SRT Reviews GT5: Prologue

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HEHE I ask the guys to do the review ;)

But yeah... One of the best reviews ever for GT :)
And just as I know it, it blurs PC vs PS3 sim racing line.
 
Damage, damage, damage, damage... damage!? What a whiner! :)

Actually I agree with him, the game really does need damage. Done to death, but it is true.

It was a good review. It lacked all of the flashy and expensive graphics, music, and the like, but it had good commentary and analysis, and that's all a good review really needs.

👍
 
He is right about the physics going crazy at times.

He is also right about online not being stable, especially in larger races with 10 or more cars. I'm sure to a PC sim racer like himself that's sad considering he's probably been in smooth online PC sim races with 20, 30 cars.

Of course damage needs to be added and PD has confirmed it will be added, if not for GT5P then for GT5.

I do think 84% is too high though, and if he played it more and found more flaws I'm sure the number would drop in the 70s
 
Actually I agree with him, the game really does need damage. Done to death, but it is true.

Thats great because it is coming. :)

Not that it bothers me all that much but it will be nice.
 
Is it me or does he remind you of Stephen Colbert?
StephenColbert.jpg


Very well done and profesional looking review, it is exactly what I have to say about this game.
 
He complains about damage, I do to, because he plays a heck load of PC racing sim games, and most of them have proper damage system, once you crash, you out of the race.

When he complains about online, PC racing games every now and then, sometimes once a week championships, have servers for about 40 people or so, all Professional drivers, and they race as in real life, they have seasons, events, etc with 1-2 sometimes over hour races. And Gran Tourism right now is lacking of this because we don't have private rooms yet.
But as he stated at the end, that Damage may come in play and heck load of other features in Full GT5 game, so I can't wait.
Really well done review. And to all the people that say GT5P has bad physics, he is proff that GT5 has PC like physics :)

Gran Turismo 5: Blurring the line
 
He is slightly boring, but he does know what he's talking about. He's an experienced PC gamer who points out aspects of the game that most casual gamers wouldn't care much about, like small physics glitches.

In my opinion, I would much rather have this guy doing an in-depth, informative, slightly boring technical review than having some charismatic guy who constantly raves about how good it looks.
 
It would be nice if he did some comparisons on what are PC sim racing games and what are console racing games. Many players here don't even play sim racing games :( So it would be good to point out differences.

I like his review because he took time, DL spec two, and play for numerous times. Some guys that review the game, get it only few days before we did, and post review as fast as they could, giving the game high scores but never mention about how close they are to PC racing games.
 
It's not that he's boring, it's that he repeats himself so many times. If I were posting something like this online, I would take the trouble to "semi-script" it, so that the review flows in a more logical & unrepetitive way.
 
Agreed that the segment is a bit too long... could have been five minutes or so and had the same impact. It's great to see GT getting some recognition in the PC sim community with the advent of cockpit view and pro physics. PD made a fantastic decision by providing two physics options, and the reaction to GT as the "real driving simulator" can no longer be chuckled at by PC simmers.

With damage incoming, the only thing left is for PD to really spend some time with the online component of GT5:Full to get the PC crowd to add a PS3 to their racing setups. Those of us who keep up with racing sim forums (like RaceSimCentral.com) might note that this is already beginning to happen thanks to Prologue.
 
Thank you for the comments--and the picture!! Just to let everyone know, I have been freelance writing for the last 3.5 years for AutoSimSport Magazine, and this was my first attempt at a video review. I agree with many of the comments, I do repeat myself, and there are some definite rough edges, hopefully they will smooth out as I do more of this sort of thing.

The piece was actually scripted, nearly 4000 word draft, but when you are the cameraman, director, producer, key grip, actor, and caterer, well, some things are bound to get mixed up :) It is a bit on the long side, but one of the problems I have at this point is trying to take a game full of content, like GT5 Prologue, and squeezing it into an 8 minute time window. I am sure to do better at this--it was the same when Alex hired me for the magazine, I just wasn't any good :)

In contrast, my GT5 Prologue review for AutoSimSport came it at over 5000 words, and was a scratch article, that is, I did not 'recycle' the script for this video piece.

