machines made to hug the road tight, they get increasingly unstable when you get into high speeds above 90 mph. Forza 4 captures this "danger zone" feel amazingly well.
It's not that Gran Turismo doesn't have this too, it's just that it requires a certain situation. Way back in the early days of GT4, a friend was taking his RX-7 on the virtual Nurburgring, and it was exciting to watch. And then it got scary as he entered the first long sweeping stretch of road, the Schwedenkreus? He pushed through 140 mph, and abruptly the car began bobbing and bouncing, and he fought to get it to slow down without wrecking.
There are a lot of moments like this to be had in Gran Turismo, but they just aren't the norm as they should be. Because of the gradual grip loss in all the tire compounds, your car tends to drift towards the edge of the track any time you really push it hard around a turn, giving you ample warning and time to slow down and get a firmer grip. In Forza, other racers and real life, grip loss can happen spontaneously, sharply and without warning, depending on what you're doing, making every turn a little more of a gamble. And it's this treacherous edge that I want GT6 to model better. Along with that, the more wobbly suspension on street cars that Forza 4 captured so well.
GT6 doesn't have to be a pain for all but the most seasoned racers. It can have difficulty modes giving you an easy, arcady race, through progressively more challenging and realistic qualities, or it can be handled with assists. But I'm fixated on Gran Turismo giving us as much realism as the team can pump into that game, and they're getting closer all the time.
Go for it, Kaz. Give us the same challenge you had when facing the Nurburgring 24 Hours for the first time. We can take it!
:tup:
And on the PS4 launch, there are at least two or three games I'll be buying for it, and many more in the coming months. And if GT6 is at least as good as GT5 is, those games will still be in their wrappers for months.