Showing posts with label GT Commentary. Show all posts
Showing posts with label GT Commentary. Show all posts

Sunday, February 13, 2011

Enhancing the Motorsports Aspect of Gran Turismo

Gran Turismo has been the Real Driving Simulator since its inception. The majority of action in the Gran Turismo series involves racing. Gran Turismo games have been the culmination of everyday cars and some of the world's finest racing machines. While I still have not played a second of Gran Turismo 5, early impressions tell me that not too much has changed on the racing front. The racing model still seems to be the same as ever. I read a review in "PlayStation: The Official Magazine" to where they thought GT5 is a great title, but still feels like a Work in Progress. I couldn't care what any major publication says about a game when I am the ultimate and final reviewer. Part of me (based on impressions) has a feeling that not much has changed on the racing front (except for battling against five more cars on track, of course). Therefore, I've reached a preliminary conclusion that the Gran Turismo needs a much more in-depth model in racing for if and when Gran Turismo 6 comes along. I will explain my reasoning in this blog post.

This may require a series of blog posts to accurately explain everything. Rather than just explain everything here, I will further explain my points on John's Gran Turismo Space. I would like to invite you to visit "John's Gran Turismo Space" for more advanced commentary in regards to some of the different talking points of this blog post. A link to JGTS will be posted at the end of this blog post.

BEFORE I BEGIN: Please note that I have NOT played Gran Turismo 5 yet, nor do I own a PlayStation 3 as of the initial date of this post. What I will discuss is based on impressions based on YouTube videos and material I have seen posted online.





--- Initial Thoughts on Gran Turismo's Racing Model ---
Gran Turismo racing
^ from: gamerant.com - A great race going on. Some, however, feel the racing can be a lot better and more like a true RACING sim.

One of the real challenges in explaining something is to express things in a way you see fit. No one will ever understand what you are trying to discuss unless you clearly explain yourself. It is therefore very important I explain myself here so that the rest of this blog post doesn't seem convoluted.


Basic Thoughts.

My most basic thoughts is that I love racing in Gran Turismo games. For every criticism, I have always responded with a respectful viewpoint on Gran Turismo to where people still have an open heart and a positive outlook on the Gran Turismo series. Consider Gran Turismo 4. There were people who complained that GT4 has a boring lineup of cars and no true supercars (namely Ferrari and Lamborghini among others). I've responded in saying that the world-class makes are there, and there ARE supercars (so any Pagani or the Saleen S7 aren't examples of supercars?). I have been real defensive about a lot of things in the Gran Turismo series.

If there has been one thing I have pondered about the Gran Turismo series recently, it has been the racing and how the racing model is constructed. For as much as the Gran Turismo series has been about cars and driving, not too much has been about making the racing at least respectable. Think about some of your favorite production-based racing series.


Does Gran Turismo 5 Have Something Going for the Future?

Well, does it?

--- Kart Racing ---
I absolutely think so. A big reason why- kart racing. Think of how many race car drivers started out in kart racing. Think of those who started out as kids going kart racing before stepping up the motorsports ladder to the big-name motorsport series. As someone who has been such a fan of motorsports, I think kart racing was a big step forward for the Gran Turismo series.

Why is kart racing so important for a simulation racing game? While many people think of kart racing as a cartoonish thrill, many others see kart racing as a way to gain quality experience towards racing bigger, better, and MUCH faster race cars. Jose Guillermo (Memo) Gidley once said that you learn everything there is to know about a 700+ hp Champ Car by racing a go-kart.

If Polyphony Digital was smart, I'd come along and make kart racing of bigger importance and make somewhat of a bigger deal out of karting. There's only a 100cc go-kart in GT5. I'd make the karting ranks more diverse. The kart ranks can start out with a bunch of racy 50cc karts all the way up to the superkart ranks. They can feature both regular karts as well as shifter karts. Just make it interesting, fun, and diverse.


--- Level System ---
I also believe the level system helps to pace the game better. Think of your favorite RPG for a moment- do you start out with the most powerful weapons, the most powerful magics, and the fiercest enemies? No. You start out with the weakest of everything. When you have a level system, it is best to pace things appropriately. You want the pacing to be understandable and appropriate. You want that just right pace that doesn't feel seriously constrictive.


--- Special Events ---
The inclusion of things like the Gran Turismo Karting Experience, Mercedes-Benz AMG Driving School, the Top Gear Test Track, Jeff Gordon NASCAR School, Sebastien Loeb Rally Challenge, Gran Turismo Rally, and the Grand Tour events help to add some much-needed diversity and personality to the kinds of racing you can do. This can probably be expanded upon for the next GT by featuring some realistic type championships in these series.


--- GT Academy ---
The presence of GT Academy should provide insight on enhancing the morale of racing in Gran Turismo games. It should at least provide some real racing insight that can be used to make racing better the racing in Gran Turismo.


--- The Rendered Pit Crew and Team ---
Since GT4, there have been a realistic pit crew servicing cars. I feel that future GT titles will have more of a real racing feel if there's life to the actual pit crew and your racing team.


These are just some of the many things that I think GT has going for itself for the future.

{I may prepare blog posts for John's Gran Turismo Space discussing this section and its issues in greater detail. If I do prepare a blog post on JGTS, a link to that JGTS blog post will be supplied here.}



--- Gran Turismo Racing Past: A Synopsis ---
The majority of your time in Gran Turismo is spent racing. So when most of what you do is racing, what you do most has to be of top quality and top standards. Gran Turismo doesn't disappoint in the racing category, but more can be done to feel more like a solid RACING game. You can make the racing aspect more solid without completely destroying the GT formula. I don't think Polyphony Digital is banking on taking the original concept and starting over from scratch anytime soon.

Racing game is a vague statement. You have to define the parameters which make a racing game a pure racing game. Gran Turismo games seem more like car comparison deals rather than actual racing with a host of cars. You compete in championships and races, but it doesn't feel like an environment that feels like true racing is going on.

Gran Turismo 1.

GT1 had the feel of a real racing environment, especially how you can Race Modify your cars to be true racing machines. It felt like you actually had a good enough racing environment. Even doing the nationality races (US vs. Japan, Japan vs. UK, and US vs. UK) felt more like a real racing deal. There was also a good deal of originality with the races.

Gran Turismo 2.

Of all the Gran Turismo games I have played, Gran Turismo 2 is perhaps closest to being a true real racing GT than any other. It was the most diverse among types of races as well as having the best official race structure. You started out in Nationals to work your way up to the Euro-Pacific and GT World League. GT2, at the time, had the most realistic rally package as it was just a one-lap time trial against a Ghost car.

Gran Turismo 3 A-Spec.

The ladder structure in Gran Turismo 3 sorted races on difficulty. Lower-difficulty races were shorter with weak opposition, and the highest-difficulty races were the longest with stronger opposition. No PS2 Gran Turismo title had Racing Modifications. The departure of Racing Modifications meant this game was not going to be as fun feeling like you have a complete race car. So you have a completed race car from a street car... that still doesn't at least look the part. This GT somewhat triggered a package that just didn't seem as fun racing with as GT1 and GT2 provided.

Gran Turismo 4.

With no Racing Modifications, you still got to attach rear wings to cars. This gave you the chance to adjust downforce while also making your street car feel more like a racing machine. I will say that the racing in GT4 is the toughest in any Gran Turismo game (since I have yet to play GT5 as of this initial blog post). The GT World Championship in GT4 is TOUGH! No excuses- get yourself a GTP or LMP prototype, or you stand no chance of winning. There was still much to be desired for GT4 in the racing department. Oh, and with Online Play being sacked for GT5, that just meant you were going up against dodgy AI.


Because I have not played Gran Turismo 5, I will NOT comment on this until I actually play the game. I will make no reservations or comments on a game I haven't played. I am trying to retain my integrity in my posting.



--- What "Motorsports Focus" Are We Discussing? ---
You've read my blog so far about a better focus on motorsports. Now in this section, I analyze what is meant by a better motorsport focus. Gran Turismo has done everything to allow you to race various kinds of cars in various kinds of races. It is a chance for you to build your car up to specifications you set based on modifying your car to be as complete of a racing machine as you so please. However, the game still tends to fall flat in really feeling like a proper and complete racing game. It just doesn't feel like a racing game in a pure racing environment. Nothing seems purely competitive or original enough to feel like you're in a truly realistic racing environment. Likewise, there's always the issue of AI.

The different racing series and racing events could be featured in a way to where it feels more like you are doing very competitive racing. I want to feel like (for example) the World Compact Car Cup is more like a proper racing series and that I'm racing for much more than a trophy and a prize car. I always take Gran Turismo games like I am racing for my own racing team. Therefore, the feeling seems repetitive and flat being just being a one-man racing team. Think of the ToCA Race Driver series. Everything in the ToCA games is neatly constructed and executed, and it really feels like you are racing in proper championships. The cars feel more like properly-tuned machines for racing rather than just a bunch of street cars that somehow are good racing machines. I am now starting to feel like Gran Turismo needs some kind of link to real racing and realistic racing for the series to remain strong in the future.

