Showing posts with label Gran Turismo. Show all posts
Showing posts with label Gran Turismo. Show all posts

Thursday, June 16, 2011

Gran Turismo 5 - First Impressions

I had spent a good amount of time playing Gran Turismo 5 now. I feel I have enough experience to chat about this game professionally to all of you. I'm personally sorry it has taken this long for me to evaluate Gran Turismo 5 after having played it recently. This blog post concerns my first impressions of Gran Turismo 5 after having played the FULL version for a few days. Please note this is not about the kiosk demo. This blog post is my own evaluation of Gran Turismo 5 after playing the full game. Having said this, you deserve to read my first impressions.

NOTE: As of this blog post, I have not yet prepared my review of Gran Turismo 5. I am actually torn between posting the review on "John's Blog Space" and/or "John's Gran Turismo Space." I prefer posting the review on John's Gran Turismo Space, but I haven't yet decided from this initial blog post.

My review of "Gran Turismo 5" can be read here: GT5 Review on "John's Gran Turismo Space"!






--- Gran Turismo 5: Setting up the Story ---
While it took me some time to get my PlayStation 3 and Gran Turismo 5, I eventually got both this past Saturday. Most of what I've experienced with GT5 was in YouTube videos and other online material. I must say I have been fairly pleased seeing content posted online. I've even made a habit of looking at YouTube videos featuring songs from GT5.

With a game that's been released since November 2010, it's taken me nearly seven months to finally join the PS3 brigade. I felt that this long wait has hampered my ability in making YouTube videos, blog posts, and more. Any and all comments I may make regarding Gran Turismo 5 were reserved until I had actually played the game. Now, playing this game since Saturday, I feel I have played just enough to professionally discuss this game.

Believe it or not... I actually had doubts with Gran Turismo 5 based on how the general public reacted to it. Most of what I heard/read was more along the lines of "good, but not great." Many others were disappointed with it. Some others even fancy the Forza Motorsport series and leave behind Gran Turismo 5. I still remain a GT fan no matter what Forza (which I vastly respect) throws out. I still needed to play the game myself before thinking ANYTHING of GT5.

So let me share my first impressions at long last.



--- Gran Turismo 5: First Impressions ---
Gran Turismo 5
^
My first Race Modified car- a 2002 Nissan Silvia Spec R Aero painted in Eternal Blue Pearl (the car) and Gran Turismo Yellow (the wheels).
Gran Turismo 5 comes across as a title which provides a new experience for most GT fans. Online play, which was to be promised in GT4 before eventually being scrapped, was a real talking point for GT5. It has played a real role in enhancing GT5 for what it is. The fact the PS3 is basically both a console and a computer means that GT5 can be upgraded and enhanced.

Even before I downloaded the Version 1.10 update, most of what I have played was very good. The experience only got better after downloading the Version 1.10 update. It was worth the three hours for all six parts of the download to be complete.


Playing the Game.

Most of my time was spent in GT Mode. I could only choose one entire outfit prior to the 1.10 update. This meant I had to pick something I'd have to be with and live with through my career in Gran Turismo 5. After the 1.10 Update, however, you could choose between a vast array of suits and helmets. to compliment you and your drivers.


Driving and Racing.

GT4's driving model never allowed you to really get aggressive. GT5's model is much different and much better. In fact, I would say that this is the best driving model in any Gran Turismo game. There is actually greater challenge in racing cars than in any GT game. Cars just felt too heavy in GT4. Not so much in GT5. It used to be that there was an Standard Model and a Professional model in handling a car. That's gone. All cars are on the Professional level. Front-wheel drive cars handle much better than they did in other GTs. Rear-wheel drive cars can be better pushed to the limit than in any other GT. Four-wheel drive cars do a fairly great job of handling whether on-road or off-road. In addition, it is much tougher trying to keep high-powered cars on the road. Even an elementary school kid could race a Jaguar XJ220 to the limit in GT4. However, try wrestling a Pagani Zonda R or a very fast Ferrari in GT5. It is NOT easy!

Another element of the driving model are the new damage and collision models.. When you crash, impacts can range from simple whacks to vicious 360° crashes as well as rolling your car over. Only Premium cars can suffer extensive damage.

New to GT are time cycles and weather. You begin to notice the sun go down on select tracks as day gives way to night. You actually notice falling rain and snow at times in certain locations. It is the first time where falling precipitation has been featured in any Gran Turismo game. Let this be said- night racing is HARD in Gran Turismo 5! You'll know how hard it is when you can barely see the road ahead of you in the dark. Having said this, it's the best night racing ever in a Gran Turismo game. It's real night racing compared to the somewhat dark racing you're used to in past GT titles.


