GT Sport - Trailers, Videos and Screenshots

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This part interests me, because it implies that Kaz wants GT Sport to be more substantial than the main franchise. Even though Sony haven't ruled out the possibility of Gran Turismo 7, I have a feeling that GT Sport is acting as a reboot to the series.

Obviously, this is based off a rough translation and it still doesn't advance the content of GT Sport any further, but by being 'more than a prologue', surely GT Sport must be classified as equally, if not more substantial than the main series.

It's clear that the partnership between the FIA and GT alone has made the game more ambitious than any GT game we've seen before. But does this ambition translate to the rest of the games features as well? I don't mean to create any hype or anything, but could GT Sport be the 'ultimate' Gran Turismo game?
Except it's not more than a prologue, it's, "More Substantial than Prologue Titles" which simply means, on it's face, it's bigger than the very, very small Prologue titles PD has released in the past. It's a direct comparison to previous games, not a generalization that it won't be a prologue style of game. There's no indication whatsoever at this point that GTSport is more substantial in any way vs. the main games in the series. 12 tracks and 100 cars would easily qualify as more substantial than a Prologue.
 
I think a lot of people forget how they got into GT in the first place...I know for me personally I took on the game from a young age(Played GT1 when I was 6). The game has always been approachable yet difficult, I love that about it.

To be fair, GT1 isn't really much of a simulation. Go back and play it again now, it's more arcade than a lot of current arcade games.

This part interests me, because it implies that Kaz wants GT Sport to be more substantial than the main franchise.

Nah, it doesn't say anything about substantial. It just says different.

Given how careful they've been not to say that it'll be the size of a full GT game, I'd say it's a fairly safe bet that it's going to be somewhere between GT4 and GT5P in scope.

I feel like PD needs to remake some of their original tracks like SSR11, Smokey Mountain, El Capitan, Driving Park, and the LV drag stage if they want to have a selection for current gen and more tracks from different enivornments.

SSR City needs to become a thing, but I feel like they'd be better off making new tracks than just rehashing old ones. They just need to get whoever was their old track designer back. Or get him to put down the beer and get back to his old ways. Even though I'd love El Capitan and Smokey Mountain back.

Watching the original version of HSR it's set in quite a busy environment, even though it's a simple track. If the GT5/6 version included all the extra grandstands, billboards, signage and forests that the original version did it would be much better.
 
To be fair, GT1 isn't really much of a simulation. Go back and play it again now, it's more arcade than a lot of current arcade games.



Nah, it doesn't say anything about substantial. It just says different.

Given how careful they've been not to say that it'll be the size of a full GT game, I'd say it's a fairly safe bet that it's going to be somewhere between GT4 and GT5P in scope.



SSR City needs to become a thing, but I feel like they'd be better off making new tracks than just rehashing old ones. They just need to get whoever was their old track designer back. Or get him to put down the beer and get back to his old ways. Even though I'd love El Capitan and Smokey Mountain back.

Watching the original version of HSR it's set in quite a busy environment, even though it's a simple track. If the GT5/6 version included all the extra grandstands, billboards, signage and forests that the original version did it would be much better.
That was my point Imari. Whether Sony has a genuine belief GT is a hardcore 'sim' or not, for me personally its just a really well made racing game that does a good job of giving each car individual characteristics that make it fun to play. :)

Kid or no kid! :lol:
 
I played GT1 with a keyboard recently, I thought it felt pretty good. :)
That in itself is not a mark of arcadiness; for instance GPL played really well on keyboard. It's a mark of care and attention on one of the most important aspects: player feedback and control. GT1 could be played with the D-Pad and face buttons, and that's how I started, almost as well as on the analogue sticks.

I grew up on keyboard controls, so I appreciate the effort whenever it's made; DiRT Rally is another winner in that respect.

Not that I'm suggesting GT1 isn't arcadey.
 
That was my point Imari. Whether Sony has a genuine belief GT is a hardcore 'sim' or not, for me personally its just a really well made racing game that does a good job of giving each car individual characteristics that make it fun to play. :)

Kid or no kid! :lol:

Fair enough, it was sort of hard to tell from the context. My bad. :)

I happen to agree, I think that GT was and is good as a semi-sim. Realistic enough to be believable, but not so much that it gets in the way of the fun of just driving for those who aren't quite as skilled. GT3 was a really nice balance, I feel.

I still really, really like GT1, for what it's worth.
 
Fair enough, it was sort of hard to tell from the context. My bad. :)

I happen to agree, I think that GT was and is good as a semi-sim. Realistic enough to be believable, but not so much that it gets in the way of the fun of just driving for those who aren't quite as skilled. GT3 was a really nice balance, I feel.

