Alright, my friend has let me borrow his PS5 for GT7. I’m not far at all, but it’s already left several impressions.
- Driving/Handling
There is significant change to the feel on controller. I personally much prefer the stiffer triggers, but the haptic feedback isn’t as dramatic a difference as I thought it would be. Not a disappointment, as it’s an improved level of feedback over anything we’ve had. Haven’t got much time in rear drive cars yet but I immediately noticed the difference in forgiveness in oversteer in the 370Z license test. Braking feels very different, and I’m not yet sure if this is the physics or the controller, but regardless I’ll need to adjust - and so far, that seems like a good thing.
- Career
This is going to be an initial wall of negativity, but the game does eventually open up and let you do stuff your own way.
But…
Holy player agency, batman, the initial slog and hand-holding sucks. I’m not joking that even while slightly drunk and the whole world being a little extra entertaining, almost all of the wind was drained out of my hype-sails trying to push through the opening parts, just desperately trying to get to anything fun in the game.
I didn’t think it would but it feels even worse than it looked while watching as a spectator during the Amazon leaks in late February. GT6’s forced linear path was better, this is probably the worst opening structure in any GT game to date, even Sport. So much of the game is locked down and you have to do like 6-10 cookie-cutter short races before you get to the more functional, interesting, or fun new aspects of this entry. I can’t imagine what this would’ve been like with PS3 era load times. The only choices you can make in this early stage of the game is which of three pre-selected cars (unless you have a preorder bonus) to start with, and then which of 2-3 races you start and finish with for a menu book, several times in a row. Or, alternatively, skip one or two of these races by buying a menu car early, which is then money you can’t spend on something preferable later, further encouraging you to do the race slog. You repeat this cycle identically 3 or 4 times before any significant deviation comes into play.
You can’t tune, customize, use scapes, go online, and your custom races are locked down to like 20% of the content unless you push through more. I can’t express enough how little choice this gives you when playing. You are forced into this slog for like an hour or more before you get any real options to choose how you play, until then you’re just using stock cars the game is handing you. Even when you unlock tuning (which for whatever reason is locked in the first place), you only get the first parts level, which hardly if at all lets you adjust settings, and only have minor impacts on power or weight. The most dramatic modification to performance at this level is tire selection, which is just the range of comfort and sports tires. This further kicks the unique-gaming-experience can down the road till around the 3rd performance part level and GT Auto is unlocked (at time of writing for me this was book 8, level 5), which, sparingly, then starts to open up different ways to play.
Despite the focus, car collecting is the least organic it’s ever been. By the time I could stop being forced into 2-3 lap races in stock vehicles and actually start tuning and personalizing my cars and experience, I had 14 cars in my garage, only three of which I’d used, and one of which I’d purchased. It’s abundantly clear I’m going to keep having cars thrown at me left and right, and I’m going to accumulate them faster than I can get good use out of, at least until the career slows down.
The menu books and collector level are cool in concept, but not as the sole progression narrative, as it really, really needs to be taken more slowly. The main progression metric really needs to be either an XP/Driver level system or actual event tree/net/path which you can travel down/through, with the collection/menus assisting you on the path/up the ladder and encouraging exploration of all the games features. The way it’s implemented here either locks everything down when you may want to use it, forces you into trying feature when you might prefer to be doing something else, or both at the same time. I didn’t think such linearity was possible in a “caRPG” type game, it’s shocking.
I couldn’t even use scapes without a handholding procedure, even after it prompted me asking if I was familiar with camera functions. It forced me to open the “My first scapes” category, go through a tutorial on a pre-set scene, and further tutorial instructions on all 3 tabs, and snap a picture before I could even explore freely. Why then did it even give me an option to say I knew what I was doing?
I should have the option of seeking any car the game offers within the initial starting credits and enter any cup it may be eligible for. I should then have the roadmap opened to me where I can seek a sportier car for higher tier events, or take those same credits and put them into my Daihatsu Copen I inevitably picked as the beginning of my world domination conquest, dump the full parts bin in and absolutely daddy-dom ass-blast Dodge Vipers on Laguna Seca in the USA circuit tour if i so choose. This is literally possible in GT7 already but cars and tuning are artificially locked to prevent it, and it’s SO. FRUSTRATING.
This all said though, once the tuning, GT Auto, dealerships, and all other modes are unlocked, the experience becomes very good. The new depth in tuning and personalization is such a huge leap forward and it makes the cars you choose to have or build that much more special. Furthermore, the AI rolling up in customized/personalized machines brings that added immersive layer that GT has lacked, removing the mundane, sterile, stock/as-is grids. It makes it feel like you’re racing a grid of (slow) people with similar interests and goals as you in their own imaginary games of Gran Turismo.
The structure is baaaaaaad, but once the game lets you do everything, it’s sooooo goooood.
- AI/Racing
Fortunately, I can make this one a bit more short and sweet. Unfortunately, it’s not very good.
