Showing posts with label Gran Turismo 5: Prologue. Show all posts
Showing posts with label Gran Turismo 5: Prologue. Show all posts

Wednesday, May 18, 2011

Behind The Wheel Of GT5: Grand Tour

In yesterday’s post I claimed, without hesitation, that Gran Turismo 5 is the best game in the series. The reason for that, on a personal level, is its much improved handling and physics model but go beyond my interests and you find a feature-rich, mostly beautiful and thrilling racing game.

Since I’ve already mentioned it, I’ll start with the physics. The Gran Turismo series simulates the act of driving cars fast through, mostly, weight distribution. Where a game like Forza focuses on tires and the way grip affects the car, GT focuses on how the bulk of a car’s body and chassis affects speed, and how G-forces and the lurch forward under brakes affects momentum. This key difference, and Forza’s impressive evolution in its recent titles, almost separates the two rival franchises into completely different categories but, more than that, it provides interesting insight into car behaviour -- in the real world and virtually -- that I’d like to explore in detail later. For now, however, Gran Turismo 5’s additions to the handling and physics system ensures that it’s not only the most refined of the franchise, but that it also allows for more subtlety and a stronger level of depth: crucial for conveying the intricacies that driving a car around a track, at speed, reveal.

This is perhaps most evident in the game’s wide array of cars. Gran Turismo as a series is renowned for its car selection, perhaps even going over-board with its multiple Skylines, RX-7s and -- in this version (finally!) -- Ferraris. But, unlike previous installments, the difference with these vehicles is actually noticeable, and getting acquainted with each car actually requires time and effort. Drivetrains matter, for example, and it’s no longer a case of front-wheel drive cars under-steering and rear-wheel drive cars over-steering. You can actually feel the car responding -- or not -- to your input and can recognise, instantly, when you need to react to it veering off track or why it’s not putting the acceleration down. Now I won’t deny that in my experience of playing racing games over the years and my understanding of Motorsport, I can recognise the traits and issues that the average player -- the kind who goes for a burn around Laguna Seca on the weekends simply because it’s fun -- might not, but the fact that the refinement and difference is there goes a long way in improving the simulation as a whole, not to mention, indirectly, teaching its players the finer techniques and understanding that racing cars requires. Throw in the diversity of NASCAR, rallying and Go-Karts, and consider how drastically different those disciplines are, and you have a system that’s not only impressive, it’s a robust, technical feat. I’ll be honest and say that I still think Forza has it beat in this department -- and I’ll explain why in a future post -- but that Gran Turismo stepped up is wonderful, especially when it was so close to being left behind.

Going beyond the mechanics Gran Turismo 5 features an insane amount of content, far more than what is expected from the first installment in a generation -- and perhaps only, given the lengthy development time -- that it’s amazing that it works at all, let alone came out as polished (if inconsistent) as it did. Instead of waiting for the second release in a generation like it has previously to offer more cars and things to do, Gran Turismo 5 hits the track with a number that outdoes the competition, if not its own-self. 1000+ cars out of the box; a multitude of tracks -- both real and fictional -- which includes their many variants; and a variety of modes, disciplines and features that were unthinkable in the last game, Gran Turismo 4. Rally returns, drifting is included for the first time (GT5: Prologue doesn’t count) and NASCAR, karting and even WRC (the World Rally Championship) finally get some of the attention that they deserve. It may only be a dabble here and a dabble there -- GT5’s main focus is still absolutely on the many road cars available -- but it’s a lot more than other games, and paves the way for an enticing future where all cars, all disciplines of racing across the Globe, can receive the respect and level of appreciation/admiration that this series prides itself on. Weather was added, damage included, and dynamic conditions and the transition from day to night and back again in the longer races make for a much more realistic simulation experience, as well as a more enthralling, immersive one. I’ll break these features down in an upcoming post but the fact they are there is remarkable -- even if flawed as I suggested yesterday -- and justifies, somewhat, the incredibly long development time Gran Turismo 5 had. This variety is important pedagogically, too, something I’ll expand on later.

Gran Turismo 5 isn’t perfect, however, and a wealth of content means nothing if their implementation is odd and confusing. Furthermore, the disparity between Premium and Standard cars visually, omission of classic Gran Turismo circuits and last generation design decisions make GT5 a game that, while brilliant, should have been better, too; particularly as its competition catches up, if they haven’t passed it already. More on that next time.

Saturday, July 11, 2009

Progressive Victory


I have been playing Polyphony Digital's Gran Turismo 5: Prologue recently and, as you'd expect from someone who is a massive fan of the franchise, I have enjoyed it immensely.

Returning to the series is like riding a bicycle; it wasn't long until I was comfortable with the controls and completely immersed in the racing I was doing. As an experienced fan, I was paying attention to the new features such as Gran Turismo TV or the online play, as well as more aesthetic features like which cars were included (nice to finally see Ferrari) and of course those stunning graphics.

Making my way through the game's series of events, I came across a race that was quite hard. Not in the frustrating or annoying sense, just difficult in achieving the gold medal in the time required for the event. It was three laps around Fuji Speedway with the goal being to finish first after starting at the back of the grid. Conveniently opponent cars got in the way through some corners, impeding and slowing progress that ultimately hurt when it came to catching and then passing first place. It took multiple retries before I was successful and while attempting it, a thought came across my mind -- why do racing games always expect the player to win, in order to progress?

