I think over-all there's a lot to be seen yet, and it's a bad idea to jump to conclusions already.
That said, here's how I feel from what I've seen today:
Visuals
- Tearing was present.
- Smoke was questionable at times.
- Motion blur was
excellent. I noticed that on some hood cams it didn't seem to be present, but it didn't necessarily look bad - in fact, it almost looked like gopro footage with less fisheye (whether or not that is good or bad is up for debate).
- I saw a lot of negative commentary here on the visuals of Tokyo Expressway - I thought it looked great, IMO, the buildings looked fine and the color pallet seemed very realistic for a city/downtown environment. Hard to say if that's an unpopular opinion or not.
- In general, lots of surfaces are sparkly, maybe a little excessively at times.
- There was clipping on the Nurburgring.
- Photomode and scapes looks unprecedentedly
amazing.
- Camera angles looked very good as per usual with PD, but there were several times where they seemed to jitter or look very computerized/algorithmic either due to online lag or new chase cam angles (or both).
- Spectator mode seems to hold a lot of promise, but it's hard to tell how functional and fluid it will be, as not much has been revealed yet, and we've only seen a small few executions by (I assume) PD staff.
- No damage was shown. It may or may not exist. I will personally be disappointed if it does not.
- All cars and tracks look great so far (IMO) and interiors are confirmed, though not much of them have been shown.
Physics
- Collisions were iffy at best.
- Grass/sand/runoff areas looked very slick, and cars often made several rotations when they went off.
- Again, clipping on Nurburgring.
- Walls/barriers seemed to act very similar to previous games, making momentum/friction seem to still be inaccurately simulated.
- There was one particular moment I caught on the Nurburgring race that didn't seem to garner much discussion (unless I missed it) - a Bugatti got it's tail loose after a right-harder, and caught its left rear quarter and tail on the edge of a track border at high speed, and was brought to a near stop. Again, poor momentum/friction simulation, similar to my experience in GT5/6.
- Not much has been officially mentioned by PD, and very few have gotten their hands on the new build, so it is very difficult for anyone to say anything declarative yet about the new engine, especially the suspension, tires, and aero model.
Sound/Audio (note - sounds have never really been a big issue for me, but I am aware that they have been pitifully bad for the past few games. There probably isn't much I can say with accuracy in this department)
- Tire squeal sounded almost identical to GT6 IMO, and blared out the engine almost constantly.
- Turbos were very audible
- A combination of the stream commentary and tire screech made it very difficult to hear the engine/exhaust/other vehicle noises, however, some vehicles seemed more aggressive in tone, and many here were mentioning improvements. Although, from what's been shown, it doesn't sound like something massive or revolutionary in terms of what's changed.
- It was hard for me to hear collision noises - this may indicate that they haven't changed much either.
Car List+Racing Categories/Specs
- Many of the VGTs appear to have been modified in various ways to be competitive with real/near real racing classes and regulations. Additionally, PD have made imaginary "race-modified" versions of popular road cars for additional field diversity. I'm super down with this. It is a little weird to see a chopped-top convertible Golf in a field of GT3 cars, and I know others aren't so keen on it, but I personally love the diversity in machinery on track. The problem in the past was that the mixed machinery also had mixed performance, basically preventing continuous close races between more than a couple cars, and it looks like we're moving away from that with the new balances in GT Sport. Here's hoping.
- At first the car count seemed a little low, even for a game seeming to have a more focused spinoff approach, but it made more sense to me when the racing classes were taken into account. It seems (a prediction on my part, after reading through some of the official info on the site) that every car in the game has a purpose and is meant to fall into a specific category. I mean, otherwise, it wouldn't really fit into any "class" and couldn't be used for much more than one-make events, giving it less functionality as an asset in the game. For that reason, I'm really curious about the road car classes:
...Just on the example image it lists a Corvette with some hatchbacks, which are obviously at very different levels of performance - so it's going to be really interesting to see how many classes there are just with the road cars, and if you can jump between them through upgrades and modifications. In fact it'll be interesting just to see how many classes there are in general, as rally plays a part in the game, and there's got to be at least three or four different performance levels in the road cars - I mean, there's no way they'll be lumping a Focus and a LaFerrari into one class, right?
I think this is one of the most interesting new concepts with GT Sport, and has a lot of potential as a core gameplay feature, but that's just me projecting now.
Gameplay+Stream
- UI both in menus and in race looks very well done and modern, and not too distracting. The added hovering driver info on rival cars is also a nice touch IMO.
- Again, the spectator mode seemed great, but it was hard to tell with the jumping around and other odd director choices.
- Even though the race was in one spot and likely using LAN connections, there still seemed to be some blips, lag, and jitters here and there. This is a bit concerning if this is to be a platform used for esport championships.
- I feel that the event in the stream was very poorly executed, but all-in-all a good idea, and has plenty of capacity to evolve and smoothen as driver profile information builds up (assuming those algorithms work well). Today, effectively, PD pulled the fastest few in a time trial open to (at most) a couple thousand fans who were able to attend the event, and then threw them all onto some simulator rigs (which may have been unfamiliar) on new tracks on a new system. There was no real rule book in place, likely due to the fact that it would require all manner of briefing before the championship races, making the whole unveiling event much harder to streamline. The fact that there's a racing etiquette portion of the career mode shows that PD is aiming to make the championships professionally regulated - but that means that we have to trust PD to pull through on that, after a nasty track record on the PS3 era.
Other
- Little has been said about the offline career, but I'm excited about the quantity of events. I'm aware that many here (and in the sim community in general) like to have all the content accessible at day one, but I still like my games to have a "game" in them. I don't like grinding/repeating events to get to more content or stages, but I also don't like having everything handed to me at the beginning and sort of leaving me at a loss to do with it all. I like the feeling of progression and unlocking things, and I think this is a very important feature for grabbing casual players, which are likely to be the majority of those who buy the game. I don't think it's possible for PD to completely win over every single person on this front, but for me, personally, the ideal situation would have the first half of the career slowly building your garage and racing career, and the last half-1/3 or so of the career giving payouts that would allow you to access most of the content in the game, all the while not requiring you to repeat a single event to get there (unless you're trying to buy and/or upgrade multiple copies of every single car in the game).
- The livery editor and Photomode are
huge selling points for me right now, however, nothing has really been said about AI yet, and that's been my biggest gripe with this series. I want to compete with the cars on the track, not just fight to get around them.
Now and then I want to have my ass kicked. Don't kink shame.