Thank you all again for watching, and the only way I will get better is by reading your comments and criticisms and I appreciate the feedback very much!!

Thank you :)

Bob Simmerman
 
LOL, i bet some of you guys didn't think Bob would come in here.
Redfaces, redfaces!

Anyway, thanks for sharing your impressions Bob, a detailed, technical analysis is always welcome compared to other Reviewers who are only amazed with looks rather than the nitty gritty.
 
Well, at least he can know the feedback was unabashedly honest!

Welcome to the site, Bob! 👍
 
Re: damage
Thats great because it is coming. :)

Not that it bothers me all that much but it will be nice
Don't believe it till you see it happening on your screen. I don't buy the old line that PD used to trot out about the car makers not
allowing it, because other games did it years ago to the same cars

And if it was so about the makers not allowing it, why are they suddenly changing their minds?
 
Re: damage

Don't believe it till you see it happening on your screen. I don't buy the old line that PD used to trot out about the car makers not
allowing it, because other games did it years ago to the same cars

And if it was so about the makers not allowing it, why are they suddenly changing their minds?


I was those days understanding that there was some carmakers who did not want their products getting damage. Couple bad apples ruin whole basket... who knows. Find out which carmakers aint presenting those other games. I'm sure they are some classic English manufacturers.
 
Re: damage

Don't believe it till you see it happening on your screen. I don't buy the old line that PD used to trot out about the car makers not allowing it, because other games did it years ago to the same cars

And if it was so about the makers not allowing it, why are they suddenly changing their minds?

Having worked on a racing game long ago, and overhearing the battles that marketing fought with the various car manufacturers, I can vouch for the veracity of PD's earlier statements.

The problem is this: each car manufacturer has a different view of licensing, and different restrictions associated with said license:
- Some allow use of the cars with no restrictions
- Some prohibit visible damage to the cars
- Some allow visible damage, but prohibit damage from affecting the behavior of the car
- Some disallow rollovers

So the quandary facing PD in the past was to either exclude those manufacturers that any restrictions on the implementation of damage, to make a game with cars "inspired by" real cars, or to do the game without damage. If Porsche would only allow use of their cars in the game if Porsche cars were never subject to damage, would you prefer that Porsches are invulnerable, that Porsches are excluded, or that all cars are invulnerable? What if the manufacturer is Chevy? or Honda?

However, car companies have realized that the GT series is a powerful marketing tool, and so PD is now in a position where they can dictate the terms. Car companies are clamoring to get their cars included in GT5, and so PD can finally say "only if you allow us to implement damage."
 
However, car companies have realized that the GT series is a powerful marketing tool, and so PD is now in a position where they can dictate the terms. Car companies are clamoring to get their cars included in GT5, and so PD can finally say "only if you allow us to implement damage."
Then what's the story on Forza's ability to include damage in their game?
 
In contrast, my GT5 Prologue review for AutoSimSport came it at over 5000 words.

Which was a very nice review indeed, i read we will have the topgear testtrack, i can't wait to get around Gambon ;)

That review is in the current AutoSimSport magazine downloadable from:
AUTOSIMSPORT

A free sim racing mag i didn't know the existance of, tnx for the tip, very nice.

chrs
 
Then what's the story on Forza's ability to include damage in their game?
Same problem as GT:
Dan Greenwald
Unfortunately, different manufacturers have radically different hang–ups. Also, the hang–ups are not proportional to the real–world prestige of the brand or its importance to the Forza franchise. I’m not going to name names, but I will rant a little bit.

One American manufacturer will allow damage all day, but is adamant about cars not rolling over. We have several other manufacturers that will only allow roll–overs if all of the others agree first—hell of a Catch 22. One of our European marks can’t be used in PR materials as solo, winning or losing. It must always be pictured with other cars and dead even with them. Another European brand will allow painting and decals, but we can’t allow players to put “thunder” on the side of the car. I’m not even sure what that means. I assumed it meant lightning, but when I asked that specific question, the representative was very insistent: “no thunder”.