Road racing and rally racing have been the two main kinds of racing in the Gran Turismo series. To offer the perspective of real racing, I will describe a different set of racing series here based on categories.


Production-Based Racing: Group N.

B-Spec Showroom Stock
^ from: www.autoguide.com - two B-Spec showroom stock race cars from Honda (left) and Mazda (right) respectively.

Production-based machines comprise the greatest concentration of machines in the Gran Turismo series. It is basically the lifeblood of the Gran Turismo series. "Group N" is FIA terminology I will be using in describing this section. Many Group N or Showroom Stock machines are usually cars equipped and modified with racing parts and equipment, but remain mostly stock mechanically along with stock transmissions. So you're basically in a pure racing machine that is gutted out except for most of the same stock setup of the road-going car.

Let's look at a few series for comparison and how future Gran Turismo titles can make the racing more interesting.

Showroom Stock (SCCA)
In the Showroom Stock class of SCCA Racing, cars allowed are limited only to recent production cars (no cars 12 years or older). Modifications are... just racing safety equipment and hardly anything else. Most of the cars that compete are mostly low-end sports cars and economy cars. Street tires are required (for what I know). Again- very few modifications allowed, if any.

Learn more about SCCA Showroom Stock by visiting the SCCA's site on Car Classification.

Continental Tire Sports Car Challenge


What began life as the Motorola Cup in the 1990s is nowadays known as the Continental Tire Sports Car Challenge. This is a production-based racing series that does not allow for any extreme modifications to be made. One rule I know of is that each car must have a stock transmission from the car it is based on. The only serious modifications are full safety systems (racing rollcage, racing fuel tank, and stuff like that). Most of the rest is just about bringing a great car and racing as hard as you can with it. There are two classes of racing- Grand Sport and Street Tuner. Grand Sport features a good deal of high-performance sports cars while Street Tuner has mostly economy-type cars and low-end sports cars.

Learn more about this series by visiting this link that provides more info on the CTSCC.

These racing series usually require cars be as close to stock as possible while allowing for minimal modifications. This may be boring for those who reluctantly max out their cars in Gran Turismo, but these Group N-type racing series usually produce some of the most hard-fought racing.


Production-Based Racing: Group A.

This section pertains to race cars that resemble their road-going counterparts, but are vastly-modified. I'm talking more or less about your silhouette race cars. These are more apparent in silhouette touring car series (such as the DTM or V8 Supercar Series, or a series I recently discovered- the Belgian Touring Car Series). These represent some of the fastest and wildest-looking cars (as opposed to their production-based counterparts) in the world.

Taking a certain car and making it unfathomably powerful than its road-going counterpart is basically more on the Group A front. That would describe things like... I don't know, my 930 horsepower Mitsubishi GTO in GT1!


Sportscar Racing.

Most of you know I love sportscar racing more than any other form of racing. Most traditional forms of sportscar racing have multi-class racing. I thought of GT4 having multi-class racing so that you don't feel like you have no chance of winning the GT World Championship in a high-powered GT car (as opposed to a prototype). Sportscar racing has been the lifeblood of Gran Turismo racing. It is great, but can be improved.


Formula-Type Cars.

Understandably, most people think of Formula 1 when formula cars are mentioned. However, there are several single-seat formula car series the world over.

Here are examples of other formula racing series:
* IndyCar
* World Series by Renault
* GP2 (multiple series)
* Formula Nippon
* CART/Champ Car World Series (defunct)

And some others:
* Formula 3 (various series)
* Star Mazda
* Formula Vee
* Formula 500
* Formula Atlantic
* Formula Continental
* Thoroughbred Grand Prix

The common saying is that the purest race cars have no fenders. By this logic, you can be assured that the purest racing cars are being raced. Gran Turismo 3 somewhat began the fascination of trying to make a proper Formula 1-style addition to Gran Turismo racing with all the fantasy F1 cars. GT4 had just one F1 car. GT5 featured the first-ever real F1 car along with the returning Formula Gran Turismo car.

I personally want to see more Formula racing cars in Gran Turismo. I have always wanted to run some of the GT courses especially in an Indy car. I wouldn't mind doing Apricot Hill in a Dallara F308 Formula 3 car. If PD could secure a license for the series, I wouldn't mind racing Suzuka in a Formula Nippon car. Formula Nippon cars are insanely fast!


Rally Racing.

The weakest link in Gran Turismo racing is rallying. While many of us are used to the old Colin McRae Rally games from Codemasters (I'm not even going to discuss the DiRT series) as one of the finest in rally racing, and while many PC fans are accustomed to Richard Burns Rally, Gran Turismo rallying has been very weak. I love rally racing. There's nothing like powersliding into corners aggressively and trying to navigate a seemingly narrow course with your co-driver reading his/her pace notes to you.

The Course Maker for Gran Turismo 5 greatly favors open circuits than closed circuits. However, more probably could have been done to make the off-road racing a bit more solid. GT5's Course Maker was not really supposed to be a proper and complete deal you can freely edit. However, it was a step in the right direction as far as making more traditional rally racing a hit. There are those who still complained about rally racing courses being like five-lane highways in width rather than usually narrow roads for rally racing. From my first impressions of Gran Turismo 5 from the kiosk demo, I noted that the cars don't seem to feel as heavy in the corners. Best rally racing game I've ever played was "Colin McRae Rally 2.0." I still want to get "Colin McRae Rally 2005" or even "Rallisport Challenge" for the PC. Yeah, they are old games, but who said I always wanted the latest and greatest games?


Kart Racing.

Kart racing is almost never taken seriously by most people. Most people take kart racing like it is a novelty deal and think it can't be as fun as racing in much larger machines. I don't think GT5 will do much to convince you that it is. Despite this, though, kart racing in GT5 should at least be a sign that something close to a career model could ultimately find its way into Gran Turismo in the future.

When you think of kart racing in all seriousness, you envision low-powered racing machines that deliver huge fun. The tracks that are somehow kart tracks for GT5 are short, but not complex. I raced on two different kart tracks- one at a family fun center and one at an indoor karting facility. Real kart tracks are much more complex in layout than what GT5 provides. The biggest thrill in kart racing can be found with superkarts. You're going very fast with no suspensions. Those machines are just crazy awesome to see race. Read my blog entry "Karts and Kart Racing" to learn more about kart racing.

A racing career can be started in karting. GT5 introduced kart racing. I now think PD needs to capitalize on and expand upon kart racing. Expand upon it not only to make racing more fun, but also to provide more ways to enjoy kart racing.


Oval Racing.

While there are those who neglect or disregard any kind of oval racing, it is as legitimate a form of motorsport as any other. The most popular series for oval racing are NASCAR and the IndyCar Series. For the sake of including Indianapolis Motor Speedway, I'd love to see Indy cars (or fantasy Indy cars at the least) be included to make for great oval racing. Gran Turismo may expand upon it by featuring dirt ovals. Then, that would have to warrant featuring racing machines like sprint cars (winged and non-winged), dirt late models, and stuff like that. Hey- it's all in capitalizing on an expanding upon a certain form of racing.


Here are two forms of racing that have yet to be utilized or realized in Gran Turismo:


Drag Racing.

Drag racing has been a no-show in Gran Turismo games (I am not even counting the makeshift Las Vegas Drag Strip in GT4 or the 0-400m Test Course events). If anything, a GT5 update or GT6 will need drag racing to add more ways to race.


Other Off-Road Racing.

I doubt we will ever see anything like desert racing or any racing like you see in SCORE International or in the Lucas Oil Off-Road Racing Series. It would be interesting to see more Dakar machines as well as trophy trucks, and also interesting to see them become utilized. Can you imagine doing Tahiti Maze or someplace in a Trophy Truck?


There is now some insight on various forms of racing and how they impact Gran Turismo.

{I may prepare blog posts for John's Gran Turismo Space discussing this issue in greater detail. If I do prepare a blog post on JGTS, a link to that blog post will be supplied here.}



--- Could This Shift in Philosophy Ruin Gran Turismo? ---
Gran Turismo is, has been, and likely will always be about production cars along with a fair share of racing cars. The spread is fairly even between road cars and race cars. This balance isn't going to be interrupted any time soon. This philosophy couldn't hurt, either. Either way you look at it, more elements will need to be implemented (or at least considered) for the future success of Gran Turismo.

I think that while the Gran Turismo series is of and about production cars while also having a motorsports presence, I think the motorsport presence has to be expanded upon and enhanced for Gran Turismo to remain fresh as well as inject more character on the racing front. This is needed if Gran Turismo is to be freshened and made better. The current racing model offered in Gran Turismo is good as it is. However, if the series is to have extended leverage and appeal, the series needs to take a better and more-focused approach at a proper racing model.



--- Is a Proper Career-Oriented Model Eminent? ---
There has always been a makeshift career mode for the GT series. It just isn't a Career Mode that is like anything of ToCA quality. Not even the ToCA model was seriously a complete model. I think a career-oriented model is inevitable. How it is implemented, though, is the main question. Many of these points will need to be discussed further in other "John's Blog Space" posts or on "John's Gran Turismo Space." I will use this time to discuss aspects of a career model in case the next Gran Turismo features a proper Career Mode.


