So we are nearing the end of the PS4 life cycle. Would you say GT Sport has won you over? Or would you have preferred a traditional GT?
I liked the concept and most* of the functionality of sport mode from the get-go, being in one of the first or second pools of players to try it in the closed beta way back when. The pick-up-and-playability and replayabilty is immense and stronger than just about any other racing game I can ever remember playing, aside from maybe only rocket league, if that can even be considered a racing game. I think it’s whole goal was to sell the viability of an e-sports platform in Gran Turismo, and it’s done that job very very well. The only dark side is the tumultuous story of the penalty system. I don’t think I need to go into it here, there’s a whole thread for it, it’s got problems, we all know that. But GTS is one of the better options for a good competitive racing platform, certainly if you look at affordability and approachability compared to the likes of iRacing.
Presentation was excellent. Menu music mixed with the car showrooms/scapes and museum history gave the game a presence and sense of grandeur, maybe a small thing and unimportant in the grand picture of functionality, but it’s probably my favorite menu of any game ever. The expansion to photo mode, cosmetic customization, and community features was immense and very welcomed. We lost aero/body customization, but the livery editor (IMO) very much made up for it. The decal uploader allowed you to creat literally anything, and the accessibility through community sharing made it extremely simple to drive your favorite race teams or colors, or just simply have the exact aesthetic you wanted, if that’s what you were into. Aside from the poor search UI and server storage limit, there was almost no downside to any of it.
The game even pre-league had elements, albeit toned back, of a traditional GT game. It had an offline campaign with license tests and missions, but it (primarily the mission section) was very short, possibly still underutilized even with the small amount of launch content there was. There were some cool ideas that were only used once or twice and could’ve been used more without seeming repetitive, or expanded on. More speed/slipstream challenges, maybe used in conjunction with very exit-dependent corners or sections. A few more endurance/fuel challenges would’ve been good (especially with the typical usage of Daily Race C), maybe one that highlights both speed and economy, where you need to set a lap/sector time but can’t get to the finish with normal fuel mapping and driving style with the allotted fuel, etc. A fair amount of fun, but lot of missed opportunities and very short. Circuit Experience was a welcome addition for both learning smaller portions of track at a time and being and being a quick way to get a fair amount of cars, but some sectors were a little long and didn’t provide enough section focus. I suppose it’s still better than a full lap though. Luckily the campaign was bolstered by the custom race function, and the fact that you could earn credits from arcade mode made the shortcomings far more tolerable. It allowed a lot more creativity, but also required fun to come from the imagination, not providing many templates to give you an idea of what to try.
Initial race classes (which were clearly the “highlight” content of the game) were fairly well filled, except for maybe Gr. 1. It wasn’t huge (but to be fair there aren’t usually a lot of different cars in any single modern real world prototype class), but primarily suffered from unclear identity, having a range of a few real-world prototypes, to VGTs that functioned as alternate-reg prototypes, Hypercars/GT1, or unusual concept machinery. This aside they had good representation from just about every brand available at launch and even with several imaginary PD creations they were very believable, and aside from Group B were used very well.
Problems arose with BoP and new additions to the roster. OP cars and drivetrain types were usually nerfed to an extent eventually, but a bigger issue has been that a lot of cars and brands got stuck in the uncompetitive zone and rarely if ever buffed, or even
touched. But then you get new DLC additions that wreck things - I’m looking at you Megane Trophy - and didn’t really get sorted, or at least not enough, certainly not quickly. Gr. 1 also suffered from very weird era crossovers that really probably should’ve been split into multiple categories, but that’s more of an opinion discussion. What isn’t, is that we still have OP cars and cars that really can’t fight for upper positions, and we’re about to get a new car from Mazda. We’ve usually had new additions to 3 & 4 be OP and nerfed over time, but historically Mazda hasn’t really ever been a competitive manufacture in sport mode, and STILL hasn’t had its BoP adjusted between announcement and launch of the car. So balanced racing in any car of choice seems to be a theoretical possibility, but it has been an inconsistent and slow process of getting there and it doesn’t seem like PD are putting all the effort they could be. Which brings me to the next issue, IMO one of the biggest in GT Sport.