The Cars.

A big part of any Gran Turismo game is cars, and GT5 has plenty. There are about 200 Premium cars and some 700+ Standard cars. What you are looking at for GT5 is mostly Premium cars that you can go get right away. Among Standard cars, however, you basically have to be lucky to find one you really like. So it's almost like you HAVE to buy Premium.

The Premium cars feature interior views and are modeled much better than the mostly carryover cars from GT4 (Standard models). The Standard cars, however, have all been re-touched for GT5. Many people are going to complain that more Premiums can be made. Considering each car took about six months to create and with 200 or so of them, it's understandable why so many Standard cars were carried over. Just because they are Standard, though, doesn't mean they can't be fun to race. Some of them you can even race in GT5 when you couldn't race them against others in GT4. For example, I did a practice One-Make Race in GT5 with the Caterham Fireblade. The Caterham was a "Special Model" in GT4, so you couldn't race it against five other cars in GT4. You can race these in GT5 against many others. In addition, you can race them with fully animated visible drivers!


The Tracks.

When preparing this blog post, I absolutely FORGOT to mention the tracks. There are tracks both new and old in GT5. Cape Ring is one of the newest courses along with more variations of Eiger Nordwand (apart from Gran Turismo HD). There is a new Special Stage Route 7 which will make you fans of illegal street racing in Tokyo happy. Some tracks, like Rome and Chamonix return... but with configurations different from their classic tracks. The Rome track is now a punishing street course with more elevation changes than the classic Rome Circuit. Chamonix is wider, but is a completely different deal from GT4's version of the narrow nightmare known as Chamonix. Each track is done very nicely and features some great scenery.


Tuning and Maintenance.

More than ever, there are more ways to make a car much better than stock. A few new options are now available apart from past GT titles. New items such as Exhaust Manifolds, piece-by-piece weight reduction, and more can be equipped to cars. There are also new options in tuning your cars. One of the biggest ones is the Engine Limiter. This can be helpful in tuning down powerful cars to meet performance limits for races. Races can be restricted by horsepower or Performance Points (PP). Make sure you meet these restrictions to be eligible to compete in certain races and championships.

GT Auto returns for its third-ever installment. The funny thing about GT Auto is how lighthearted it is. You will hear "The Entertainer" from Scott Joplin as the GT Auto song. It is not the kind of music you'd expect to hear for something like an auto goods store, but it is a nice song to fit the mood of the lighthearted appeal of GT Auto. Racing Modifications return for Gran Turismo 5 after being M.I.A. in GT3 and GT4. Sadly, only 17 or 19 cars (all Premium) can take advantage of this. Many cars can still take advantage of aero parts (especially Premium). You can now paint over cars with Paint Items you find based on cars you acquire. You can use these color items to re-color cars. If you have a Premium car, you can even change wheels and be able to re-paint them too using Paint Items.


Sounds and Music.

Sound quality is vastly improved. There are more throaty growls even though some cars could have had better sounds. The weak link in sounds are in collisions with other cars. Human voices are also added to a few applications. When you win a license or get some insight from real racers (Jeff Gordon and Sebastien Loeb are featured), you'll hear human voices. It's the first GT to feature actual human voices since Jay Leno's voice was heard in Gran Turismo PSP.

Let me just say this about the music... it's great! Most of your time spent in this game will be listening to the 189 different songs included. If you don't care for the music included with GT5, you can always go with music stored on your PS3's hard drive. This is music you can listen to in races as well as Menu Music. Gran Turismo 5 boasts the classiest music of all. Listen to songs like "Passion" from Yuki Oike, "Like a Bird" from KEMMEI, and songs like that. There are seven genres of music in GT5: Alternative, Bossanova, Classical, Dance/Electronic, Jazz, Lounge, and Rock. Songs selected can be played in races, in the menus, and/or in slideshows.


Other Elements.

I like the new kind of character GT5 has. The usage of cut scenes in some of the Special Events give the game a different kind of character than past GT titles have exhibited. Actual material like this has helped to make Gran Turismo 5 a bit more indulgent than any other GT. • Racing Modifications, while few cars can take advantage of them, are great to see when complete. Even more so considering you can color up cars so that you don't have to have the plain white colors. Cars that may not take advantage of Racing Modifications may still have certain aero kits to help dress cars up. Always interesting to see what parts are available and how they look when added. This is more beneficial to Premium cars. And of course, ONLY Premium cars can have Racing Modifications. The most you may get with a Standard is just a simple rear wing. This system in GT5 is more advanced than simply adding a rear wing in Gran Turismo 4.