Modifications to the Current Formula?

Certain series could be changed up to allow for certain tuning changes to be made. For example, pretend that one series disallows engine and drivetrain modifications. GT2 had races regulated by horsepower. GT4 had many races regulated by tire types. If you want to have more realistic kinds of racing, you'll have to feature certain regulations to make the racing both fair and realistic.


New Qualifying and Race Formats?

ToCA Race Driver 3 had it best. There were some championships that had interesting rules for qualifying and for races. One example is Formula One. Think of F1's Knockout Qualifying format. You enter three heats trying to avoid the relegation zone. If you are fast enough through Q1, you enter Q2. Otherwise, your Q1 position is set. If you survive Q2, then you will compete for Pole Position.

Race formats are interesting to note as well. You may have one race weekend with multiple events. Think of series like the FIA World Touring Car Championship as you have multi-race weekends at the same track. To tweak the formula some more, some series reverse the finishing order from one race to the next race. Some series, like the Australian V8 Supercar Series, have multi-race weekend formats except for the endurance races.

Be interesting to see if a future Gran Turismo takes on a unique route that makes certain races and championships more interesting. Think of doing heat races or Last Chance Qualifiers to enter a certain race. Races in Gran Turismo need to have the proper package: practice, qualifying, warm-up, and the race itself. I don't want (especially Single Races) to just be a last-to-first deal. So many times have I struggled in certain championships having to start at the back to try to win. If I want to come from behind to try to win, I'd rather just qualify poorly. Or rather than have a qualifying session, have random qualifying. The only problem with random qualifying is that you may start on the front row. You didn't earn pole, but you could be on the pole. If money is offered for Pole Position, you may get free money for not earning pole on the track. Be real- have at least practice and qualifying. It is not always fun trying to come from behind all the time to win. Some tracks basically REQUIRE you to have a strong qualifying position so that you can be clear of the madness heading into the first turn.


Sponsorship?

I will need to discuss this in another blog post. I know I did a thread long ago as a speculation one on sponsorship, but I feel sponsorship will help you earn more money from your racing. You may earn sponsors by placing well in certain races or accomplishing certain tasks. You earn extra money from sponsors for great finishes. Let's say that finishing 3rd or better earns you money. Sponsors would pay you 25% of the prize money for whatever place you finish (assuming you finish no worse than 3rd). Certain sponsors will pay you more than other companies. The in-game sponsors would be the main sponsors to pay you money. I got my sponsor idea from Sega GT.


Team Offers?

Here's ToCA right here. Imagine having cars prepared for you rather than have to buy a car and modify it up. You can still bring your own car (as long as it is within regulations), but imagine being in a series with a car already available and tuned for you. It would make things great for just entering and racing.


More Entry Fees?

The best thing about games is that you don't have to worry about economic situations. Like how you've paid fees to use tracks in GT4 for racing (except the free Family Cup races) or photos, imagine having to pay entry fees to compete in certain championships. It's real, but it would make holding onto your Credits even more critical. For example, entering in Star Mazda costs $200 USD. Running a full season in Star Mazda costed $200K to $300K in 2005.


More items may be added in future edits.


{I may prepare blog posts for John's Gran Turismo Space discussing this section and its issues in greater detail. If I do prepare a blog post on JGTS, a link to that blog post will be supplied here.}



--- Final Thoughts ---
The Gran Turismo series is one of the finest racing game series of all time. As much as it has done to introduce many people to cars and racing, more can be done in the long term to keep this series running strong. The biggest thing that I think PD needs to focus on is enhancing the racing. Not just the racing itself, but enhancing the intricate elements of the various series to make racing more interesting and fun. I have somehow (to some of my critics, finally) grown to believe that the series needs almost a complete overhaul in the racing department for future GT action to be fresh as well as extend the longevity of the series. This vastly detailed blog post featured many different kinds of racing that I think will help the series in the long run.

Championships and races need to feel more like real racing series. Some inventive thinking on PD's behalf can make the racing feel more entertaining and realistic. The AI drivers will also need a kick overall to try to be more realistic and mindful of your presence on the track. If you love racing period as well as Gran Turismo, you have to admit the real racing feel just feels flat. The ideas I have presented should help to make racing more interesting overall.

Again- some of the issues in this blog post will need to be discussed further. So rather than focus everything here on John's Blog Space, I will utilize "John's Gran Turismo Space" for more in-depth details of the issues you've read in this blog post. So feel free to visit JGTS for more. You can find John's GT Space by visiting the link in the closing of this blog post.





Thank you for reading! Subscribe to my blog via FeedBurner (or any other aggregator in the sidebar)! Click on the graphics below to subscribe to both of my blogs, and also Become a Fan (or Like) my Facebook Fan Page:
* Subscribe to John's Blog Space!
* Subscribe to John's Shop Space! (http://jbmshopspace.blogspot.com)
* Subscribe to the all-new John's Gran Turismo Space! (http://johnsgtspace.blogspot.com)

Sunday, December 12, 2010

The Soft Music Side of Gran Turismo

(UPDATED: Dec. 12, 2010 with a link to Gran Turismo 5's complete music list.)

Some people would question why softer melodies are in Gran Turismo games. Many just think that all racing games should have seriously hard rock music (or some classic rock). The most diverse Gran Turismo (music-wise) is Gran Turismo 4. With its blend of many different songs spanning multiple genres, Gran Turismo games have delivered some memorable tunes other than from the world-class rock and non-rock groups and artists. This blog entry won't feature exact melodies, but I will touch up on some of the different songs that spiced up Gran Turismo's musical appeal, especially of the softer variety. This blog post is a look at some of the softer tunes of Gran Turismo.

WARNING: This blog post contains multiple YouTube videos. You may not be able to view this blog post and all of its content matter if on a slow connection.





--- Soft Music in Gran Turismo... Why? ---
There is an unwritten rule some people have with racing games- racing games should NEVER have soft music of any kind. As if every racing game needs the hardest music to get you in the mood. Some prefer rock. Some prefer electronica or electronic dance music. Regardless, there aren't many who would be cool having some softer songs prior to racing or even during racing.

A classy touch to Gran Turismo games is with some of the soft music. Even lounge-style music and cool instruments make for an inviting touch to Gran Turismo titles.



--- Softer Music in Gran Turismo ---
It's now time to describe some of the different soft songs in GT games.

Soft Music: Gran Turismo 1.

Gran Turismo 1 doesn't have much in the way of soft music unless you hear two beautiful songs not found in the Western version of Gran Turismo 1. One song is totally beautiful while another is a soft rock ballad. "Like the Wind" is a beautiful song done by Masahiro Andoh. A vocal version of "Like the Wind" is performed by Pauline Wilson, but I think the instrumental version is slightly better. The rock ballad is called "Second Chance," done by Masahiro Andoh with vocals from Joseph Williams.

In case you've never heard it, here is a look at my favorite soft song in Gran Turismo. You will be treated to the instrumental version of "Like the Wind" by Masahiro Andoh in this YouTube video:




Soft Music: Gran Turismo 2.

Gran Turismo 2's menu music was a lot more different than the rock/electronica music that made up most of Gran Turismo 1's music. A lot more blues influences were added. You heard more organs and blues guitars than you did rock guitars. The menu music has more organ and blues guitar play. Perhaps it isn't racing-worthy music or getting you in the mood to race, but it was a different atmosphere to have so many blues-style songs. Personally, I love the theme to West City more than the other cities in GT2. North City has its own groovy track. East City, while having more of a light dance feel, has a nice overall feel to it.

Gran Turismo 2 infused more blues-style music more than any real traditional jazz. A lot of organ play went into most of the music for GT2. Here is the album version of "From the East," the East City theme in Gran Turismo 2...



...and below is the vocal version of "From the East." Have a listen:




Soft Music: Gran Turismo 3 A-Spec.

The musical quality is lovely and a boost up from GT2. One of the first lovely songs I've heard was the in-game version of "Concentration." "Concentration" is the song played when you visit the License Center in Gran Turismo 3. I mentioned the in-game version because the real song doesn't sound as lovely and soft as the in-game version. The subtle tunes also carry into other menus. GT Auto's theme is a nice little tune called "Take a Break" that's pretty funky. "Light Velocity" is the song you hear when shopping for cars in Gran Turismo 3 A-Spec. "Slipstream" is the song that plays when you race in Arcade Mode or enter the "Go Race" menu. A song that I don't think appears in the North American version is "An Endless Journey," which is a melodic and smooth song from Isamu Ohira.

The song below is the album version of the theme you hear when taking a license test. This is "Concentration," by Isamu Ohira:




Soft Music: Gran Turismo 4.

The variety of soft music in GT4 was fairly impressive. GT Mode featured five different GT Mode songs that were pretty soft and very melodic. GT4's menu music was mostly soft and subtle. Nothing bassing or bumping- just more of classy and soft music. If anything, even including classical music in GT4 added extra softness to GT4's musical lineup. I personally found the classical music to be beautiful to listen to for the classic car races or quiet drives in Time Trial. A lot of the menu songs were remixes and remakes of past GT menu songs.

