http://www.ign.com/articles/2013/05/28/gran-turismo-6-racing-around-silverstone
Visually, the game’s on another level. That’s easy to say and often harder to quantify, but even from the early build shown, the difference is clear.
The lighting and texturing alone already look better than anything seen in GT5, and wire-frame models of individual components like light fixtures or interior dashboards reveal a level of detail and intricacy that invites madness if you stare at it for too long.
More obvious is the improved physics, with cars leaning near-perfectly into corners. Yamauchi credits much of this to new partnerships with the likes of Japan’s Yokohama Rubber, advising on tire resistance, and Germany’s KW Automotive, lending expertise on suspension. These join the likes of Nissan on the list of high-spec motor industry companies that have contributed to making the series ever more authentic.
My immediate reaction was frustration, quickly replaced by determination as I realised the game was doing exactly what it set out to do – provide an incredibly close approximation of how the car in question would actually respond under the same conditions. Instead of powering around like it was just a game, the car demanded to be treated as a real vehicle would be –
it felt like I was actually driving, which is perhaps the highest accolade a driving game can be given.
While roaring around Silverstone for a few laps can’t reveal anything on those fronts, it does provide
a promising first glimpse. Polyphony appears to have squeezed everything it can into the game, and
the past three years seem to have been well spent fine tuning every aspect in one way or another. I’ll be eager to see how the rest of Gran Turismo 6 shapes up as we race towards its holiday launch.