N Class/road cars are a
mess. They were only well-implemented maybe once in the life cycle of GTS, and that was the closed beta, when there were only a partial selection of N300 cars to pick from. Since then, N classes have never been balanced, and only made worse with DLC following the same problems (albeit in a much more extreme manner) I outlined in the last paragraph. Part of it is from the utter lack of attempts to balance it, but another probably equally as large aspect is the parameters PD decided to use to distinguish the classes. Each N-bracket being determined solely by horsepower screws any hope for balance. The Toyota Tundra, essentially a motorized cathedral, is considered to be in a faster category than the KTM, which is basically a paperclip stapled to an engine in comparison. Had they at least based it on a power-to-weight ratio there’d be hope, but PD again further screwed it with chucking in weird race/semi-race cars, like the Touring MX-5, GRMN SF-R, and GT40. Those could’ve been saved by just carrying over the old PP system, just making the NXXX brackets be determinate of general performance range, not literal horsepower, but here we are. And then to make matters even
more worsererer, a vast majority, like, at
least 80% of DLC cars were in these road categories. And since PD wasn’t bothered to address the balancing, save for one make races in Race A, they basically went unused. So the game would get increasingly frustrating as launch content felt more and more dated with every update, but there was little to nothing new to use in highlight modes, and your attention was always being directed to the new stuff every month - literally cycling on the home screen.
Another frustrating car aspect was both tuning and other “unusual” cars. I already said my piece on balancing road cars, but just trying to race them in lobbies or arcade was hard cuz there was just no metric to know where cars stood against each other till you put them on the track. Luckily trans/diff/suspension were all still present, but the simplification of tuning weight and power to % sliders only made sense for BoP balancing (wow imagine if they used that) was was absolutely
atrocious for anything else. It made road car’s essentially sidelined existence from sport mode hard to enjoy offline and in lobbies, and as I said earlier, it was the main car content coming in every month. And then there’s the economy, which didn’t allow any progression to enable good payouts for attaining expensive cars, and required endless grinding on repetitive boring races for literal days if you wanted to collect multiple multi-million cars. And the highlight mode (sport) was not only not the best money maker, it was far from it, which seemed to create this odd dichotomy of enticement - get the expensive cars, or play the meat of the game. Furthermore, sometimes you just simply weren’t
allowed to put some cars on the track together - that’s right, now I’m gonna rant about Gr. X.
Group X as a concept is fine, it’s a great place to put unusual cars that don’t belong anywhere, like one-make race cars, open wheelers, unusual concepts, etc. But PD decided it was also the place for anything with an electric Powertrain, making a perfectly enjoyable Porsche Taycan and I guess enjoyable (if you’re into that sort of thing) i8 unusable with any other N cars. Furthermore, a handful of race cars were in there that were meant to race against similar-era cars just weren’t able to, like the XJ13/Ford Mk IV/330 P4. If you were lucky enough to get one you got the unfortunate experience of discovering you could pretty much only race it against itself unless you did the generic 3-lap quick race or the one league event it was eligible and competitive for, anything else required you to search for the other top 0.1% of players that Bernie fears so much that also we’re lucky enough to afford one and happens to be in a lobby. They could’ve put them in a class, maybe with the other 50s/60s touring/sports cars, maybe those as their own class, doesn’t matter. They could’ve called it Gr. Poop for all I cared, if they could race it’d be excellent, but they can’t. And as I outlined earlier, their price was near unattainable, so even in a weird world where you do end up with one in your garage, there’s nothing to do with it. As well there’s things like the P1 GTR or Zonda R, which are track cars... so they’re Gr. X? Why do these cars need to be separated from road cars? At what point is GT ever about casual road driving, it’s literally all racing in track. These can be N-class cars. So many design decisions result in that kind of way, where something is developed with a lot of care but has so little usability.
I think I’ve touched on most everything, I’m certainly rivaling my longest post if I haven’t done it here. Anyways, here’s what I think:
GT Sport expands on a lot of good things GT has done and brings them to better levels, often the best the series has seen (photmode, community, online racing). It’s fixed or improved bad things and QoL (car sounds, inconsistent quality of content, post launch support). It’s introduced new-to-series stuff (esports, livery editor, custom offline races, fuel map/other endurance functionality). But it’s also made missteps in a lot of new and unusual areas (economy, performance balancing, online saving only, server-based user content storage, daily reward system, wimpy campaign, uhhhhh penalties) that can make you feel a range of emotions from light frustration or confusion to absolute rage. It’s missing stuff we loved from the past but it’s added new stuff we’d hate to not see return in the future. I still have stuff I prefer in 5 and 6 respectively, but Sport has things on those titles. I think as a full package it’s earned its name as an entry in the GT series, certainly an odd step-uncle-in-law, but in your words, won my heart over. What I hope for going forward is game design and balance issues can be sorted and that then the essence of Sport can be merged into a traditional GT title. That’s all I can hope for and I think it’s very attainable.