Here is my personal favorite of the five GT Mode songs. Not sure what the name of it is, but have a listen:




Soft Music: Gran Turismo HD, Gran Turismo 5: Prologue, and Gran Turismo 5 Demos.

The softer lineup of songs get a kick of lounge-type melodies for upcoming titles. The songs would go from beautiful piano melodies to more lounge-type music. You will get that impression checking

In the earliest days of the PlayStation 3, I've longed to play Gran Turismo HD. GTHD featured three menu songs. All three songs were subtle and sweet songs featuring pianos, some bass guitar, and a light drum set. The third song in order is my favorite. It just has a beautiful melody to it. Here is the song so many of us are used to from Gran Turismo HD (apart from the three menu songs many of us are used to):




Two of my favorite songs from Gran Turismo 5 Prologue (based on songs I've heard on YouTube) are "When the Rains Come" and "Farewell." The "When the Rains Come" song is a song of Masahiro Andoh that is just great to listen to. "Farewell" by Satoshi Bandoh is so great to listen to that it can also double as a love song. When you hear "Farewell," you will hear a romantic song that you could easily devote to whomever you love most. I also love "Current of the Times" by Yudai Satoh. "Current of the Times" plays once you buy a car in GT5 Prologue.

Here is "Farewell" by Satoshi Bandoh. Dedicate this song to someone you love! :)




From the GT5 kiosk demo and of other GT5 demos, most of the menu music is soft and sweet, but with a kick of electronica. The music is classy. The Gran Turismo series seems to outdo itself with classy music. Here below is the main menu song used in the Nissan GT Academy demo:




Soft Music: Gran Turismo 5 (based on impressions).

I do not have a PlayStation 3 or Gran Turismo 5. Therefore, I will only go on impressions from other people and sources.

Gran Turismo 5 has some great-sounding menu music. More jazzy tunes have been complimented with chill-style music for a unique blend of soft music. A lot of the heavy-hitters of easy jazz and chill style music are included. The likes of Masahiro Andoh, Satoshi Bandoh, Yudai Satoh, all among others provide some amazing music. One of the pre-race songs is turning out to be one of my favorites- the Breakbot Remix of PNAU's "Baby" song. This song is what I will consider a soft song despite its very cool style when the drums and deeper instruments begin to roll in.

Here are some of the many different soft songs featured in Gran Turismo 5 (my comments on certain songs are in parentheses, including if I recommend you listen to these songs. They are represented by "recommended!" and highlighted in yellow):

* Satoshi Bandoh - Dark Line
* Satoshi Bandoh - Afterglow (recommended! - beautiful overall flow)
* Satoshi Bandoh - Mesmerium (a delightfully offbeat song)
* Yudai Satoh - Gently, the Moon Always Watches You
* Yudai Satoh - Get On!!!
* Yudai Satoh - Rain and Lady's Heart
* Mitsutoshi Satoh - FULL COURSE CAUTION
* Mitsutoshi Satoh - Christmas Tree
* Mitsutoshi Satoh - Second Driver (recommended! - a beautiful, happy melody)
* Norihito Sumitomo - SOLITUDE
* Norihito Sumitomo - Side of You
* Norihito Sumitomo - Tracks of Dream (recommended! - beautiful and calm)
* Norihito Sumitomo - Reminiscence
* Norihito Sumitomo - Path Finder
* Daisuke Kawai - Park Side Café (recommended! - romantic with a beautiful melody)
* Daisuke Kawai - City Circuit
* Daisuke Kawai - Modena
* Daisuke Kawai - Madeleine (recommended! - beautiful song that's kind of cute)
* Daisuke Kawai - Sunrise Ocean (recommended! - relaxing and refreshing)
* MAKOTO - Boogie Back
* MAKOTO - After the Rain
* MAKOTO - Places and Spaces (the menu music in the GT5 kiosk demo)
* MAKOTO - Winter Dreams (kind of reminds me of Tourist Trophy's Arcade mode song)
* Kemmei Adachi - Casino Drive
* Kemmei Adachi - Dream World (recommended! - great beats with nice instruments)
* Kemmei Adachi - Like a Bird (recommended! - similar to GT4's Arcade Mode song)
* Taku Yabuki - 7 Days Reminiscence (recommended! - a beautiful and fast song)
* Yuki Oike - Globe
* Yuki Oike - Passion (recommended! - a sexy urban song with a hint of Rhythm and Blues)
* Tyme. - Let Me See Your Mind
* Pnau - Baby (Breakbot Remix) (recommended! - not exactly soft, but great to listen to!)


I got to hear a lot of these songs for the first time by searching around on YouTube for people posting videos of GT5's soundtrack. That's how I got to hear of some of these songs. Some of the jazz and lounge songs from GT5 are just beautiful and sophisticated to listen to. I know I labeled the Breakbot Remix of PNAU's "Baby" as a soft song (though it isn't any soft song), but the softer tunes of GT5 are some of the best in Gran Turismo history. Never heard of the Breakbot Remix of "Baby?" Have a listen here. It's one of two pre-race songs in Gran Turismo 5:




(ADDED: DEC. 20, 2010) Some people want to know what "Let Me See Your Mind" sounds like. Well, here you go. Enjoy:


To check out the complete song list for Gran Turismo 5, read Complete Gran Turismo 5 Song List on Playstation.com's forums. GT5 allows a custom soundtrack with your own music. However, the link I've provided is something you should check out if interested.





Through these iterations of Gran Turismo, a lot of these softer songs apart from the rest of the songs give Gran Turismo a classy character on the music front. Some people would rather hear more exciting and pulsating music. The soft and subtle music offers up a delightful backdrop when traversing in the Gran Turismo universe. I think Gran Turismo 5 (based on what I've seen and heard in YouTube videos) has a just-right blend music-wise. You have soft-style songs that still have a kick of electronica and still sound classy. Many of these songs are surely spectacular from the ones I've been able to hear on YouTube so far.

You can search around on YouTube and look up some of the songs I've mentioned in this blog post for all the aforementioned titles. Hear some of these songs for yourself and see just how classy some of Gran Turismo's softer songs can be. They offer an interesting diversion from the mostly electronic dance music and rock. I would like to thank all of the YouTube channels I got the music from and that I was able to embed. Now you have an idea as to the soft music side of Gran Turismo!

Thank you for reading! Subscribe to my blog via FeedBurner (or any other aggregator in the sidebar)! Click on the graphics below to subscribe to both of my blogs, and also Become a Fan (or Like) my Facebook Fan Page:
* Subscribe to John's Blog Space!
* Subscribe to John's Shop Space! (http://jbmshopspace.blogspot.com)
* Subscribe to the all-new John's Gran Turismo Space! (http://johnsgtspace.blogspot.com)

Thursday, December 9, 2010

What Cars Would You Stealth?

The "stealth" cars in Gran Turismo 5 are all supposed to be special tune jobs of cars with black paint and some extra performance modifications. They are mostly for those endowed with the Signature Edition, which certain codes are made available to unlock these models. This is where you get to race these rare cars in Gran Turismo 5.

I do not have a PlayStation 3 (and obviously don't have Gran Turismo 5), so I will be going on impressions and observations. What cars would you "stealth" for a Gran Turismo title?

Let's set the mood with a picture:


^ from: digitalspy.co.uk - the Mazda 787B is one of six "stealth" cars in Gran Turismo 5.





--- What Cars Would You Stealth? ---
This is a Just for Fun deal regarding what car I would want as a stealth. I'm actually going to divide my stealth picks in a few categories. Each of them will be noted by a certain heading.

What I Would Stealth: Production Cars.

These are sports cars all-time that I would "stealth" from all Gran Turismo titles so far:
* (any Pagani Zonda)
* the Jaguar XJ220
* the Mitsubishi 3000GT/GTO Twin Turbo MR (any year)
* any Ferrari F430 (even the F430 Scuderia)
* the Dodge Viper SRT-10 ACR
* the 1963 Chevrolet Corvette Sting Ray
* the 1997 Chevrolet Camaro Z28
* the Holden Monaro or 2003 Pontiac GTO (from GT4)
* (any Lamborghini Murciélago)
* the Power House Amuse S2000 GT1 (from GT4; though it is a Tuner car)
* the TVR Cerbera Speed 12 (from GT3)
* the Toyota Tacoma X-Runner (from GT4)
* the Honda S2000
* the Chevrolet Corvette C5 ZO6
* the Ford GT
* the Ruf RGT
* the Ruf CTR2 Sport (from GT2)
* the Toyota Chaser TRD Sports X30
* the Saleen S7


What I Would Stealth: Race Cars.

I would want a stealth Toyota GT-One. I prefer the 1999 Toyota GT-One that nearly won Le Mans that year, but the GT-One is one awesome race car.