Online (based on the V 1.10 Update).

You can share your material with friends in GT5. You can even send/receive items to/from friends to help enhance your GT experience. Online lobbies allow you to compete in special competitions specifically set up by others. Seasonal Events are an extension of the in-game championships and races. This way, you never feel like you've raced everything. There is even an Online Dealership where you can get some of the more unique and rare cars. You never run out of things to do and see online through GT5.



--- Gran Turismo 5: Final Thoughts ---
There may have been two or three Forza Motorsport games between GT4 and GT5. There may have been people who were pleased with GT5 for the most part, and then those disappointed for the most part. In no way do I have high expectations or believe in high expectations. I don't believe in expectations. Not once did I think that five years to enhance a game means it better be unworldly awesome. My only expectations- to have a PS3, to have GT5, to be able to know how to operate both... and then let the game tell me what it's about rather than read/hear from other people.

My first impressions of Gran Turismo 5 are excellent, especially after downloading the Version 1.10 update. Everything about GT5 is just wonderful in my estimation. I do sort of wish the whole Standard and Premium issue was better sorted. I truly understand the whole deal regarding Premium cars. So therefore, I am not going to protest that all cars be made Premium. I do find myself racing more Premium cars because (I admit) I'm drawn to Premium more than Standard cars. The biggest disappointment for me with this game... My Chemical Romance and the intro. Let me just say this- "Moon Over the Castle" is the intro and SHOULD be the intro to Gran Turismo. Don't stick in My Chemical Romance just to please certain "fanboys." I'd rather hear "Moon Over the Castle" than whatever song My Chemical Romance came up with to be the opening song.

Other than that, only minor complaints for a game I've wanted to play for seven months. I hope this game gets better with more content and various updates. Oh... there is maybe one more disappointment with the game- some of the short championships make it seem like everything is over too quickly. Maybe that's one thing I'm real disappointed about in the structuring of GT5 races. Otherwise, I am vastly impressed with GT5 after having to wait so long to finally play and enjoy this game.





My review of Gran Turismo 5 will be posted on "John's Gran Turismo Space." My own thoughts and commentary on GT5 will be posted on JGTS. It will be a proper review of various elements of GT5. Once it is complete, a link will be provided below this paragraph.

Read my review of "Gran Turismo 5" on John's Gran Turismo Space (JGTS)

For now, thank you for reading! :)

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Saturday, June 4, 2011

Four Favorites of Gran Turismo

Of all Gran Turismo tracks, only four have appeared in all major Gran Turismo titles including Tourist Trophy: Grand Valley Speedway, Trial Mountain, Deep Forest, and Special Stage Route 5. Each have been favorites among Gran Turismo fans. This blog post is a salute to each of these courses and what I think makes them the finest courses to be featured in every major Gran Turismo. These are not necessarily my personal favorites, but favorites in the respect that no major GT has failed to feature these courses. That even includes all four of these courses being in Tourist Trophy as well as Gran Turismo PSP.

This post may seem like it is better suited to "John's Gran Turismo Space" than "John's Blog Space," but I am offering this post for JBS. Keep reading also for an update for me regarding my status of getting a PlayStation 3 and Gran Turismo 5 as of the date of this blog post. You may already know what the announcement is if you read a recent post of mine here on JBS.





--- Gran Turismo's Four Favorites ---
Time to take a look at the four courses that have shown up in every major Gran Turismo. There are four of them because rallying wouldn't debut until Gran Turismo 2. To say that there are only four courses that have been in every major GT speaks to how much they have become favorites among GT fans. Some courses have shown up in other Gran Turismo games, and some others were excluded in other titles. Through it all, though, four have shown up in every major Gran Turismo as well as Tourist Trophy (which runs on GT4's engine). So let's take a look at the four tracks that I will call... the Four Favorites (or the Favorite Four):

Favorite Four of Gran Turismo
^ (ORIGINAL PICTURE CREDIT: Gran Turismo 2) All four of these tracks have appeared in every major Gran Turismo game, even including Tourist Trophy and Gran Turismo PSP. From left to right, top to bottom: Grand Valley Speedway, Trial Mountain, Deep Forest Raceway, and Special Stage Route 5.

All pictures from Gran Turismo 2's Arcade Mode disc.



As a sort of blogging cross-promotion, click on the headings to each post to visit my blog post on "John's Gran Turismo Space" to see my JGTS posts on these tracks. They are my own blog posts taking a deeper look at each course.