Now I could have easily settled for second or third place. The game would have given me the respective medal, classed the event as passed and I could have continued on into the next one. Most games have a similar system where a podium finish is enough to pass an event, but these are video games we're talking about, we're meant to win if we are to claim that we have successfully beaten a racing game.

That's fine, race drivers in real life all aim to win and it's a goal we as players should be happy to strive for, but the thing is, it's easy to strive for victory but it's another thing entirely to actually achieve it in the real world. It is literally impossible for someone to win every single race they participate in due to the random and unpredictable nature of motorsport. Drivers could be involved in a crash, a race could be canceled, a mechanical failure could mean that a particular driver's race is over or, more likely, your opposition could surprise you and be better than you on the day, be it due to skill, luck, or the fact that his team had the better car setup suited to that particular track. It's just the way it is in Motorsport.

Which is precisely why it strikes me as a little odd that racing games, particularly ones designed to simulate real life and/or the various official championships out there, rely on the idea that every race must be won in order for that game to be completed 100%. It is both a good and bad thing. It's good because as much as they are representing the real world, these games are not real life and outside of your own expectations with a given title no one else is going to care whether you have successfully obtained every Gold medal or whether you only nabbed half of them. On the other hand, it's bad because they are representing the real world; they are designed to provide players with the chance to race cars from their favourite manufacturers or Motorsport categories, around their favourite real life circuits and to enjoy it since, obviously, the majority of people won't get to do such a thing in real life. If the intention behind these games is to provide players with that experience, then surely the ideal goal of winning everything is a misguided one since it would be easy to assume that someone interested in such an experience would already be aware of the fact that winning every race is impossible? Most of these games already feature a championship mode of some sort so using it and structuring player progress with other, more realistic and clearly defined goals over the course of a given championship seems like a better option to pursue than the 'win everything' mentality that racing games currently follow. It could even be combined with another prominent mode in these games, the career mode. Generally, these are designed to loosely simulate how a driver rises up in the ranks, starting out in the lower categories with cars that are usually slower and gradually progressing into the faster, more popular cars as they gain experience and reputation. Combining the two could see a driver (IE: the player) climbing the ranks as (s)he completes multiple championships, their reputation and invitations to drive in new and different categories based on how they have performed over an entire championship rather than by the fact they won one or all of the races. Instead of the goal to win everything, have more realistic goals such as finish in 5th place or better in the overall championship standings with the player being able to progress if this is successfully achieved. If not, then it wouldn't be such a bad thing to have them compete in the championship(s) again as it's quite common in the real world for drivers to compete in a championship multiple years in succession until they have achieved their individual goals or because they enjoy the particular category. This would further add to the realism that these games are trying to portray, hopefully in turn providing players with a more enjoyable experience.

Of course, it's a fine line to manage -- what should and should not be included to provide a simulated experience but one that is also enjoyable, both to the intended audience and also to one that may decide on a whim to try it out. Too much realism can alienate potential audiences, putting them off the game, the franchise and even the genre. Not enough realism alienates the core audience and leaves them feeling unsatisfied. This reliance on victory to dictate a player's progress throughout a racing game seems like a move that would only further alienate players and their enjoyment, which is why I believe it's time for developers to find other ways to effectively show a player's progress whilst not imposing unrealistic expectations upon them. The example above is just one possible direction, I'm sure there are plenty of others and I hope to see them one day in future racing titles.

Monday, February 23, 2009

A Brief Look At Gran Turismo 5: Prologue


I am cheating with this post in a way as this little mini-series was meant to be about games from the holiday rush of last year, not games I only got a couple of days ago. I can't help myself though with Gran Turismo 5: Prologue on my mind after a long Saturday afternoon spent with it.

I have always been a fan of the Gran Turismo franchise with each game in the series being 100% completed (and beyond - Gran Turismo 2 went to 105% if I recall correctly) and thousands of races under my belt. The franchise has taught me more about cars in general, allowed me to drive some of my favourite cars around some of my favourite tracks and also continued to impress me with its visuals with every new release.

Gran Turismo 5: Prologue is no different and I was amazed with how beautiful the cars, scenery and even the menus looked. Taking a Mazda RX8 for a spin around the Suzuka track, I was instantly back in my element with my experience with the track and of course the franchise easing me straight back in. I was blown away when I tried the in-car view for the first time, as it was animated a lot better than I expected. I have mentioned on this blog before how I try to make my racing games as realistic as they can possibly be and using an in-car camera view is one of the ways I can make this possible. Other things I found impressive include Gran Turismo TV, a service that provides car related videos such as the famous BBC show Top Gear. I also imagine that playing Gran Turismo online would be quite fun though I haven't been able to try it just yet.

It is essentially a demo though, so naturally it isn't as good as it could (or will?) be. Handling has improved since Gran Turismo 4 but still feels, well, Gran Turismo. After playing Forza 2 for the past two years it feels like a step back to be playing with a system that hasn't evolved all that much. That is something I will look at in an upcoming post, though. There is still no damage modeling in the game nor any dynamic weather effects or things like that. As a long-time Gran Turismo fan, it is disappointing but Polyphony Digital are known to be perfectionists so it still remains to be seen as to whether they will be in the full game or not. Track selection feels limited with only six tracks to choose from and it's another thing that feels like a step back. I can overlook it though as Gran Turismo 5: Prologue is, after all, just a taste of what is to come and after enjoying my time with the game so far, all I can say is bring on the full game!