Chase the rabbit is back and as ugly as ever, the AI is slow and still placed unreasonably and unrealistically far ahead of you, and you have to pass mobile chicanes to catch up to the front pack rather than do much of any sort of racing. I’d hazard to say it’s a mercifully slight bit better than Sport, but only because rubber banding has been programmed in such a way that AI will decide to speed up a little bit if you pass them… but this is really only made relevant by running an underpowered car to make the races a challenge in the first place. When you tie this together with everything I described in the career structure, it makes for a pretty miserable first 1.5-3 hours.
I haven’t gotten far enough yet to do the races with “extra chilis” of difficulty, but it leads me to question - if these races make use of even harder AI, what was the point of providing us difficulty settings if you don’t make hard… hard? Why can’t we select that highest difficulty? It’s yet another GT entry where you have to nerf yourself to make “races” interesting.
- Cars/Dealerships
PD didn’t really need to change anything from Brand Central in GTS, as the presentation is about as good as it can get. I think however that’s there’s some serious missteps with the UCD and Legend Cars. Since I was late to the party, I wasn’t able to pick up the Celica GT4 (the likes of which I own in real life), and because it cycles only a few cars by the calendar day, I have no clue when it’ll pop up again. It seems everyone who seeks a specific model not offered in Brand Central will face the same issue, which means around 1/3-1/2 the car list is inaccessible at any given time, and will only worsen with DLC unless changes are implemented. I like the concept of authentically cycling inventory, but the cycle as it stands is way too slow, by a dramatic margin. This was a concern I had before I got to play, and it’s just exactly the problem I thought it would be. I described an alternative not long ago in this thread, where there should be an actual quantity of cars stocked in every slot of the dealership, set by RNG, that will run out as players purchase them and cycle in a new car set by RNG at the top of the following hour.
This is yet another bizarre soft-locking design decision PD has made for the game, like an extremely terribly worse version of the mileage exchange in GTS, and it needs to be remedied very fast. I don’t want to wait weeks or even months just to have the opportunity to buy a specific car.
- Tuning/Personalization
Those that played Sport will be in for a treat.
Those that skipped Sport will be in for a revolution.
The livery editor is back with more precision tools and additional placement options. Personalization of paint/liveries was already near infinite, but now we have much-requested purchasable Manufacturer colors accessible at any time. This now also multiples by the by far most in-depth visual mods we’ve had in any game. For seemingly many/most cars the wide body is the same generic “mold” style, but even so it’s an added depth you can give to almost any car, and for the rest, it’s a super unique style option that almost makes it an entirely new car, style-wise. Even if you take this away, there’s so many more bumper/lip/spat/skirt/diffuser options for seemingly every car, and even more specific mods that change grills, region specs, lighting arrangements, license plate styles, and more. The only thing I’ve seen that isn’t as fully extensive as a past game is the custom spoilers, which lack the ability to set specific heights/widths/positioning on sliders like in GT6, having just 3 presets for size/placement, but, it gives you dramatically more options for the style combos so I think it more than balances out.
There’s a crazy amount amount more performance upgrades that I’ve barely been able to start playing with, the amount of unique creations that can be made especially with the secretive engine swap options is going to be immense.
The depth of personalization now available will let us play GT in ways it never was able to in the past, and I personally anticipate being able to get years of entertainment just with what they’ve provided us at launch.
- Photomode
It’s hard to improve on something that so accurately simulates photography other than expanding what you can take pictures of - and that’s pretty much what PD did. More than double the amount of Scapes in GTS, and now with additional options for cars with wear, scuffs, and dirt. This could’ve been ported untouched and still been excellent but PD improved it anyways.
- Music Rally/Replay
Music Rally? Goofy. I don’t get it. It’s like a reaaallly easy time trial with extra steps. It also doesn’t seem to have much of any functionality with the rest of the game (progression/credits), so it doesn’t even feel like something I feel obligated to touch. I really don’t understand why so much time was spent marketing this feature.
Music Replay though? That’s another story. I didn’t think I was going to have anything to say about it until I let the game idle and cycle some demos. Initially in promo material it didn’t even seem like it was even working correctly, with the synching not seeming to land with any emotional or musical beats, and many of the dynamic angles having very unnatural camera motion or framing the cars poorly, and it continued to look this way in the music rally replays. But as I got into typing, the game loaded a Group 1 race on Deep Forest with the sun low in the sky, following a 787B to Daiki Kasho’s Edge of the World, and man, it really struck some chords. Cuts really seemed to land on every emotional impact, and it perfectly captured the car in a dramatic and artistic fashion, unique from a more race-broadcast type aesthetic. This wasn’t the only demo replay to do this, and if this is how the average music replay operates, I think it’s a really underrated feature. Definitely something I’d leave on as ambiance in my living space.
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I had a really frustrating start, but getting through the rough starting hump is finally letting me have some fun. There’s some serious problems with the design and structure of this game, still going backwards compared to many of its predecessors, but with everything it’s brought to the table, by the time I hit the mid-late/end game I think this will be my new favorite Gran Turismo, finally dethroning the spot that (for me) was held by GT5.