We have brands that charge ridiculous fees and make pretty “meh” cars. We got very popular brands that make awesome cars and charge next to nothing. Some brands are dead set against downloadable content. Other brands are willing to sponsor DLC.

There is a huge difference in how thorough each brand is when approving the car renders. On version 1, we accidentally submitted a car render from one Japanese manufacturer to its rival as one of their own cars… and they actually approved it as their car.

As you’d expect, these licenses are usually a lawyer to lawyer affair, but sometimes I get involved so we can escalate the matter higher up in the company. Some brands control other brands. Some brands hire outside licensing companies. Other brands have a licensing division within their legal or marketing departments. Sometimes different regions of a brand control the licensing, but usually it’s at a corporate level.

We have one European manufacturer that allows damage and rolling over, but is fairly unreasonable about upgrades and painting—core features to Forza. Truth is, I’ve spent 80% of my licensing time with just this brand. All that, and we still only got the licenses signed for half of the cars that we built from that brand. And yes, that means we spent months building cars that will never make see the light of day. I had to do back flips just to keep the small group of their cars that I felt were critical—we even got Peter Moore involved with this brand to help us pitch a higher level of partnership.

In the end, it’s all about building a partnership—which takes time. The key is to show them that we have passion for their brand and will defend it. It helps that we make a simulator—they know our goal is to achieve reality and celebrate their brand in a franchise, not use their brand to sell a quick product.

http://forums.forzamotorsport.net/forums/post/65086.aspx
 
Then what's the story on Forza's ability to include damage in their game?

I wouldn't consider Forza 2's meek attempt at damage as exemplary. If GT5 were to implement the same damage modeling as Forza 2, I'd make the dreaded switch to PC gaming (although highly unlikely). On the other hand, GRID is visually better than Forza 2 and 100mph head on collision does render your car undriveable. While I'm looking forward to the promised Fall Collision update, I'm also dreading the day when I can actually see scratch + dent on my $250,000 Ferrari.
 
I wouldn't consider Forza 2's meek attempt at damage as exemplary. If GT5 were to implement the same damage modeling as Forza 2, I'd make the dreaded switch to PC gaming (although highly unlikely). On the other hand, GRID is visually better than Forza 2 and 100mph head on collision does render your car undriveable. While I'm looking forward to the promised Fall Collision update, I'm also dreading the day when I can actually see scratch + dent on my $250,000 Ferrari.
It's not the damage modeling in question but rather, the INCLUSION of damage in the game to begin with.
I don't care how much of a perfectionist Kaz is, it still won't be as 'realistic' as everyone thinks.
 
It's not the damage modeling in question but rather, the INCLUSION of damage in the game to begin with.
I don't care how much of a perfectionist Kaz is, it still won't be as 'realistic' as everyone thinks.
I bet that it will be more realistic than Forza specially on race cars.
 
Well realistic is very difficult to do: Take the last WRC set of stages. I can't remember who it was but someone hit a rock and lost their suspension. Not just that but the spring came out and shot down the road. In many years of attending and watching rallies I've never seen a spring shoot off like that.

To give a more mundane exaple: I had a friend who caught a curb while cornering at 10 or 15 mph. He was unluchy and caused a thousand or so pounds of damage to his steering. 99 out of a 100 times the worst that would have happened is the loss of a balance weight.

Out of all the games I've seen so far none of them has been realistic although some work better than others.

It's also worth keeping in mind that realistic would be: if you crash your car, you can't use it until you've earned enough to repair it.

Anyway, let's hope PD can do something realistic enough to keep us all happy :-)
 
One American manufacturer will allow damage all day, but is adamant about cars not rolling over. We have several other manufacturers that will only allow roll–overs if all of the others agree first—hell of a Catch 22.

That crash video is awesome. Note that the car goes 100 feet in the air, but doesn't roll over!
 
That crash video is kind of sad. I saw weak crash physics but where was the visible damage?

Personally all I need is for pieces of the car to fall off and that should affect your handling and speed in a straight line.

I know when they unveil damage alot of guys will be dissappointed but not me because I've learned from the past and set my expectations low
 
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