Here's GT5 real world track selection:
Fuji Speedway
Fuji Speedway F
Fuji Speedway GT
Suzuka Circuit
Suzuka Circuit (Weather)
Suzuka Circuit East Course
Daytona International Speedway
Superspeedway Daytona
Road Course Daytona
Tsukuba Circuit
Tsukuba Circuit
Circuit de la Sarthe
Circuit de la Sarthe 2009 (Time / Weather)
Circuit de la Sarthe 2009 No Chicane
Circuit de la Sarthe 2005
Circuit de la Sarthe 2005 No Chicane
Nürburgring
Nürburgring Nordschleife (Time)
Nürburgring GP/F
Nürburgring 24h (Time / Weather)
Nürburgring GP/D
Nürburgring typeV
Indianapolis Motorspeedway
Superspeedway Indy
Road Course Indy
Autodromo Nazionale Monza
Autodromo Nazionale Monza (Weather)
Autodromo Nazionale Monza No Chicane
The Top Gear Test Track
Laguna Seca Raceway
Here's Shift 2 Unleashed's:
Automotodrom Brno
Autodromo Di Pergusa (GP)
Autodromo Nazionale di Monza (GP)
Autopolis International Racing Course (GP+Lakeside)
Brands Hatch (GP+Indy)
Circuit de Catalunya (GP+National+School)
Circuit Spa-Francorchamps (GP)
Circuit Zolder (GP)
Donington Park (GP+National)
Dubai Autodrome (GP+International+National+Club)
Ebisu Circuit (West+South+Togue)
HockenheimRing (GP+Short+TBA)
Mazda Raceway Laguna Seca (GP)
Motorsport Arena Oschersleben (GP+B Course)
Mount Panorama Circuit Bathurst (GP)
Nürburgring (GP+Sprint+Nordschleife+TBA)
Road America (GP)
Silverstone Circuit (GP+National+International)
Suzuka Circuit (GP+East+West)
Toyota Speedway at Irwindale (Speedway+TBA)
Willow Springs Raceway (GP+Horse Thief Mile)
That's 22 SEPARATE locations (not counting variants) to 11 in GT5, and personally, because it is a figure-8, I don't count TGTT as a race track. So, over DOUBLE GT5's selection.
I don't know about you, but I'd rather have Shift2's track count than GT5's car count.
Shift 2 is not out yet. How can you know what it will be like? So you can't vote for shift 2.
yes, but shift2 is a need for speed title developed in just over a year, GT5 was developed by polyphony digital over six years. we can't go judging a game until we play it, hasn't gran turismo 5 taught us anything?
yes, but shift2 is a need for speed title developed in just over a year, GT5 was developed by polyphony digital over six years. we can't go judging a game until we play it, hasn't gran turismo 5 taught us anything?
heh, 4.5 years.
shall we go over the "five titles released in that time"?
Tourist Trophy (PS2) - February 2, 2006 - a great game, but it's only different from GT4 in that includes bikes instead of cars.
Gran Turismo HD (PS3) - December 24, 2006 - the original tech demo for GT5. pretty much just an earlier build of GT5.
Gran Turismo 5 Prologue (PS3) - December 13, 2007 - not much to be said here that hasn't been said before. it's a pretty massive demo, but it's still pretty much a retail release of a GT5 demo.
Gran Turismo (PSP) - October 1, 2009 - an adjusted port of GT4. it added a few features, yes, but it was, at it's core, a PSP port.
Gran Turismo 5 (PS3) - November 24, 2010 - an AAA racing game, the product of six year's development.
so even if we do count tourist trophy as a full game, that leaves only two AAA racing games released during the development time. meanwhile, turn 10 created three AAA racing games during that time, and is now working on the fourth. yes, you can argue why you think GT5 is better than FM3 (I'm not going to get into that in this post. I personally think FM3 is better, but I'd understand people thinking otherwise), but what you cannot argue is that turn 10 delivered three AAA racing game titles in the span of five years, with just a year to go before their fourth, while polyphony delivered a total of 2 AAA car racing titles in the span of nine years, with what looks like about two years to go before their third. this is a bit of a tangent, yes, but the fact remains that turn 10 is a more efficient team than polyphony digital, even if they do have nearly triple the staff.
also, polyphony didn't put any more work into their models than turn 10 did. in all likelihood, the car models were modeled in an extremely high resolution, including things like engine bays, back seats and trunks modeled, but they put lower resolution models on disc, with slightly higher resolution models included for use in photomode. near as I can tell, however, neither team modeled completely unique undercarriages, at least not with the real cars.
Graphically that may be true (although the cockpits on premiums aren't exactly razor sharp HD most of the time) but that ignores additional info that may be utillized in the future... material thickness, weight, strength, plasticity, actual engines modeled, temperature and heat conduction etc... all of those could render the current premium models obsolete.
Future proof is still as much a joke as it was when they made the GT4 cars.
