Interview: Kazunori Yamauchi
The godfather of GT talks to us about cars, the U.S. tuning lifestyle and a little game called "Gran Turismo HD".
by Justin Kaehler
US, November 6, 2006 - I hate waking up early in general, but I get especially sour if asked to wake up early after a hard night of partying in Las Vegas. But that was exactly what Sony asked me to do the morning of the second day of SEMA. Normally I'd tell the company to piss off - I don't wake up early for anybody - especially while I'm in Vegas.
However, Sony was able to say a few magic words that would cause me to rethink my stance on working early in the morning. Basically, the company asked if I'd like to come up to its private suite at the MGM Grand, play a little bit of Gran Turismo HD for the PlayStation 3 and interview the man behind the game. If anything can get me out of bed in the morning, it's the promise of an exclusive look at the best racing game of all time.
So I show up to Sony's loft early Wednesday morning a little hungover and more than a little disheveled. The Sony rep quickly took me through the basic workings of the PS3 and then turned things over to Gran Turismo mastermind Kazunori Yamauchi. "Kaz" was quick to apologize for the game's appearance. Apparently the team at Polyphony had only been working on the game for six months. Of course, "Kaz" had nothing to apologize for, the game looked absolutely stunning. The graphics were extra sharp, highly detailed and looked to be everything a Gran Turismo fan could possibly want from a next-gen system.
Despite the very early state of the game, "Kaz" was incredibly proud of Gran Tursimo HD. He was quick to point out the metallic paint finishes on the cars, as his team was glad they could now pull off metal flake paint schemes on a home console. Kazunori also took the time to point out how each of the cars' body panels are modeled: the edges of the doors, hood, etc. don't cut off at a 90-degree angle - they are rounded off just like in real life. Even the way the body panels sit together has been lovingly recreated. You can look at the line between the hood and the fender and see a bit of extra body work (the fender) hiding below - again, just as it would appear on a real car. The tires now get bump mapping to show off the manufacturers' names and tire sizes and are lit in real time. I can go on and on about the amount of detail that went into this game, but I just don't have enough space.
Being slightly "out of it", I began to ask Yamauchi-san some questions. Unfortunately, I forgot to turn on my recorder for the first few questions, but I'll summarize what was said. The GT HD demo shown at E3 was just a "prettied-up" version of Gran Turismo 4 and not the "real" Gran Turismo HD game. The version of Gran Turismo HD I was checking out at the MGM was one of the first-ever public showings of the real PS3 build.
I also asked Yamauchi-san if he felt that the game felt like it was "missing" something now that the PS3 controllers have lost their vibration function. "Kaz" sheepishly said "yeah", but was quick to mention that the GT4 Logitech Driving Force Pro will be compatible with GT HD. And with that I finally remembered to turn on my recorder. The questions jump around a bit, but hey - it was first thing in the morning. In Vegas. I'm just proud I was able to utter a few coherent sentences.
IGN Cars: Let's talk a bit about what it's like to develop games for the PS3... When the PS2 first came out, most game developers said that it was really difficult to make games for the system. Of course, now that the PS2 is on it's way out, we're seeing some really beautiful games from the hardware. With the PS3, is it easy to use the system's full potential from the get-go, or is there still a really steep learning curve when it comes to programming for the system?
Kazunori Yamauchi: It's very unique to the game industry, where software developers, one of the focus points is to optimize against the hardware performance. It's almost like their nature to do this. So obviously, yes, as we move to the PS3, that is one of the things that game designers and engineers will look into. Obviously with the power that the PlayStation 3 provides - much more than PS2 - I guess that (the learning curve) is equally steep.
IGN: Okay, now that we got that out of the way, let's talk about the game itself. The Gran Turismo series is revered for having accurately-modeled real-life race circuits in the game, and the course we just saw is based on a real-life hiking trail. Will Gran Turismo HD retain all of the real-life courses from past games? And on top of that, will GT HD feature any new real-life courses that haven't made an appearance in any of the previous GT games?
Kazunori: To answer the first part of your question: yes, we are aiming to bring forward all of the tracks that we have featured so far to GT HD on PS3. In terms of new tracks, yeah we will continue with our concept and key focus and continue and follow up with new tracks - real tracks - some from the U.S., some from other parts of the world. So there are probably a couple (tracks) you can think of that are still not included in GT.
IGN: Sony has been hyping up the new online capabilities of the PS3, so we gotta ask: this latest version of Gran Turismo will finally be playable online, right?
Kazunori: Yes. Exactly.