Grand Valley Speedway.

Grand Valley Speedway
^ (taken by me; also found on "John's Gran Turismo Space")

Grand Valley Speedway is the signature race track of Gran Turismo. It is a Grand Prix-type course unique to, and expressive of what Gran Turismo is all about. The many scenic views and challenging corners will push the limits of any racer who dares race it. Since its inception, Grand Valley has always been a formidable challenge for the Grand Prix racer. The Grand Valley 300km race is the signature endurance race of Gran Turismo. This 60-lap race around this course challenges the best of Gran Turismo racers. Of all races in Gran Turismo history, the Grand Valley 300km has been in all major Gran Turismo titles.

Grand Valley East has been featured in GT games, but hasn't been in every GT. That's why it hasn't been included in this blog post.

• WHY IS IT A FAVORITE (to me)? It is a favorite to me because it's Grand Valley. The character, flow, and appeal of Grand Valley make it absolutely classic. It is just too good of a challenge to pass up or disregard. Would you remove your signature race and track if it is so revered among fans? Well, why would PD remove Grand Valley Speedway?


Trial Mountain.

Trial Mountain
^ (taken by me; also found on "John's Gran Turismo Space")

"A road runs over this mountain," and this road will confound you and give you fits if you don't race it right. Trial Mountain has been a natural nightmare for many Gran Turismo racers. Its undulating roads, rock-faced mountain walls, and incredible high-speed sections make this course a total dream to race. Its natural beauty makes it a wonderful track that has made it formidable to race in every Gran Turismo title. It boasts qualities of both a temporary course and a rally course. The many sudden corners and undulations make Trial Mountain feel like a rally course. It feels more like a temporary course with all the blind corners and the somewhat limited runoff areas.

Trial Mountain has been raced on in the daytime in all of its appearances. There has never been a wet or an evening/night version of this course offered. I'd hate to imagine an evening or night version of a course this intense.

• WHY IS IT A FAVORITE (to me)? Trial Mountain presents a natural terrain challenge that is both unique and difficult. It unbalances your car and your nerves as you race it. The natural beauty of this course is incredible. As I mentioned before, it is also unique in that this course is like a rally course. The track is just truly unique.


Deep Forest Raceway.

Deep Forest Raceway
^ (taken by me; also found on "John's Gran Turismo Space")

Gran Turismo 1 mentioned this track as "experiencing racing through a forest." The roar of street cars and race cars around Deep Forest makes for intense racing around what seems to be the fastest forest you'll ever race through. The course began life as a track raced on under sunset conditions. Gran Turismo 3 was the last time this track was raced in sunset conditions, especially when raced in Reverse. The track remains tricky despite the many evolutions of the course. Sadly around Gran Turismo 4, Deep Forest had much fewer trees at certain parts of the track. There seemed to be even fewer trees with Gran Turismo 5's layout. Regardless, this track withstood the test of time even if many of the trees didn't. Deep Forest Raceway will perhaps fewer trees and even less forest in the next GT.

Surprisingly, Deep Forest is the only one of these four courses that has NEVER had any kind of endurance race in any of the major Gran Turismo titles. Maybe there were some environmental concerns or fears of wild animals getting on the road during an endurance. Hey... never know. I still want to imagine what night racing here would be like. You'd have to install flood lights to accurately show the way around Deep Forest.

• WHY IS IT A FAVORITE (to me)? When taking laps around Deep Forest Raceway, the appeal of high-speed racing through a forest is surely appealing. While it may not be a completely realistic forest, it still remains a lovely natural track with some challenging corners. I do wish the track had more trees as future versions of Deep Forest make it seem like its natural character is slowly being whittled away.


Special Stage Route 5.

Special Stage Route 5
^ (taken by me; also found on "John's Gran Turismo Space")

The only temporary course that has been in every GT is Special Stage Route 5. It is also the only night course featured. SSR5 has a distinction none of the other three aforementioned tracks can lay claim to- it is the only one to offer a wet race. Gran Turismo 3 A-Spec was the only time Special Stage Route 5 was offered as a wet course. You could race against four other cars in Arcade Mode and do a one-on-one race in Simulation Mode.

Over time, SSR5 would evolve continually. Gran Turismo 1 and Gran Turismo 2 are the same in appearance. The big difference was when SSR5 had PS2 power starting in Gran Turismo 3. Buildings were taller, and the city was lovelier. The track became challenging when you soak the track in rain water. There was no falling rain, but you do get to race on highways and streets after rain has passed in GT3. Gran Turismo 4's version took on more of an industrial tone with some buildings under construction along with a late evening setting. By far, Gran Turismo 5's version is the most beautiful. It is also the most believable representation of Special Stage Route 5. The nicest touch was the backstretch that included a little underpass along with trees decorated with lights once you come from out of the underpass.