* the Bentley EXP GT (from GT4)
* the Ford Falcon XR8 Race Car
* the Suzuki Escudo Pikes Peak
* the Toyota Chaser LM (from GT1)
* the Alfa Romeo 155 2.5 V6 TI Race Car (from GT2 and GT4)
* the Panoz Esperante GT1
* the Honda NSX LM GT2 (from GT1)
* the Audi R8 LMS Race Car
* the Peugeot 206 Rally Car
* the Opel Tigra Ice Racing Car (from GT2)
* the Pescarolo Courage C63 (from GT4)
* the Lotus Motorsport Elise (which is somehow NOT considered a race car)
* the New Beetle GT2 (from GT2)
* the Nissan R92CP
* the Nissan R390 GT1 Race Car
* the Mazda RX-7 LM Race Car
* the Team Oreca Dodge Viper GTS-R (from GT3 and GT4)


If it was possible, I'd want a stealth Formula Gran Turismo. I'm uncertain that Bernie Ecclestone would want me to have a stealth F1 car on the grid, though. ;) Then again, who needs Bernie when we have Kazunori Yamauchi? Imagine a stealth F1 car!


What I Would Stealth: Just for Fun!

These are cars I would "stealth" if I could do so for any car from any Gran Turismo. These include both production and non-production cars. Have a look:

* the Honda Odyssey (from GT4)
* the Renault Espace F1 (from GT2)
* the Honda Mugen Beat (from GT2)
* the Suzuki GSX-R/4
* the Nissan Skyline Gran Turismo Pace Car
* the Honda S800 Race Car
* the Chaparral 2J





Now you know what cars I would want with the "stealth" treatment if I could do such a thing in the Gran Turismo realm. What cars would YOU stealth? Comment away!

Thank you for reading! Subscribe to my blog via FeedBurner (or any other aggregator in the sidebar)! Click on the graphics below to subscribe to both of my blogs, and also Become a Fan (or Like) my Facebook Fan Page:
* Subscribe to John's Blog Space!
* Subscribe to John's Shop Space! (http://jbmshopspace.blogspot.com)
* Subscribe to the all-new John's Gran Turismo Space! (http://johnsgtspace.blogspot.com)

Wednesday, November 24, 2010

Gran Turismo 5 Has Arrived!

See? This game would be released despite the delays. GT5 wouldn't become the Duke Nukem Forever of racing games. You lived through it all. You had your own preoccupations regarding Gran Turismo 5. You've read through all the different previews and news bits regarding Gran Turismo 5. You probably even feared that with all the delays, that this game would never come. Well, IT'S HERE! You can stop playing "Gran Turismo 5: Prologue" or practicing "Gran Turismo 5" on kiosks at stores because GT5 has released proper worldwide! I am posting just to get you people excited. So get excited, Gran Turismo fans!




^ from: playstationchat.co.uk (and taken from my "Car Style" blog post about the Mercedes-Benz SLS AMG)
No more waiting... it's here! Get it NOW if you're a GT fan and have a PlayStation 3!

Brief Thoughts on GT5's Arrival.

I can say that I'm very excited to finally have my own chance to anticipate playing Gran Turismo 5. For a guy who is still very behind with PlayStation 3 games (remember that I don't have a PS3), GT5 is SURELY a game I want to play the heck out of. Why so? Because I'm a Gran Turismo fan. I've done all these speculation videos on all kinds of aspects of GT5. I've posted blog entries speculating on Gran Turismo 5. Speculation no more- the game will be released proper to stores elsewhere around the world as of the date of this blog post.

You Got to BELIEVE!

Some people have just stopped believing like waiting on Gran Turismo 5 is inexcusable or that we can't live without GT5. With all due respect, Gran Turismo 5 is just a game. And yes, it took over five or six years to make Gran Turismo 5. I am not going to complain about the long wait unless Gran Turismo 5 is completely lame (which I sincerely doubt it will be). We all still come back and enjoy the game though, right? Something like Gran Turismo games make us forget all about delays and long development of making the game... and just play the game like it was meant to be played!

Doubtful of GT5 Being Great?

We also have our own doubts about certain features of the game. I don't think things will be anything seriously disappointing unless you just have sky-high expectations. Issues of Standard vs. Premium will be a key issue as well as that of the Course Maker. Every game will have shortcomings. Question is, will Gran Turismo 5's shortcomings (and there are shortcomings) be enough to draw away most fans or lead to frustration among most fans? Will people basically think that five or six years of development went for nothing (or not enough)? These, and other questions, will be answered when we all have a chance to review Gran Turismo 5 for ourselves.

If You Have Read and Responded to my GT5 Material...

Thank you! You helped me in the speculative process. We can only speculate about what GT5 MAY have to offer. However, we REALLY know when GT5 shows up in stores ready to be bought and played. DO NOT trust the big media reviewers. Look to them for insight on the game, but the best reviewer isn't some company or some show- it's YOU. YOU are the best reviewer of all games. Pay no mind to what the mainstream wants to tell you about each game; trust your own ideas and judgments on games. Make your own judgments rather than trust a company or show to tell you what THEY think about a game YOU are/will be playing.

Gran Turismo 5 American Commercial.

Here's the TV spot for Gran Turismo 5 if you haven't seen it already:

^ courtesy of: PlayStation on YouTube



Gran Turismo 5 is here, players! Get Gran Turismo 5 on Amazon right now (¡ahora mismo!)! Only one question: Standard or Collector?
...or... ?
(first image: Standard Edition; second image: Collector Edition)



--- In Case You Didn't Know... ---
I launched a new Blogspot blog last Wednesday called "John's Gran Turismo Space." This blog of mine is my Blogspot contribution to the Gran Turismo series and Tourist Trophy. It features everything from resources, insight, comments, and more regarding Gran Turismo and/or Tourist Trophy. I want all of my Gran Turismo fans to check this new blog of mine and even subscribe. I make this for all of you to enjoy. So if you want to visit and subscribe to my new blog, click on the link below:




--- If Anyone from GTPlanet is Reading This Blog Post... ---
I want to say hello to you! I'm the fellow known as "JohnBM01" on GTPlanet. I hope you enjoy my personal blog here as well as my GT-exclusive blog. I hope you enjoy my material as much as I enjoy posting it online for all of you.





So get excited, GT fans... GRAN TURISMO 5 HAS ARRIVED! Now if only I had a PlayStation 3... :(

Thank you for reading! Subscribe to my blog via FeedBurner (or any other aggregator in the sidebar)! Click on the graphics below to subscribe to both of my blogs, and also Become a Fan (or Like) my Facebook Fan Page:
* Subscribe to John's Blog Space!
* Subscribe to John's Shop Space! (http://jbmshopspace.blogspot.com)
* Subscribe to the all-new John's Gran Turismo Space! (http://johnsgtspace.blogspot.com)

Tuesday, October 12, 2010

GT5 Commentary - Course Maker

(last edit: November 20, 2010)

Toscana from the GT5 demo has gotten me to wonder what could be possible with the new track editor. Looking back on old news of GT5 has gotten me to learn more about the track editor, which I was previously opposed to. The reason why I was opposed to this editor was because making distinctive (key word) and unique courses with given environments. I then started to study what this new model could provide, and needless to say, I do have my preoccupations and reservations about any created track with the GT5 course maker.

This blog post concerns the Course Maker for Gran Turismo 5 and my commentary on it. (UPDATE! - November 21, 2010) I have updated my views on this topic in my new Gran Turismo blog! To see the blog post in question, click here: "GT5 Course Maker Commentary").





--- Backtrack ---
Before I begin with commentary, allow me to call to your attention an image from the past...

Toscana
^ From E3 2009, a first look at a seemingly empty environment with a dirt road.
(original picture credit: unknown (I downloaded this image a long time ago that I don't know where it came from))

Do you remember this image from the E3 2009 trailer for Gran Turismo 5? A seemingly expansive space with a lonely dirt road and some off-track details help accentuate this course. It was the same expansive and empty space where our jaws dropped at the inclusion of the World Rally Championship in Gran Turismo 5. Back then, we knew this course as Toscana, and we mostly thought this was going to be a new experience. We would later see Toscana in a new light... or should I say, under the lights? Fast forward to a year later when we saw Toscana with the sun going down and the stars coming out. Some time in the future, a master plan was finally unveiled- the Toscana course we've seen in videos was actually part of a new Course Maker for Gran Turismo 5!

As I played the GT5 kiosk demo and blogged about my experiences, I began to take second looks at the Toscana course. The only thing I know about the area represented is that you can enroll at the Olive Garden culinary school in Tuscany. Part of me says Toscana is a brand-new experience and a brand-new track to enjoy Gran Turismo racing on, but part of me also says that Toscana is what could be possible with a track editor. In addition, I doubt Tuscany is THIS empty as the Toscana track demonstrates.

It was then unveiled at GamesCom back in August 2010 that a new Course Maker was unveiled for Gran Turismo 5. GTPlanet's amar212, who is a friend of mine on GTPlanet, broke the news on a possible track editor for GT5 back in August 2009. It has since been common knowledge that GT gamers now have the power to create their own courses. Now initially, I thought it was too out of place to include such a feature. In addition, the prospect of a course maker also allows you set up some dream courses to test the limits of a game engine and its driving model. Any courses would be limited to 6.5 miles (or about 10.4 kilometers) in length. I will go into further detail about my criticisms on a course maker for GT5 later in this blog entry.