I still really, really like GT1, for what it's worth.
GT3 is the most well-rounded of the games in my opinion. 👍
 
Really?!?!

Say that GT1 ins't a simulator because if you play it today it will feel arcade?

Yes, it was a simulator in his era, the first racing game to be considerated that. Problably, if you take PCars, Iracing, Assetto Corsa and play it 20 years later it will feel arcade too compared to the newers games... 20 years.... 20 years...(almost).
 
Watching the original version of HSR it's set in quite a busy environment, even though it's a simple track. If the GT5/6 version included all the extra grandstands, billboards, signage and forests that the original version did it would be much better.

Quite a few old tracks have lost a lot of flair in the PS3 era. HSR, Grand Valley, Deep Forest are a few. They felt much more "alive" on the older generation consoles. HSR I think is completely ruined. It was such a nice track in GT1.

PD should rethink their track design and as Imari said, get their old trackdesigner back.
 
Really?!?!

Say that GT1 ins't a simulator because if you play it today it will feel arcade?

Yes, it was a simulator in his era, the first racing game to be considerated that. Problably, if you take PCars, Iracing, Assetto Corsa and play it 20 years later it will feel arcade too compared to the newers games... 20 years.... 20 years...(almost).

There were plenty of "hard", and by hard I mean quantity of variables taken in consideration and information transmitted to the user and not difficulty to play, simulators at the time of GT1.

Agreed with the second part, it'll come to the point of how noticeable/perceivable the difference is
In the end a debate about the spectrum of "simulator to arcade" on these terms is finnicky for me because I understand "arcade" merely on rule-setting terms. That is, you can have a game that completely simulates rubber deformation and wear, but when you fall of a cliff you get respawned in 3 seconds back to the track, and that to me would be "arcade" compared to a game that uses just an approximate model for tyre-road friction and ends the race if you fall of a cliff.
A counter-point would be that within expected behaviour (driving on the road), the first game would be simulating more, and the second less, which if you place both on the "spectrum" would mean the second is less of a simulator, or "more of an arcade".

---

On the subject of original tracks, one thing that kills them for me with the PS3 (except with Sierra for obvious reasons), is the lack of "natural randomness" that is augmented with the car/trackside detail disparity (which was much smaller during the PS2 era). So while the circuit itself may be okay, the visual cues and general "qualia" are bland for lack of a better adjective.
 
It's also assumed that the G27 wont be supported... pd please give an official statement, I need to know. :lol:
PD unofficially supported different wheels on PS3, although it was probably on the back of similar (hardware and "driver" interface) officially supported wheels.

I am personally feeling 50/50 on whether PD will "unofficially" support e.g. the G25 / G27 family on PS4 if they support the G29; it's possible they will carry over their entire PS3 peripheral interface catalogue, with the necessary modifications for the change in processor and OS environment. They know what they're doing with USB faffage anyway (not forgetting PD's wheel support stretches back to PS2), they don't need Sony to provide support via a library, or bespoke PS4 drivers for peripherals from vendors.

It's also been demonstrated that the supposed need for a "security chip" is a load of old rot, too. Mutual pocket-lining in action, nothing more. This is in the hands of the coders, once the political hurdle is overcome.
 
You don't need PoDi for that.

G27 is incompatible with PS4. Logitech has released a new wheel: G29 :rolleyes:
False. There is nothing special about the G27 that makes it incompatible with the PS4. The security chip nonsense is bogus as we now know from the T500 being compatible. And if the G29 functions, that means the drivers are already 95% done.
 
PD unofficially supported different wheels on PS3, although it was probably on the back of similar (hardware and "driver" interface) officially supported wheels.

I am personally feeling 50/50 on whether PD will "unofficially" support e.g. the G25 / G27 family on PS4 if they support the G29; it's possible they will carry over their entire PS3 peripheral interface catalogue, with the necessary modifications for the change in processor and OS environment. They know what they're doing with USB faffage anyway (not forgetting PD's wheel support stretches back to PS2), they don't need Sony to provide support via a library, or bespoke PS4 drivers for peripherals from vendors.

It's also been demonstrated that the supposed need for a "security chip" is a load of old rot, too. Mutual pocket-lining in action, nothing more. This is in the hands of the coders, once the political hurdle is overcome.
I just hope we know a few months ahead of gt academy.
 
Really?!?!

Say that GT1 ins't a simulator because if you play it today it will feel arcade?

Yes, it was a simulator in his era, the first racing game to be considerated that.

Not even close.