Why would you think this when empiracal evidence shows that of all the dev groups PD seems to be doing the LEAST major inovating and doing the MOST rehashing of content? You realize people said exactly the same thing leading up to GT5 right?
It seems many people are such hardcore fans of PD that what they KNOW PD will do trumps what PD actually does.
You are forgetting that they have a decade of experience doing this under their belts... to say they did this in the same amount of time T10 did that is like saying a concert pianist learned a piece in the same time as someone who just started playing the piano a year ago.
Sure they threw out a lot of legacy code for GT5, but they are still building the same product they always have and so their experience is hugely in their favor.
For instance I have been working for decades with computers, if it took me as long to put together a computer as someone who was putting together their third computer ever it wouldn't be that impressive.
Well, this is technically incorrect info.
Shift series uses Slightly Mad's own engine that has been in development since 2006 and presented in 2008 as "Ferrari Project" for PC. Backthen, Slightly Mad was still called Blimey (before Ian Bell actually sold it to himself).
Since there was no funding and Ferrari got legal because of complex issues, Project was dismissed, but engine was kept and further developed. When EA approached SM, they used the same graphics/physics engine to make first Shift.
Shift 2 is upgrading on the exact same engine. So, Shift 2 have actually been in development for 5 years if you look at the timeframe.
Good to see a member on here who can see the bigger picture. Too many people on here use this logic:
Wouldn't that logic about Shift 2 being in development for 5 years also apply to GT5?
The Nomad Diablo for example is a car ported from GT3. When did development on that start? In 2000?
So... would it be fair to say that GT5 has been in development for over a decade ow because that's when the oldest of its assests were started to be developed?
Amar was talking about the game engine. I agree that most of GT5 car assets were created in the last 10 years and revamped slightly for the PS3. I would lying if I said they weren't. The 800 or so cars however are the only old assets that GT5 uses. It does not use the game engine they made 10 years ago, but one built from the ground up.
Amar was talking about the game engine. I agree that most of GT5 car assets were created in the last 10 years and revamped slightly for the PS3. I would lying if I said they weren't. The 800 or so cars however are the only old assets that GT5 uses. It does not use the game engine they made 10 years ago, but one built from the ground up.
PD know graphics, and they know physics, but they have forgotten how to make a GAME.
Considering how long it would take to realisticly fix some major mechanical damage IRL and the fact that you're not doing races that last for an hour at least every time, I don't think it's that bad of an issue.To the people that anticipate NFS Shift 2 - what are your feelings towards in-game damage but no pitstops? To me that's one of the most puzzling design choices in Shift and that combined with the horrible experience of Shift 1 gives me zero confidence in Shift 2.
That's pretty much what everyone seems to agree upon. This time around, EA has Hot Pursuit out, so that's where my hope for less interference from their side comes from.I really wanted to like Shift 1 and the developer certainly is good, but it felt like EA demanded more arcadey physics and on top of that decided to release the game far too early.
See that's the junk they tell us but believe me NOBODY is building stuff from "the ground up". Thats the same thing Microsoft said about Windows in the beginning. How DOS was dead. DOS was in Windows for the LONGEST. Believe me, there is some legacy code in there. What are you saying when you say you're building from the ground up? That your other stuff was crap? Oh it wasn't crap? Well then you don't throw away good bits of code, or rather huge chunks of code. And people throw "engine" around like it's an all-encompassing word. Which engine, graphics, physics, menu, A.I. , what?
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I don't know if ps2 coding works for PS3 or not, i'm simply saying if it doesn't then that would be building from the ground up
Does it matter? At the end of the day, nobody asks about how long the game engine spend in development, but how long the game did.
I mean, for all we know, GT5's engine could've been developed in a year or two and not have been touched since. Which doesn't really matter in the bigger picture.
And, from what I know of GT5's development, assets such as the track and cars were what took them so long, not the engine itself. That's what's always cited when the discussion about GT5's engine comes up, at least.
Additionally, what would that say about the abundance of games that are based on some kind of Unreal Engine (or were, a few years ago)? Or the Havoc Physics Engine?
At the end of the day, though, it doesn't matter.
If it did spend 5 years in development, people should stop to go "ZOMG, NFS only one year development time, lololol!" at least
See that's the junk they tell us but believe me NOBODY is building stuff from "the ground up". Thats the same thing Microsoft said about Windows in the beginning. How DOS was dead. DOS was in Windows for the LONGEST. Believe me, there is some legacy code in there. What are you saying when you say you're building from the ground up? That your other stuff was crap? Oh it wasn't crap? Well then you don't throw away good bits of code, or rather huge chunks of code. And people throw "engine" around like it's an all-encompassing word. Which engine, graphics, physics, menu, A.I. , what?
At the end of the day it comes down to this. GT5 missed the mark in it's current state and that's that. It was hyped up by the company, the fanatic fanboys and President Bush and Obama and it failed to hit that mark. It aimed for the moon , missed the stars and landed in somebody's cornfield.
