What a day yesterday was! I had a truly wonderful time meeting the gang behind GTPlanet. Along with some video presenting for the site, I ended up commentating on all nine races that took place - needless to say that my voice is somewhat worse for wear this morning!
I really must say a huge thank you to @Jordan and @AJ for their organisation and the opportunity for allowing GTP members to be a part of a truly unique experience. It was also so fantastic to meet so many GT enthusiasts all in one place, and their passion was so clearly evident.
Just to touch on the commentary side of things: I received very good feedback from the vast majority of people I spoke to, and even Kaz complimented me on stage during the Q&A! I can't say anything too early currently, but there could be some more work in the pipeline...
Thank you once again to all involved. It was an absolute pleasure to meet you, and I hope we can do it again soon.
I too think your commentary was fantastic. You and @Jordan were the class of the event IMO. Question though, can you identify everyone in the photographs please?
The new Scapes feature is a callback to the GT4's Photo Travel method of using still and fixed backdrops, converted to 3D to add depth, and inserting a car into the photo. There was limited area the camera is allowed to move around, but it was quite possible to explore the area too. I'd say Scapes is a step back from the current Photo Travel feature last seen in the PS3 era, but is at the same time the biggest leap forward the developers have ever done. Any location can now be a Scapes location, I was pleasantly surprised to see Ireland, New Zealand, Malaysia, and (amazingly) Vietnam to be confirmed locations for Scapes. I wanna see my country next! I wonder if this means PD staff have traveled the world to supply these images, or have they been produced by Sony Alpha affiliates.
Did a lap of the 'ring on CM's with all aids off in the MX-5 and it felt very good. The car felt far more alive than say a GT86 in GT6 in the same situation (not an exact comparison but not driven the MX-5's that much on '6). Bodes well for the low powered cars being fun to drive.
Did a lap of the 'ring on CM's with all aids off in the MX-5 and it felt very good. The car felt far more alive than say a GT86 in GT6 in the same situation (not an exact comparison but not driven the MX-5's that much on '6). Bodes well for the low powered cars being fun to drive.
Kaz repeated in the presentation yesterday that the game was only 50% complete. He then explained that further by saying something about the front end of the work taking longer because they are now one of the few developers developing their own in-house game engine, lighting engine, graphics engine etc, but now that that is done, the rest of the game is a lot quicker to get through (paraphrasing last part).
The online races yesterday were all 16 people - that looked to be the maximum (at least on the current build) - don't think it was mentioned whether this would be final number. Arcade races did go up to a maximum of 20 cars on track (at least for Brands Hatch, other available tracks seemed to be only 16). But it seemed to me that Brands Hatch was more "finished" than the other tracks.
It was Kevin Middelbos, formerly of Evolution Studios. The interface he designed for Driveclub was also very smooth, crisp, and easy to use, so it's good to see he's carried that through to GT Sport, whilst also incorporating a bit of the traditional Polyphony/GT style.
There were a few European faces in the Polyphony crew that were there yesterday. I hope that he was one as the new UI does look good. It was great seeing so many of the Polyphony team at the venue and brought on stage at the end as they are the guys and gals who do a lot of the unsung work that makes the game what it is after all. It was a genuine pleasure to be able to applaud them on to the stage.
No no I know that much, I meant the location looked familiar - I live within ~25 minutes of the city. That circular concrete structure is what caught my attention. The street lights, cross walks, and various other road markings look very similar here.
It wouldn't surprise me if Seattle makes up a few of the "1000+" scape locations, the waterfront and Pike Place are decently well-known and pretty areas even in a global sense.
Well, we saw at the start of the Thursday stream that one of the qualifying events before the eSports competition was at "Seattle Short" track (there was a quick shot of the leadeboard for that event on screen at the start of the stream). My guess is that there will be a big separate unveiling of the Seattle track (and probably scapes and anything else connected to it) at a later date. I get the feeling they have a strategy all worked out to drip feed things over the next few months to keep up marketing momentum, which would seem logical.
Tom, just want to say it again mate, really great job yesterday on the commentary.
There was almost a 4-wide moment on the long Nurb stretch yesterday (perhaps in the US/Japan race) and it was really high drama, brilliant entertainment. I salute you!
If anyone has any videos of that race, or others, would be great to share here.
Also, on that front, what improvements do you think the spectator mode needs to help commentators/spectators out do you think? Seemed like at some points it cut away from some entertaining duels randomly.
(Also quite funny that the US v Japan race was won by an English guy!)
Totally agree, Tom really built up the excitement and tension during the races. Hope you had a fantastic time at the event yesterday. Agree with the general impressions you posted from yesterday. I feel like we were all very lucky to have been there yesterday.
You bastard !!! (just kidding) . Actually, I really enjoyed seeing Kaz going through the presentation again in full yesterday, there were little snippets that I picked up on which I hadn't seen before, such as the ability to change manufacturers about every 6 months. Nothing major, but still it was really enjoyable seeing it in full up close. And, if you got the opportunity between you to ask more questions than we saw in public, then that's excellent. Can't wait to read it in the news on here.