So are you excited about creating your own tracks yet? ;-)



--- Course-Making Insight from Other Games ---
Let's look at some other games that had their own Track Editor/Maker. These only involve games I have played before, so if you don't see a certain game here, I haven't played it or don't remember studying its nuances to comment.

Stunts/4D Sports Driving.

The 1990 game made by Broderbund (best known for the Myst series) and Distinctive Software Incorporated (later known as Electronic Arts Canada) made this 3D racing game featuring some of the fastest cars of its time. All created courses all utilized a huge grid system. The grid squares can be filled with various road parts and Every course was a one-lap run around a course filled with jumps, loops, and some dangerous stunts. A game like this likely took inspiration from games like Hard Drivin' and Race Drivin'. The user had a chance to create his/her own tracks and change up the horizon to five different horizons. New tracks usually involved one of five pre-made environments. Or for more advanced gamers, the ability to modify a given environment to make your own was also possible for an individual track. The track can have only one Start/Finish line, and the track must have one complete loop.

Moto Racer 2.


Moto Racer 2 was released in the late 1990s. Its most intriguing element was that of making your own tracks. The track editor allowed you to make your own tracks for either sport bikes or dirt bikes. You could create and modify roads to create your own exciting courses. Moto Racer 2 greatly lacked the ability to make your own unique courses. You can actually create your own layout, but you were unable to make really unique environments. When you create a track, you choose between one of five different environment layouts. So you have no real control over making specific and distinctive layouts. This, along with the fact that all courses feel more like barricaded courses really limits your ability to great memorable and challenging unique courses.

TrackMania Series.

Drawing inspiration from past titles (like Stunts/4D Sports Driving), TrackMania games allow you to use certain set environments. The downfall here, however, is that you are unable to use different cars from different environments. Each environment features a car unique to its environment with its own driving dynamics. The environments also allow for a variety of unique tiles to be used for each environment. There are limits for how high up you can build. I experimented making my own hillclimb courses with roads that go all the way up into the sky. Replay value is incredible since there are MANY ways to create a classic course.


So what will Gran Turismo's influence provide? Replay value will be immense since you can create any number of courses. That will all depend on what the game will provide from the course making experience.



--- Theme Play ---
These are the themes we know of:
* Toscana (Asphalt)
* Eifel (Circuit)
* Mount Aso (Asphalt)
* Liege (Gravel)
* Eifel (Kart)
* Alaska (Snow)
* Tokyo Bay (Kart)

These themes help determine what is possible in designing a course for Gran Turismo 5. The two themes feature variations for tarmac and non-tarmac roads. The only concern I really have is if it is possible to create (especially in the case of rally racing a combination of tarmac and non-tarmac roads in one stage.



--- Possible Future Themes? ---
Let's say the options were open to showcase more venues. What would make for possible future environments?

Snow/Ice Theme?

KEY ELEMENTS: snow, ice, cold temperatures, snow banks

This can either pertain to a snowy location or an icy location. Imagine if you could have a race track in a snowy/icy locale, like with the WRC Rally Sweden, with icy roads or maybe some tarmac with some icy off-road sections? If temperatures play a role in Gran Turismo 5, then a cold or cool course would help out turbo cars since it's cooler. There may also be a tough time trying to get a colder track warmed up because of the cold temperatures. A tarmac course would feature some slippery off-road sections. I even envisioned a Grand Prix-style racing course in a snowy location. It may not be likely to happen, but imagine a proper Grand Prix-style course (any road course 2.75 miles or more in length) where there is a lot of snow on the outside of each corner (or at least, grass that has a lot of snow on the grass). A non-tarmac icy course would test your ability to race on snow and ice. Snow and ice handle MUCH differently from gravel or mud. You are going to have snow banks on either side of the road. Getting up on either side of the snow banks can be just as bad as flying off a gravel stage into a tree or a ditch.

I think to add diversity to the kind of environments, a snow environment is needed. Unless you just want those Snow Tires to not get any work...


Desert Theme?

KEY ELEMENTS: sand, sand dunes, desert vegetation (such as cacti and joshua trees), rock formations, and more

If you are thinking of an expansive desert environment (like the Baja 1000 or the Mint 400), you are likely out of luck. The possibility to make your own Dubai Autodrome or Yas Marina Circuit is a good possibility here. A desert environment would mean that temperatures would be unbearably hot. Series like the Middle Eastern Rally Championship and Dakar Rally have their fair share of desert-type off-road racing.


Coastal/Tropical Theme?

KEY ELEMENTS: lush greens, rock formations, tropical scenery (such as palm trees), crashing waves, sandy beaches

The presence of a coastal setting lends itself to the possibility of creating racing venues with racing along or near a coastline. This can be good for exotic-style courses or even off-road courses along coastlines. Options are really endless for this setting. You could create a tropical tarmac paradise like Tahiti Road, or you can have coastal-style rally courses like Tahiti Circuit or Tahiti Maze. You could probably also create your own fantasy Grand Prix race course that takes place along the beach!


Jungle Environment?

KEY ELEMENTS: lush greenery, high trees, dirt and mud

This environment entails exotic scenery. Despite the exotic scenery, it may likely be a setting primarily better for off-road racing. Surfaces may consist of gravel and mud. I basically think of the Safari Rally when I think of such a setting. If there is such a setting, I sincerely doubt animals will run across the track for you to avoid (or hit if you love drive like an idiot). I am pretty sure there won't be any kind of Grand Prix courses through a jungle. So at best, you're looking at a good rally environment for a jungle-type course.


Mountain Theme?

KEY ELEMENTS: ???

I primarily thought of mountain passes here. Imagine taking part in your own touge battles on mountain passes you create! Enthusia fans can relate to this with Dragon Range. Forza fans can relate to this with Fujimi Kaido. What makes mountainous stages great is for the immense challenge such courses provide. It may not seem very fun to not be able to make a challenging mountain pass with about 6.5 miles to work with, but you can still create some great mountain passes if you just use your creativity.

To get an idea of making your own mountain passes, play the tracks from the games I mentioned earlier, or try out "Tokyo Xtreme Racer Drift 2." TXRD2 even features one mountain pass that is over seven miles long!


Now one that can be very tough to define...

Urban Themes?

KEY ELEMENTS: city buildings, city scenery, city roads, city streets, highways, concrete walls, and the like

What I am going for here is an environment more accustomed for traditional urban cities. This is an environment that would be better suited for making your own street courses. Anything from a romp around a city park to a Grand Prix race through downtown of a metropolis is possible. While these can be glamourous, they can be very tough to come along with since city courses take a certain amount of magic to make believable. You know, you have to envision a city before you build a course around the city. What I had in mind for this section is mostly along the lines of more modern cities, like San Francisco, New York City, London, Tokyo, Sydney, and the like.

A non-conventional urban locale, if you will, was Grindelwald from Gran Turismo 2. It was a street course mostly set around a traditional European village rather than an urban jungle. The possibility exists to have certain tarmac rally courses that utilize an environment where you're weaving through various villages and cottages. Think about places like the WRC Rally Corsica or some other rally that has a stage go through streets of villages or cities.


These are just a few ideas in regards to environments. We will see what will really be possible in the future.



--- Previous Criticisms of Mine for the Course Maker ---
I have had some primary criticisms regarding the featuring of a course maker for Gran Turismo 5, and you will read both of them here.

Lack of Distinction.

I am someone who believes that true distinction in track making does not involve using a pre-determined environment. While you can create great courses utilizing a certain environment, making DISTINCTIVE courses doesn't truly materialize. I define distinctive courses as courses that have their own unique environment that makes a certain track come to life. A street course that has a little of New York and Paris in design and environment is more distinctive than a proper race track designed in a grassy plain environment.

Seemingly Out of Place.

You would think for a racing game more about cars and racing, the idea of a Course Maker appears to be totally out of place. You can, however, test the limits of ANY game and its game engine by making your own courses. This is a case where making your own courses can help you discover the limits of a certain game.

Always Thought Autocross Was the ONLY Purpose for a Course Maker.

Because a Course Maker is out of place for a Gran Turismo game, I thought its only usefulness was in making Autocross or Gymkhana tracks. That would be the ONLY usage for making your own tracks since making a track from start to finish would be too massive a task. A simple Autocross track would be better for me than going with a full-on Course Maker of some kind.


These have been my own criticisms with the new Course Maker for GT5. Despite these, I welcome and will embrace this new Course Maker.



--- Tarmac Possibilities for GT5 ---
What is possible for GT5 in making tarmac courses? I once made race tracks for Duke Nukem 3D of all games. I wonder if I'd be able to re-create the courses in the GT5 realm. The courses, however, are all realistic. So I didn't create anything that has like, for example... loops, exploding bits, any sort of Apocalyptic details (like ravaged cities and rough roads). Could I be able to create them as best as I can? That all remains to be seen.

Every created course will have weather and time implemented. Anything from tarmac rallies to tarmac racing circuits are possible. Can I make my own oval with banking in the corners? Can I re-create a stretch of road? Can I make my own Grand Prix course to race really fast and powerful cars on? These all remain to be seen.



