I think it would feel really awkward to any of us that already know how to play GT to drive with that auto-breaking feature turned on. But I could see how it would help a newbie learn thier breaking points.
I'm inclined to agree, but honestly, I think the dynamically colored driving lines would teach braking points more effectively. Better to have the noob saying, "Okay, hit the brakes
NOW," than saying, "Oh, I guess I was supposed to start slowing down there."
I used auto-brakes to learn braking points in early F1 games, etc., but the colored line really is better for that IMO. For people that don't even understand what a braking point
is, I'd say auto-brakes are actually counter-productive. Let them learn what happens if they fail to slow down. Once they learn that, let them learn how to control the brakes properly.
Customizing cars?
Rewind?
I believe FM3 has really impacted GT5.
Yes, because Forza was the first game to have either of those features.
All games already have Rewind, It's called restart, so then no game is a true sim now is it.
Restarting a race is vastly different from rewinding bad corners. If restarting were your only option, winning a race would require you to string together X good laps, whereas rewinding means you're only required to be able to get a corner right once after trying it over and over, and then it's on to the next corner, where you try, try again.
Let's say the Veyron was the prize car for a 200-lap endurance race. If restart were the only option, only the most skilled/consistent drivers would ever earn the Veyron, but with rewind, just about anyone could get it eventually. The possibility of blowing it all on the last turn of a 200-lap race is the
point of a 200-lap race. If the only challenge is "getting the hard corner right
eventually," then why not make the "race" just that single corner? Why make the player waste time doing all of the other turns over and over?
I play Dirt2 a lot recently and I never used rewind until about half of the game, because ... well I thought this is a weak feature, but then I started using it and I think it's great, even makes it feel more realistic, because I usually use it when something happened what didn't feel 'right' to me.
I used it for exactly the same thing in that gamecompensating for the cheesy physics. There were many times while trying to take a corner in the demo that I'd say, "What the hell? What kind of crap was that??" as my car went careening off of the track for no obvious reason. Then I decided that's what the rewind feature must be for.
Before long, I just gave up and went back to playing MotorStorm: Pacific Rift. Sure, it's just an arcade game, but it's a hell of a lot more fun, and most importantly, things happen in a predictable manner, so I feel like I actually have some say in the outcome of a race. If I win, I take all of the credit, and if I lose, I take all of the blame. I'm not at the mercy of some twink physics engine.
Am I the only one that thinks that having rewind feature would defeat the purpose of a simulator and damage?. Alot of people were complaining how GT5 is not a simulator if there is not damage and so own, but if we get rewind, why bother with damage, since you can rewind after a mistake.
Indeed.
Also, I find it ironic that the people who were calling for damage, saying, "GT can hardly call itself a 'simulator' if there are no consequences for your mistakes," are largely the same people saying, "This game sure would benefit from a do-over button."
Well obviously this can't be used online. I think it a great feature. If you read the Forza 3 review on IGN, they think of the rewind feature as good.
To all the people complaining; if you like it, don't use it. Its as simple as that.
Except it's
not as simple as that. Look at my earlier example of earning the Veyron. If a less-skilled driver is willing to "cheat" to get it, and I'm not and consequently don't earn it, then even though he can't rewind when we face each other online, he still has an "unfair advantage" because he was able to cheat his way to a much better car than I have. How is it fair that he rewound his way to a Veryon while I'm still stuck in a Mugen S2000 because I wasn't willing to cheat myself a better car?
It should not be allowed where credits are involved, yet it should be included somewhere. That somewhere is not in a real race.
I'll agree with that. I'd have no problem with other drivers being able to use it as long as they don't gain anything in the process. (Except more practice, of course.)
FYI, this is kind of an aside, but it's somewhat of a mild reason for rewind to be present... a lot of gamers who aren't car enthusiasts, GT enthusiasts, or even fans of racing games (let alone racing sims!) are planning on buying GT5 simply because they recognize how amazing Polyphony's work is. Why deny them rewind, which would allow them to at least make some progress into the game and get a deeper appreciation for it? It's not hurting your experience with the game, nor is it hurting mine.
I'd say they'd gain a much deeper appreciation for the game if they simply learned how to drive. What's the point in giving them the Veyron if they can't keep it on the track?
A friend of mine was complaining that his Viper was "undrivable," so I made him race a stock Alto Works until he'd learned some proper driving techniques. Then he got to move up to an Integra, and so on. In the end, he became a
far better driver, and was finally able to control his Viper, which made him love the game more than ever.
So no, you're not always doing someone a favor by letting them reach the endgame too quickly. If you really want to give bad drivers the opportunity to pilot good cars, then just make all cars unlocked in Arcade or something. IME, casual players are usually annoyed they need to unlock anything at all, so that's probably your best bet for attracting the casual crowd anyway.
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I never longed for rewind in GT because if I made a mistake, it was
my fault, and I just dealt with the consequences. Similarly, if I blow a difficult jump in Ratchet, I don't bitch about needing to go back to the checkpoint and fight my way back again. (i.e. "Restarting the race.") Sure, blowing that jump five times can be pretty frustrating, especially if it takes me a while just to get back to that point again, but it sure is satisfying when I complete the whole section without screwing up. If driving games "need" a rewind feature, then why isn't it demanded for all games?