He's superficially correct - perhaps more in the sound department than others. There is quite a great deal of similarity between how the two games look, sound and play - particularly if you're not a keen player of Gran Turismo or indeed racing games. That's where the article is pitched, at gamers rather than Gran Turismo players.
However he's wrong to say "just like", because they are not exactly the same and, at least for looks (early build pop-in and screen tear notwithstanding) and handling, there's enough difference between the two that the sufficiently interested will notice.
It's worth noting too that the information we had was that the Wednesday, Thursday and Friday builds were different from each other, so the build he played may have been the same one I played on the Thursday, but the Friday public build may have had further differences.
@Johnnypenso The people in Tom's first pic are Martin (@Tidgney), Miguel Faisca (my arch enemy ), me, Tom and a guy from PD. I know most in the second pic but don't want to get their names wrong!
@Ridox2JZGTE I tried the Golf Gti on comfort mediums. As Scaff has already mentioned, torque steer is really pronounced on a less grippy tyre. I found there was not enough grip though, so whereas in 5 and 6 you could sometimes go down a tyre compound, comfort softs seemed a better fit. Unfortunately trying to get it to lift off oversteer was quite hard and when you did it felt much less natural than Assetto Corsa for example.
It's worth noting too that the information we had was that the Wednesday, Thursday and Friday builds were different from each other, so the build he played may have been the same one I played on the Thursday, but the Friday public build may have had further differences.
This is quite true. The game evolved before my eyes since I first saw it on Wednesday. I noticed a lot of screen tearing and frame rate issues at first, which were significantly improved by the end of the day on Friday. Kazunori told me new builds were coming in from Japan every 8 hours.
az repeated in the presentation yesterday that the game was only 50% complete. He then explained that further by saying something about the front end of the work taking longer because they are now one of the few developers developing their own in-house game engine, lighting engine, graphics engine etc, but now that that is done, the rest of the game is a lot quicker to get through (paraphrasing last part).
This is quite true. The game evolved before my eyes since I first saw it on Wednesday. I noticed a lot of screen tearing and frame rate issues at first, which were significantly improved by the end of the day on Friday. Kazunori told me new builds were coming in from Japan every 8 hours.
@Johnnypenso The people in Tom's first pic are Martin (@Tidgney), Miguel Faisca (my arch enemy ), me, Tom and a guy from PD. I know most in the second pic but don't want to get their names wrong!
@Ridox2JZGTE I tried the Golf Gti on comfort mediums. As Scaff has already mentioned, torque steer is really pronounced on a less grippy tyre. I found there was not enough grip though, so whereas in 5 and 6 you could sometimes go down a tyre compound, comfort softs seemed a better fit. Unfortunately trying to get it to lift off oversteer was quite hard and when you did it felt much less natural than Assetto Corsa for example.
Keep seeing good things, new builds every 8 hours coming from Japan, 50% quality that PD were aiming, makes me feel that PD is really serious/hard at work in improving GT
I quite literally stated who said it in the post you quoted. Anyway it's not me who likes it so much, it's those who wanted something to defend the issues people were bringing up.
I don't think people should praise the game, its only halfway done, wait till you actually play the game.
Doesn't work does it? People are allowed opinions but time and time again those with critical opinions get told to pipe down by those who only want to hear praise. Perhaps an open, free forum is not the place for you.
I don't knoe if you noticed, but I started out with an "I". It's my opinion that I don't think people should complain. Perhaps an open, free forum is not the place for you.
For me, it's clear that the golden age of GT is gone (as a mainstream game).
20 years of racing game can be boring for a developer... Why not a different genre like they did with Omega Boost? I'm sure that a new type of game could be the best thing for Poly. They are obviously very talented, something different could bring a new fresh air.
(I looooove GT, all the passion in this franchise and I wish the best to Poly for their amazing games on ps1-2)
GT5 sold 12 million. GT6 sold 5 million at a time where PS3 software sales were pretty dead. There is no other racing game let alone sim racer that is as mainstream as GT even to this day. Well maybe Mario Kart.
GT5 sold 12 million. GT6 sold 5 million at a time where PS3 software sales were pretty dead. There is no other racing game let alone sim racer that is as mainstream as GT even to this day. Well maybe Mario Kart.
Dear god from time to time i thought this was a real drive of this car.. and yet this game is only 50% done damn cant wait to see the end results come November 15
My bro said exactly the same thing when watching that video. Great colors, shadows, lightning indeed. The few glitches will be ironed out long before the release. AI, damage, weather, physics, sound, race formats, amount of cars and tracks are the main things I look forward to see their evolution-revolution in new GT game as graphics were sure to be the best.
I don't knoe if you noticed, but I started out with an "I". It's my opinion that I don't think people should complain. Perhaps an open, free forum is not the place for you.