--- Randomly-Generated Rally Courses for GT5 ---
The best news about this Course Maker is that it is possible to make point-to-point stages. I hear that courses will be limited to about 6.5 miles. That is still a LOT of track to make courses with! In my view, making your own point-to-point stages may not seem like making enough sense. But when you consider how tough it can be to make some of the most believable and realistic point-to-point venues, the idea of randomly-generated courses is not a bad idea. I mentioned earlier about not having that distinction element by using given environments. However, it is still possible to make quality rally courses 6.5 miles (or 10.4 km) in length. Don't believe me? Here's some perspective from Colin McRae Rally 2.0... Many of the individual stages from CMR2 are longer than 1.9 kilometers (or longer than 1.18 miles) and no longer than 5.5 kilometers (or about 3.42 miles). In fact, a lot of the courses are mostly in the range of 4.2 km to 5.3 km (or about 2.61 mi to 3.29 mi) in length. So you have more than enough space to make your own rally stages.

You are able to adjust the width of the road to accommodate the amount of rally racing challenge you want. So if you are disappointed with the very wide roads of most rally courses in Gran Turismo games past, you can narrow things significantly to make for a more realistic experience. Think of courses like any of GT4's tarmac rally courses or tracks like Grand Canyon in GT4 for inspiration of real rally-style courses.

Finally, what can be possible with these courses? Can I make water splashes through streams (like with the WRC Rally Argentina or the WRC Rally Australia)? Will there be a variety of surfaces to race on (like with the WRC Rally Great Britain)? What can be possible on the rally front? Also, can realistic courses be created? I want to imagine making my own unique challenges, like having to deal with the rough roads of the Acropolis Rally or some of the rural village of some rallies. I do think Course Maker will be great for rally racing.





You are welcome to offer your own thoughts on the Course Maker for GT5. You can seemingly make any course using up to 6.5 miles (10.4 km) of track. How do you feel about the Course Maker for GT5? Comment away! While you're at it...

Subscribe to my blog via FeedBurner (or any other aggregator in the sidebar)! Click on the graphics below to subscribe to both of my blogs, and also Become a Fan (or Like) my Facebook Fan Page:
* Subscribe to John's Blog Space!
* Subscribe to John's Shop Space! (http://jbmshopspace.blogspot.com)

Saturday, September 25, 2010

Gran Turismo 5 Demo - First Impressions

(NOTE: updated 5/30/2010 with more content)

(PERSONAL NOTE): Thanks to all of you around the world for visiting this blog entry. I appreciate the support of all of you for making this one of my most-viewed blog entries ever. I would like to welcome all GTPlanet members (as well as non-GTPlanet members) to my blog and this blog entry. I would appreciate it if you subscribe to my blog or even become a Facebook fan of mine if you enjoy my material. I'm thankful for your support. I would appreciate if you show me some support back in thanks and appreciation, especially if you enjoy this blog entry.

Also note that I may regularly update this (and my other blog entries) with new content. So what you read now may be different in the future. Please enjoy my blog entry. Have a good read! :)


I have finally played the Gran Turismo 5 kiosk demo at a Walmart. I haven't played any GT demo since Gran Turismo HD back in 2006 or 2007. This is my chance to evaluate and share my first impressions of the upcoming Gran Turismo 5. What you are about to read involves my thoughts and opinions in regards to my experiences playing this game.

Let's set the mood with a picture:

GT5 Picture - Tokyo R246
^ from: gamerzones.com - Gran Turismo 5, ready to run full speed on your PlayStation 3.





--- GT5 Demo: First Impressions ---
To share what demo I played, here is a setup of what it had:

* Single Player and Time Trial modes
* Five tracks: Rome, Toscana, Indianapolis (Oval), Nürburgring Nordschleife, and Tokyo R246
* no karts
* options for Active Steering and Driving Setup (standard or professional)

Now that I've set things up, it's time I share some ideas.



--- Gran Turismo 5: First Impressions ---
Each section will be included with headings.

Rome (GT5 Version).

Cars used: Ferrari 458 Italia and Ferrari Enzo

I still would rather race the Rome Circuit from Gran Turismos 2 and 3, but Rome Circuit in GT5 (which I might call "Neo Rome") is still plenty challenging to race. My initial impression is that the new Rome Circuit is pretty twisty and challenging. It even has more elevation changes and undulations than the classic Rome Circuit. This is a tough course.

* 458 Italia - Automatic - no TCS - Standard driving - Single Race
Racing with the 458 Italia on Standard with no Traction Control, it feels every bit like classic GT. I raced under Beginner settings for that one because I don't know what to expect from the AI. The car does handle very well and takes the Roman roads quite well.

* Ferrari Enzo - Automatic - no TCS - Professional driving - Time Trial
Everyone knows of the immense speed the Enzo delivers. It was up to me to find out what the Enzo is like in its paces in Rome. I must say- racing with the Professional model, it really feels like you're fighting the car to keep it on track. The car feels loose, and I've even done a great deal of fishtailing with the powerful Enzo. It is TOUGH trying to keep the car on the track in Professional mode!

* Jeff Gordon's #24 Chevrolet Impala (SETTINGS USED: Intermediate Difficulty - Professional Driving - no TCS - Active Steering Strong)

The new Rome Circuit has much more elevation changes than the classic Rome Circuit, making it tougher to keep all four tires on the track and away from the walls. The undulating roads make racing a real challenge. The undulating roads and curbing doesn't seriously impose for a stock car, but it does make it pretty intense to race with. I managed to clock a time of about 1:18 around the newer Rome Circuit in a stock car. Just make sure you don't apply too much throttle too soon, and avoid riding the inside curbs if at all possible.

* Lamborghini Gallardo... (SETTINGS USED: Time Trial - Professional Driving - no TCS - Strong Active Steering)
For the first time, I race a Lamborghini in a Gran Turismo game. At least unlike the Lamborghini Diablo JGTC that was in the Japanese version of Gran Turismo 3, this is a full-on and complete Lambo. The fact this is a mid-engine/4WD car means that I will have proper control. It's a blast to drive, and the interior view is very nice. I've never personally liked the Gallardo all that much, but it's a very solid car to race at Rome.


Toscana.

Car Used: Citroen C4 WRC 2008
Options: no TCS - Standard Mode, then Professional Mode - Intermediate Difficulty

Toscana demonstrates the transition from day to night on a rather long course. This is where you see the lights come on as skies darken. I was absolutely astounded in seeing this model being put to work. It is worth watching to see the skies go from daytime to nighttime. It's the first-ever time stars in the skies have been shown. It looks absolutely fantastic.

Because I want to see the skies transition nicely, I didn't want to use the Citroen's in-car view. So I used the roof cam to see the skies go from day to night. With the sun illuminating from a window, I had a little trouble trying to see how I was driving. Let me say this right now- racing at night is TOUGH! Gran Turismo 5 is the first Gran Turismo to properly demonstrate how difficult racing at night can be. You actually sense the darkness and have to mostly rely on your headlights to see properly. I think Polyphony Digital needs to consider adding light pods to rally cars to help enhance vision at night. In regards to driving models, the model seems much more improved in off-road racing, but still not impressive rally racing quality. It is better than GT4's model as the cars don't feel as heavy in the corners.


Indianapolis Motor Speedway (Oval).

CARS USED: Jeff Gordon's #24 Chevrolet Impala
SETTINGS USED: Intermediate Difficulty - Standard Driving - no TCS

I love Jeff Gordon. So it was great for me to pilot his Impala in this Gran Turismo 5 demo. It was my first chance to play-test NASCAR stock cars in Gran Turismo (not the cheesy Racing Modification for the Ford Taurus in GT2). I think the cars sound pretty accurate. American engine (especially V6 and V8 engines) sounds have been a problem area for GT games. The cars sound pretty well to me both from Chase camera and In-car views. On the first lap, my car kind of walked up the race track and into the wall at Turn 1. I built up enough of a draft try to chase down the other seven cars down the backstretch. I would lead either on Lap 2 or before Lap 2. I completed a lap of about 51 seconds around Indy on my second lap. The thing about Indianapolis is that you can take it at full speed or with variable throttle usage, but it's tough to keep a consistent line around Indy. I struggled to keep that consistent line. After having played the classic "NASCAR Racing" titles from Sierra/Papyrus as well as "NASCAR 07" from EA Sports, I have an idea as to how stock cars handle. I wasn't disappointed with the handling dynamics of the stock cars. Polyphony Digital was pretty much on point to me.

(ADDED: Sep. 30, 2010)
SETTINGS USED: Intermediate Difficulty - Professional Driving - no TCS - Active Steering Strong

The previous impressions were made with the Standard Driving model. This time, it's the Professional model. Here is an analogy for you... going from Standard to Professional with stock cars is like going from Minor League Baseball straight into Major League Baseball. The cars still handle pretty well. Only problem is, it's tougher to gather up the car in the event of a crash or spin. An oddity that I discovered is that my car's rear end was all bent up, but in the replay... it didn't show! The replay made it look like I had a perfectly-fine race car though the rear end was all beat up. My best lap was somewhere in the 51.4 range (maybe 0:51.499). The first effort wasn't very good, and despite a late run, I was unable to chase down the remaining cars to win as I made it to about 4th or 3rd place before the demo timed out.


