Gran Turismo Sport: General Discussion

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Well that settles it, then. No one has a right to express displeasure in product they'd have to purchase with their money, and why? Because a livery editor has finally been announced.

Check your privilege, folks. You won't be told again.
Look, I get that. I respect criticism, but I just think that we need to try to also appreciate some of the new features more. It just seems like this thread has been all complaints so far. I
 
I'm sorry, but what exactly were you expecting? They announced a full livery editor for God's sake...
Edit: also @Samus would you not consider a liver editor "progress"? I'm sorry but this game to me is looking truly amazing and you guys will always try to find anything to be disappointed about. Maybe if you had more of a positive outlook you would actually enjoy this game...
Yes a livery editor is great but I was referring to the core gameplay. Can you tell us what you found to be amazing about the gameplay and what was new or improved over GT6, maybe I missed something?
 
Yes a livery editor is great but I was referring to the core gameplay. Can you tell us what you found to be amazing about the gameplay and what was new or improved over GT6, maybe I missed something?
Yes, I think that the flag system is truly a great feature that will definitely come in handy during the online racing that I do. Also, the safety car is a very cool feature. We also learned about game progression. You have to learn racing procedures in the career mode including racing etiquette.
 
Yes, I think that the flag system is truly a great feature that will definitely come in handy during the online racing that I do. Also, the safety car is a very cool feature.

Too bad it isn't the greatest representation. It may get better, who knows?
 
I'm sorry, but what exactly were you expecting? They announced a full livery editor for God's sake...
Edit: also @Samus would you not consider a liver editor "progress"? I'm sorry but this game to me is looking truly amazing and you guys will always try to find anything to be disappointed about. Maybe if you had more of a positive outlook you would actually enjoy this game...
A livery editor isn't everything, at least it shouldn't be. That's where my problem lies. I've played GT my whole life. It was for the longest time the only racing game I played and it remained the only console racer I played until F1 2012. I love the series, but there are a ton of questions.
1) What real life tracks got cut? It's obvious a lot got the axe.
2) Exactly how many disciplines will GT Sport cover? Zero mention of open wheel, stock cars and such.
3) What will the online be like? If what we saw is a representation of what we're getting, we're hardly getting improvement.
4) Is there even an arcade mode not attached to events?

For the effort put in, having at least one solidly answered would have sufficed.
 
I'm going to skip that racing manners stuff, if I buy the game.
Yeah me too. I'll likely use it as a time killer, or something to do when I get bored just to get 100%.

If a vehicle is tied to it I'll likely do it for that too. Otherwise, it's not a selling point for me.
 
Does anyone have an idea on what's with all the PlayStation logos in the races? Nearly every 20 seconds you'll see the PlayStation logo somewhere.
 
Holy crap, GT Sport = Religion

Hear me out...

Some people accept it (the average person), among them are die hard elitists (Their grandparents)

There are some who deny it (the other average person), among them are die hard haters (Bill Nye)

They all wait for "that day"

And then there's me (not meaning religion, that's none of your business) those who are on the fence.

And then there's Kaz, when they all ask about the day through their prayers/posts, all they get is "Soon"
 
Hence why I'll skip it, like coffee breaks.
I'm more so just saying that it's a cool career mode because judging by most online races, people do not know anything about how to race properly. I'm most likely going to skip it also, but it's there for those who need it.
 
Seems reasonable. I was wondering since they even had the damn logo on the racetrack tarmac itself.
The stuff pre race seemed to mimic what you see some race broadcasts do with races where they put in holographic type zones
 
I'm more so just saying that it's a cool career mode because judging by most online races, people do not know anything about how to race properly. I'm most likely going to skip it also, but it's there for those who need it.

I know racing lines, I know braking zones, I know flags, I know the physics of the game. I'll pass on racing manners.
 
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:

image.jpg


...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.
 
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I'll be blunt and straight to the point. This game looks like horse **** for 2016.

Until Gran Turismo 7 is announced, the series is dead to me. When I heard that there was going to be an announcement/trailer today, I got excited, but from what I'm seeing, there are little to no improvements.

It's a shame looking at what has happened to Polyphony's drive to create good games. Gran Turismo 4 was their last great game, and that came out a decade ago or so.
 
I'll be blunt and straight to the point. This game looks like horse **** for 2016.

Until Gran Turismo 7 is announced, the series is dead to me. When I heard that there was going to be an announcement/trailer today, I got excited, but from what I'm seeing, there are little to no improvements.

It's a shame looking at what has happened to Polyphony's drive to create good games.

This isn't the thread for that. Also it looks like the expletive filter caught you.
 
That's probably what took this game three years to make, right?
Not the Livery Editor but the Scapes. Over 1000 Scapes - and these aren't just your average photo - they have a fair amount of data attached. If you look at the presentation video Kaz spent by far the most time showcasing the Scapes - barely spending a few words on the Livery Editor.
What have they been doing for the past 3 years - Scapes! There's your scapegoat. (you can throw tomatoes at me now.) :)
 
Not the Livery Editor but the Scapes. Over 1000 Scapes - and these aren't just your average photo - they have a fair amount of data attached. If you look at the presentation video Kaz spent by far the most time showcasing the Scapes - barely spending a few words on the Livery Editor.
What have they been doing for the past 3 years - Scapes! There's your scapegoat. (you can throw tomatoes at me now.) :)

Ayyyyy good one.

But I'm going to be eating up those scapes, because I'm mister photo man.
 
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