Considering how long it would take to realisticly fix some major mechanical damage IRL and the fact that you're not doing races that last for an hour at least every time, I don't think it's that bad of an issue.
I obviously would've prefered if they did include pit stops, but then again... Fixing a broken axle or blown transmission in a 30 second pit stop isn't realistic, either.
And it certainly wouldn't be fun to park the car for 15 minutes in the pit while it's being fixed.
I would say Forza Motorsport 2. FM2 was a brilliant game from start to finish. FM3 took everything that made FM2 good and flipped it upside down, ranging from the painting system to driving physics, online connectivity and car sales. Dedicated lobbies made the online far superior to FM3.
Meh, well, maybe I'm just being too simple minded on this.The engine itself took just as long to develop as the tracks and premium cars I believe. They had day and night cycles, weather effects, damage engines, shadows in the graphics engine, all being worked upon till the last minute they could release the game. Most of us are expecting PD to cut the standard cars from the game in its next iteration so the game would in theory have taken less years to make in terms of assets.
GT5 might have missed the mark overall but it was not really hyped by PD much but It lived up to what they claimed. Most of the hyping was done by the media and fans.
Hey, I'm not going to take your dream away from you. You can hold on to hope all you want, who am I to knock your fantasies. But having my taste of GT AT THE PRESENT tells me that all of that is just a pipe dream.I see the second iteration of GT on the PS4 as the game I am waiting for, until then I will play each GT iteration and other racing games for fun, before I see the real deal, GT8 is or what ever it might be called. That is when I think PD will have had enough hardware power and time to deliver a game that is mind-blowing. I think it is another 6-10 years before we get to GT8 but it will hopefully look like reality and drive like reality and beat pretty much any affordable sim on the market in every department.
Tzhe standard car should put the whole 'from scratch' thin conveniently to rest, though.
T.O - Oh really, I believe you honestly I do. So if this is true please tell me what I'm doing wrong when I try to upload videos and check out the leaderboards. You know, some of the things they claimed this game will do but so far I haven't found out how, neither the other few million GT5 owners.
here is toca 3'sHere's GT5 real world track selection:
Fuji Speedway
Fuji Speedway F
Fuji Speedway GT
Suzuka Circuit
Suzuka Circuit (Weather)
Suzuka Circuit East Course
Daytona International Speedway
Superspeedway – Daytona
Road Course – Daytona
Tsukuba Circuit
Tsukuba Circuit
Circuit de la Sarthe
Circuit de la Sarthe 2009 (Time / Weather)
Circuit de la Sarthe 2009 No Chicane
Circuit de la Sarthe 2005
Circuit de la Sarthe 2005 No Chicane
Nürburgring
Nürburgring Nordschleife (Time)
Nürburgring GP/F
Nürburgring 24h (Time / Weather)
Nürburgring GP/D
Nürburgring typeV
Indianapolis Motorspeedway
Superspeedway – Indy
Road Course – Indy
Autodromo Nazionale Monza
Autodromo Nazionale Monza (Weather)
Autodromo Nazionale Monza No Chicane
The Top Gear Test Track
Laguna Seca Raceway
Here's Shift 2 Unleashed's:
Automotodrom Brno
Autodromo Di Pergusa (GP)
Autodromo Nazionale di Monza (GP)
Autopolis International Racing Course (GP+Lakeside)
Brands Hatch (GP+Indy)
Circuit de Catalunya (GP+National+School)
Circuit Spa-Francorchamps (GP)
Circuit Zolder (GP)
Donington Park (GP+National)
Dubai Autodrome (GP+International+National+Club)
Ebisu Circuit (West+South+Togue)
HockenheimRing (GP+Short+TBA)
Mazda Raceway Laguna Seca (GP)
Motorsport Arena Oschersleben (GP+B Course)
Mount Panorama Circuit Bathurst (GP)
Nürburgring (GP+Sprint+Nordschleife+TBA)
Road America (GP)
Silverstone Circuit (GP+National+International)
Suzuka Circuit (GP+East+West)
Toyota Speedway at Irwindale (Speedway+TBA)
Willow Springs Raceway (GP+Horse Thief Mile)
That's 22 SEPARATE locations (not counting variants) to 11 in GT5, and personally, because it is a figure-8, I don't count TGTT as a race track. So, over DOUBLE GT5's selection.
I don't know about you, but I'd rather have Shift2's track count than GT5's car count.
Can answer both of these for you.
Youtube Upload : He stated it took up too much memory and it had to pulled at the last minute, but they were looking at way's to be able to implement functioning properly.
Leaderboards : The Eurogamer interview that has been linked here many time's has Kaz stating that " Of course leaderboards and matchmaking are all on their way, they are all planned in the process "
They are obviously still being refined , as is the penalty system as without a good penalty system then leaderboards are useless.
I speculate that the leaderboard's come out with the Penalty fix, and PP system that is being introduced tomorrow the 18th.
On an afterthought, I'm sure they didn't seriously really think that."We are confident that this ambitious game will exceed expectations when it launches later this year."