(ADDED: Sep. 30, 2010)
* Audi R8 V10... (SETTINGS: Professional Driving - no TCS - Single Race - Intermediate Difficulty - ??? Active Steering)
Time to bring the German beauty known as the Audi R8 road car to Indy. The car handles very well, but with the Intermediate Difficulty, victory was tough to come by. In fact, I was lagging for a great duration of the race. As capable as my Audi was, I was unable to get into any kind of drafting battle. I managed to finish 4th (maybe 5th).


Nürburgring Nordschleife.

CAR USED: Audi R8 V10... - ??? Driving - Beginner Difficulty - Single Race - no TCS

While there are others that love racing the Nürburgring Nordschleife, I loathe racing this course. I'm terrible at it. On a positive note, it looks great in this game. I was racing the beautiful Audi R8 V10 road car around the famed Nordschleife. The car handled very well around the menacing narrow roads of Nürburgring Nordschleife. I unintentionally whacked the front of cars I was I trailing through the race. At one point, a blue Corvette C6 was leading the race. I tried to overtake the 'Vette heading into a kink. I ended up whacking him off the road, my car hits the outside wall HARD, and the Corvette was still having trouble getting back on the road! Completely unintentional, but it's safe to say that Gran Turismo can now challenge Forza for intense crashes. The Forza Motorsport has even more intense crashes, but Gran Turismo is starting to show a lot more character in racing than ever before.


Tokyo R246.

CAR USED: Motul Pitwork GT-R
SETTINGS USED: Automatic Transmission - Professional Driving - no Traction Control - Professional Difficulty - Single Race

Tokyo R246 is one of my favorite courses in the Gran Turismo series. So to challenge myself, I put the difficulty on Profesisonal and the driving on Professional. The racing line is gone in Professional Mode. And boy... I had my butt handed to on this one. The failing began when I spun out my GT-R out of Turn 1 after flooring the gas immediately. Afterwards, I became more defensive racing my car. The in-car view is great! Super GT/JGTC cars are usually great-handling machines, and the GT-R is no different in taming the streets of downtown Tokyo. I ended up losing the race, completing my misery. I finished 8th and basically wanted to play-test the damage model by intentionally hitting a tire wall heading into the backstretch. Finally, it's great to see the lights on the race cars even during a daytime race.


(ADDED: Sep. 30, 2010)
* SETTINGS USED: Intermediate Difficulty - Professional Driving - no TCS - Active Steering Strong

Tokyo got to experience what the roar of NASCAR stock cars is like rumbling through downtown Tokyo. One of my favorite tracks in Gran Turismo is still quite a torture test. I did my racing under Professional Driving. In doing so, I've gotten better appreciation of the low-speed properties of stock cars. You can ride the inside curbing around Tokyo R246 (or any other road course) quite well if in a good touring car or GT car. Try riding the inside curb in a stock car under Professional driving, and your car will spin out, and if you're [un]lucky, your car's front will get friendly with the outside wall. One thing you need to practice is proper low-speed racing and understand the car's tendency to fishtail or slide out haphazardly if you apply too much throttle too soon. You may also need to avoid riding the inside curbs to make sure your car is pointed in the right direction. After spinning out a few times and botching corners, I managed a time of about 2:06 around Tokyo R246, which is not bad considering how long this track is (3.18 miles).

* Motul Pitwork Z... again
I next tried to get revenge at Tokyo. This time, at Intermediate Difficulty. The GT racing cars are all so evenly matched that victory is tough to come by. Unlike the stock cars, I can aggressively ride the inside curbs and gather up the rear coming out of corners. I'm more comfortable with GT cars than stock cars in this game.





--- Other First Impressions ---
Here are some brief thoughts on other impressions:

* It's just a demo, but I can already see the improvement in AI and in driving dynamics compared to GT4. GT5 should be a tremendous boost from GT4. Conversely, GT4 was a big boost from GT3.

* The particle effects are really amazing and adds some great environmental detail to Gran Turismo 5.

* I was greatly pleased with the lighting model as well as the night dynamics. It is TOUGH racing at night! I expect to see the night driving experience become much more intense and realistic as the best simulation of darkness and lighting are demonstrated here.

* The one thing I didn't notice about the racing line is that it is dynamic. The blue dashed line becomes a solid red line when you need to brake. I think Forza Motorsport still does a better job with racing lines. I tend to like a consistent line rather than the dashed line we've seen in past Gran Turismo titles.

* While people have complained of slow-looking replays, I tend to look at it as a great cinematic experience. You can not fault the quality of the replays. It feels more like you're watching a racing documentary or movie rather than a race that was just completed.

* (ADDED: Sep. 30, 2010) I noticed that in Time Trial, if the time is red, it means that you crashed or that you spun off the track. Those times, then, will NOT count when done with the Time Trial.





All in all, I can say that I'm pretty excited for Gran Turismo 5. I can only imagine what eight more cars to a track can be like compared to the eight to a track for the demo races. I would have loved to have raced in the rain and in other night races, but this experience has done just enough for me. I'm sold and convinced that Gran Turismo 5 may end up becoming the greatest Gran Turismo game ever. GT5's release will only make us wonder what Gran Turismo 6 will provide.

Thanks for Your Support!
Thanks to everyone for providing sufficient traffic to this blog. I hope my comments have offered some insight as to how I feel about my first GT5 demo experience. If you want to pre-order GT5 from Amazon, you can pre-orderby clicking on the image below. Once again, thanks to all of you for providing so much traffic to this blog entry!



--- If Any Non-GTPlanet Members are Reading This... (Honorable Mention!) ---
The focus of this blog entry was on GTPlanet.net. However, I want to take some time to honor some of the non-GTPlanet sites that have linked to my blog entry on my first impressions of GT5. I don't know all of them, but let me take some time to honor a few of the sites that have linked to my blog entry. I'm noting these sites based on reported arrivals from other websites through FEEDJIT:

* community.eu.playstation.com
* neogaf.com
* play3.de
* forum.gamesvillage.it
* gtdrivers.com
* forum.xboxworld.nl
* (any other site that has posted a link to my blog entry on the GT5 kiosk demo)






Thank you for reading!

Become a Fan (or Like) my Facebook Fan Page and subscribe this blog (and my others) via FeedBurner (or any other aggregator in the sidebar)! Visit (or subscribe):
* Subscribe to John's Blog Space!
* Subscribe to John's Shop Space! (http://jbmshopspace.blogspot.com)
* Subscribe to John's Gran Turismo Space! (http://johnsgtspace.blogspot.com)

Thursday, August 19, 2010

GT5 Commentary: Kart Racing

Gran Turismo 5 delivered a bombshell with kart racing. A report in the past indicated that kart racing would make its debut into Gran Turismo 5. Recent tidbits from GamesCom 2010 shown off karting for Gran Turismo 5. Recently, we've finally seen pictures of karts racing in Gran Turismo 5. I'll be here to share with you why this is such a big deal for Gran Turismo and for racing in general for GT5.

Why should you be excited for kart racing? Well, here are a few basic reasons. First off, here is a picture I've saved to my PC from my friends at gtplanet.net:

GT5 Karting from GamesCom 2010
^ (picture credit: gtplanet.net) - Kart racing will provide a brand-new dynamic of racing in the Gran Turismo series.

Kart racing makes up some of the simplest race cars anywhere in the world (especially racing karts). Before any of you start complaining to me that karts are slow and boring, read on. After doing some kart racing before (mostly at family fun centers), there is NOTHING like racing a go-kart! It's so much fun to race something literally an inch off the ground with no suspension. You feel like you're flying and going full speed even though you're probably in a 6 or 12 horsepower kart.

To me, racing karts are the simplest and purest racing machines. You can't do 180 mph down the Hunaudieres at Le Mans in a kart, but you can enjoy full-speed thrills in a simple kart. Kart racing also serves as an entryway into a proper racing career. Consider this as well in regards to kart racing. Memo Gidley in (then) CART said in Road and Track Magazine that you can learn everything about a Champ Car by piloting a racing kart. One could say that if you could race a go-kart to victory, you can race ANYTHING to victory.

Gran Turismo 5, then, has offered something to impress many more kinds of people than what this series usually provides. I do wish a track like MotorLand or Motor Sports Land (GT2) could be used for karting than this rather basic and boring Piazza del Campo. Piazza del Campo will also be kart-exclusive (because it would be too boring to try to drift around there). Say what you want about kart racing. To me, this is a great pickup for GT5. Question is, could this extend to some other styles of karting, especially superkarts?





If you're a karting fan and a Gran Turismo 5, get excited! There is absolutely NOTHING wrong with kart racing. This will be real kart racing, not like you'd see in the arcade-style kart games (though I have absolutely nothing against them). Prepare to expand your racing horizons when GT5 is released proper!

Read more on this topic: Gran Turismo 5 Karting Videos, 18-Megapixel Screenshots