GT1 was late 1997/early 1998, right?

Obviously you're not familiar with the early work of David Kaemmer and Geoff Crammond. Kaemmer and Papyrus started with Indy 500 in 1989, starting a series of simulation Indy and NASCAR games. Crammond and Microprose released F1 Grand Prix in 1992, starting another important simulation series, the Grand Prix series.

So let's put aside the claim that GT1 was the first racing game to be considered a simulator. That's just false.

Gran Turismo was the first serious simulation on a console, and the first to achieve major commercial success. But go back and play something like GPL which released at almost the same time, and you'll realise how limited it's claim to simulation was. It was decent, but not great. Not entirely unlike GT6 today. It's a passable simulation but severely limited in many areas.

The thing about GT1 is that it feels remarkably similar to drive to many games that are labelled arcade or semi-sim today. It was hard to tell at the time because real simulations weren't as widespread and easily available as they are today. Today, it's easy to pick up Assetto Corsa or rF2 or iRacing and see how nuanced their physical models are over what GT provides. Way back when, it's likely that Gran Turismo was all people had or would see, and so they assumed (like you do) that it was the pinnacle of simulation.

GT1 isn't much of a simulator, because it's built along the same lines as the semi-sim and arcade games of today. It does the same trick that games like NFS: Shift, GRID, and Driveclub do. It provides a believable and authentic feeling experience without necessarily getting all anal about being accurate. I happen to enjoy those sorts of games and I think early Gran Turismos did it very well, finding a nice balance between simulation and pure fun.

But I don't fool myself by saying that GT1 was a simulation comparable with the best of the time, because it wasn't. And it certainly wasn't the first by any stretch of the imagination. Which is why I say it wasn't much of a simulator. In some senses it was, but in many senses it wasn't and it's simulation certainly wasn't it's greatest strength.
 
Today, it's easy to pick up Assetto Corsa or rF2 or iRacing and see how nuanced their physical models are over what GT provides. Way back when, it's likely that Gran Turismo was all people had or would see, and so they assumed (like you do) that it was the pinnacle of simulation.


Today's simulators are usually only good at specific task though. AC is a good drifting sim, but a poor racing sim. (from what I have heard) iRacing is good at stock car racing on ovals, but absolutely dreadful at not stock cars. Rfactor, I can't quite figure out what its physics are good at. rFactor has terrible physics for everything it seems, except spinning, definitely good at that.

Gran Turismo is a better sim than this other "sims" in many ways, because PD tries to simulate every type of car and every driving style at every track. PDs approach to simulation is arguably the best because it doesn't cater to a specific audience or a specific task. It lowers the quality of a certain experience, but it has a fairly high quality overall.
 
Today's simulators are usually only good at specific task though. AC is a good drifting sim, but a poor racing sim. (from what I have heard) iRacing is good at stock car racing on ovals, but absolutely dreadful at not stock cars. Rfactor, I can't quite figure out what its physics are good at. rFactor has terrible physics for everything it seems, except spinning, definitely good at that.

You should probably play these games yourself, instead of simply listening to the lowest common denominator on the internet.

You should also take notice of the fact that I wrote rF2, not rFactor. Although Game Stock Car is built on isiMotor, as was rFactor, and GSC is fairly excellent. rF1 is a decent enough sim, but it really depends heavily on the quality of the content you get for it, as does rF2. If you want to find a car that behaves horribly, you can.

Gran Turismo is a better sim than this other "sims" in many ways, because PD tries to simulate every type of car and every driving style at every track. PDs approach to simulation is arguably the best because it doesn't cater to a specific audience or a specific task. It lowers the quality of a certain experience, but it has a fairly high quality overall.

No. The idea of a simulation is to simulate as accurately as possible. Gran Turismo doesn't do this in any of the areas that it simulates. It's a partial simulation.

Gran Turismo's approach to a racing game may be the best, because it offers a wider range of play. But it's not a better oval racing sim than iRacing, it's not a better road racing sim than AC, and it's not a better rally sim than RBR or Dirt Rally. It's jack of all trades, master of none, as has been said many times. That maybe makes it a better game, but it does not in any form make it a better simulation.

A better simulation is more accurate, and Gran Turismo just isn't.

I don't understand why people have this need to insist that Gran Turismo is the best simulator [clarkson]in the world.[/clarkson] It's a decent game (if we're talking about the older ones, it's an excellent game), and it simulates well enough for it's purposes. Is that not enough? Can it not just be without being a superlative as well?

Are we such blind consumers that we need to justify "The Real Driving Simulator" as if it wasn't just marketing guff?
 
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