Gran Turismo 6 Is a True Sequel

  • Thread starter Shirrako
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i'm pretty sure we'll see alot more a-spec races again. hopefully we will be able to create own racing series :)

That is already confirmed. (As of online racing series, that is.)
 
So far, I think yes.
Well, for a few reasons; the new cars added so far to GT6 seem to have a good variety in my opinion. The new physics engine seems promising and the idea of standard cars looking better does as well. I also like that there might be more customization options for the cars and possibility of a livery editor (oh I hope it gets added).

I just hope that there's a lot more events to participate in than there was in GT5.

With the exception of the new physics model (because PD did vastly improve the physics with GT5, and again further with Spec 2.0) all of the things here should have been in GT5. PD has years of watching what Forza, its main rival, was doing and hearing their fan base asking for them.

Kaz and PD failed with GT5 (IMO) by not realizing where their game needed to go and decided to develop and release something so half baked. Too many features that stretched the game to it's limits when they could have included things that were being asked for and had more processing power to ensure they didn't have any performance issues.

Instead we got teased with damage and promised features that never came to fruition. The damage is horrible in GT5 and everything else was either unfinished or barely implemented. Rim selection and RM's are a perfect example.

Now GT6 is finally bringing some of the features that were promised for GT5, standards are returning, and the underwhelming damage model is (as far as we know) returning the same. Everything screams GT5 spec 3.0

plus, i know you guys like to think of gt5 as a simulator and other titles like forza as arcade.
but the truth is that neither are sims. iRacing, assetto corsa or cars are sims.

GT is a sim, or at least they advertise themselves to be. GT has always focused on driving physics, which is the foundation to a "sim" racing game. So they really bring this all on themselves. If they want to focus on creating beautiful cars with no damage to any of them and including as many cars in the game as they can they should have never created online features and not bothered with creating realistic physics.

A lot of people who play GT5 to race realistically with other people and invest in wheels because GT advertises itself as a sim want these things because it makes the game more realistic and enjoyable. And the more PD attempts to do their own thing and alienates us the more credibility and consumers their going to lose.
 
With the exception of the new physics model (because PD did vastly improve the physics with GT5, and again further with Spec 2.0) all of the things here should have been in GT5. PD has years of watching what Forza, its main rival, was doing and hearing their fan base asking for them.

Kaz and PD failed with GT5 (IMO) by not realizing where their game needed to go and decided to develop and release something so half baked. Too many features that stretched the game to it's limits when they could have included things that were being asked for and had more processing power to ensure they didn't have any performance issues.

Instead we got teased with damage and promised features that never came to fruition. The damage is horrible in GT5 and everything else was either unfinished or barely implemented. Rim selection and RM's are a perfect example.

Now GT6 is finally bringing some of the features that were promised for GT5, standards are returning, and the underwhelming damage model is (as far as we know) returning the same. Everything screams GT5 spec 3.0

Alright, it's you're opinion and I'll respect it. The statements I've made are why I think GT6 is a proper sequel for GT5. A sequel to me takes what was in the previous game and improves on it, reinvents it, or adds more features/content than the previous game. Based on that, Gran Turismo 6 has suited as a proper sequel in my eyes (sorry if I managed to repeat myself).
 
Alright, it's you're opinion and I'll respect it. The statements I've made are why I think GT6 is a proper sequel for GT5. A sequel to me takes what was in the previous game and improves on it, reinvents it, or adds more features/content than the previous game. Based on that, Gran Turismo 6 has suited as a proper sequel in my eyes (sorry if I managed to repeat myself).

I understand, I was just stating why I think it's not 👍
 
GT1 - tiny career mode
GT2 - massive by comparison
GT3 - career mode around the same size as GT2
GT4 - massive career mode yet again
GT5 - rather short career mode
GT6 - sure hope the pattern holds for this game
 
So do I but it needs more than just numbers. I don't want to run the exact same events I did in previous games, what's the point?
 
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.
 
Articles like this from clueless journalists are always painful to read. They try so hard to convey the realism of the physics they supposedly felt when the only thing they managed while playing was going from wall to wall.
You could give them shift2 or grid and had you managed to convince them it's Gran Turismo, they would have said the exact same thing.

"It's hard and I crash a lot so it must be the most realistic ever, right?" I just want to kill something fluffy when people like these get early access to such a game.
 
http://www.ign.com/articles/2013/05/28/gran-turismo-6-racing-around-silverstone

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.

While I'm hoping for improved physics, using a video as an example of "improved physics" is premature. There isn't necessarily any correlation whatsover between what you see on the screen and what is happening to me in my game room. To me, physics comprise two things mainly:

1. How well does what's happening on the screen, in terms of both my inputs and reactions to the physical environment on screen (curbs, contact etc.), translate into feedback on my G27?

2. How well do tuning inputs affect the performance of the car on the track?

How the car looks on a replay, as pretty as it is, has nothing to do with either of the above.
 
GT1 - tiny career mode
GT2 - massive by comparison
GT3 - career mode around the same size as GT2
GT4 - massive career mode yet again
GT5 - rather short career mode
GT6 - sure hope the pattern holds for this game

I'd say GT3's carrer mode is much bigger than GT2's. The later part of GT3 has championships filled with 10 lap races which took a while to complete.

Anyway, I honestly don't see why there has to be a pattern. There's no excuse for a short carrer mode in any GT game. I give GT1 the pass since it was a PS1 game and PD did something no other developer tried before.
 
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