Didn't think I'd be here writing impressions but here we go... (good to see fellow GT5P nostalgics here
@Stotty ).
Most of this is based on GT86/Miata driving (+ a couple of GT3-spec cars)
+ base physics seem far better than I imagined - for sure not up to the better PC titles such as AC/AMS/rF2 but a big step up and competitive in the console space, and should provide enough basis for the esports aspect. Weight transfer and modulation feels sensible and relatively controllable, both understeer and oversteer are quite well communicated (although the latter is a bit more snappy than I would expect in some cars)
+ for the first time in GT (with the exception of maybe the GT Academy 2010 demo), sports/racing tyres don't feel ridiculously forgiving. Tyres also provide a distinct rubbery feel
+ FFB feels solid enough if a bit 'weighty' (T300RS - btw had to adjust strength all the way down, I'm wondering if this is due to the 100% setting made on the PC side). FFB also seems to be ok out of the box for most cars.
+ livery editor seems flexible and robust enough
+ Incredibly stylish presentation aspects and the (distinctly Japanese) feel of a racing game
+/- AI is more competitive but still hitches in places. Have yet to see how it races in an endurance aspect
+/- sounds much improved over anything in GT, actually at times rather good with headphones. Some environmental sounds are a plus. Still not close to industry-leading (although I do like the fact that they don't overdo the sounds in some of the more modest vehicles)
+/- ABS 'weak' setting feels okay-ish but doesn't really seem to convey the characteristic intermittent ABS behavior like some other titles. Will have to look at this a bit more closely
+/- quite excited about some of the racing / endurance aspects, (e.g. fuel maps, indicators, hazard lights, windscreen wipers, flag rules). The only question is: are these going to be properly used/enforced? (I'm sure someone can answer this already to some extent).
+/- I think I prefer the distinctly aligned content (i.e. a lot of Gr3/Gr4 cars) over more sporadic entries (e.g. AC has been quite guilty of this), and as anyone with an iRacing subscription knows, the virtual world is (sadly) full of empty classic car races. However the focus on the Vision cars should be either increased to the point where real, functional concepts exist (such as with the Citroen GT) or binned entirely. Like some others here, I would definitely prefer some classic (or 80s/90s) cars over the VGT content.
- if they devoted 10% of the time spent on e.g. the dynamic showroom aspects on the 'sim' attributes of the title...
- very limited control settings - for example, is it possible at all to set up a clutch without a separate shifter? Also had to modify brake mod due to the lack of a separate calibration setting
- does the (full) damage model matter enough to make a difference in 'serious' races?
- setup work seem more or less unchanged and I'm yet to see if the setup changes make sense (this stuff was completely atrocious in GT5/6). The assumption of an 'optimal' cold tyre pressure for each car is OK (saying this, there are racing titles offering countless adjustment options and frankly ridiculous car behavior) but of course detracts from the sim aspect a bit
- ovals and gravel seem like a total afterthought (who was surprised?) and should be omitted from the title. The driving on the loose surface isn't even all that bad - just wish they would make proper use of it