Special Stage Route 11 was a come-and-go track that has shown up in GT1 and GT3. The debuting Special Stage Route 7 in GT5 is a much different experience that would be crazy to envision being part of any past GT. Clubman Stage Route 5 has been in every Gran Turismo except GT3, so that's why it wasn't included in this post.

• WHY IS IT A FAVORITE (to me)? A race on city streets or on highways at night has long been a staple of a good number of racing games. It's no different in Gran Turismo than it is in most other racing games. Why Special Stage Route 5 has been featured more than Special Stage Route 11 is beyond me. I've always considered SSR11 a more formidable challenge. SSR5, however, is not boring. It just seems like Special Stage Route 5 has been featured more and has endured longer than Special Stage Route 11 or the GT5 newbie Special Stage Route 7. GT5's version is the most beautiful version of SSR5 after seeing lots of videos online on it.


They are the four courses that have been in all major GT games including Tourist Trophy and even Gran Turismo PSP. Will they return for Gran Turismo 6 (or whatever the next GT will be called)? More than likely.

These four tracks showcase what is unique about creating original race tracks. There are people who feel that there should be much fewer original/fantasy courses and more real courses. Taking a chance with fictional courses only means you make courses and experiences unique to your game. Great ones, such as Grand Valley Speedway, end up becoming so liked that some people even make versions for PC games. It means that you've created a course so well-liked that people try to bring a track's experience into another racing game. It only adds to the track's appeal from the original game. Having said this, the Gran Turismo series has four grizzly veterans where many racers have logged miles/kilometers and miles/kilometers around each one.





--- My PlayStation 3 and Gran Turismo 5 Update ---
My Facebook friends and YouTube friends ask if I have my PlayStation 3 and/or GT5 yet. Well, if you're reading this blog post, here is my answer...

I don't have a PS3 and don't have GT5 as of the time of this post. However, I am moving very close towards finally getting both the system and the game. Please note that if I do post anything regarding GT5 (including videos), it's going to take some time. I want to be able to professionally gauge the scope of this game and make professional comments regarding Gran Turismo 5.

The reason why I've reserved any commentary on Gran Turismo 5 is because I do not want to make any comments on a game I haven't played. With the comments I make, I don't want to sell any of my readers short. Professionalism is the strongest suit of my blog and its post. I do not want to jeopardize the integrity of myself or my blog by providing material less than acceptable.

Just know that I am working towards finally getting and playing a PS3 and this game. Once I have everything and once I can make material to publish online, I will expand my content further than ever. You will see content posted here on John's Blog Space and especially on John's Gran Turismo Space.

So there you have it. My update.





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Saturday, May 21, 2011

Elements of Racing Games - Fall/Autumn Tracks

(UPDATED: January 21, 2012)

Ever realize how some racing games have Autumn-like settings? That is something I was thinking about in preparing my blog post here. The beauty of Fall/Autumn is in seeing Fall/Autumn foliage and also in seeing leaves fall from trees. For games that have featured these settings, I will discuss racing games that have featured Fall/Autumn settings. These are only some of them.





--- Elements of Racing Games: Fall/Autumn ---

For many of us American sports fans, Fall/Autumn usually means gridiron football season. Fall/Autumn from a visual standpoint is a beautiful one. Think of dark blue sunny skies with many trees with golden and brown leaves. Also imagine cloudy days with the same golden or brown leaves. Whatever the attraction is, there's just something beautiful about not only Fall/Autumn, but also racing in these settings. I will explore this time of year in this blog post.


Autumn Ring and Autumn Ring Mini.

The Gran Turismo series' contribution to Fall/Autumn beauty has been with Autumn Ring and Autumn Ring Mini. These two courses personify the beauty of Fall/Autumn with the lovely foliage. A neat effect I've noticed in Gran Turismo Concept was how leaves are kicked up when going off-road at Autumn Ring. Here is a look at Autumn Ring Mini in Gran Turismo 4:



Autumn Hill and Autumn Mountain.

Enthusia's contribution to the beauty of Fall/Autumn was made with this one distinctively Japanese locales of Autumn Hill and Autumn Mountain. This track is really one of the most visually-appealing natural locales in Enthusia Professional Racing. Only Löwenseering is lovelier. Here is a look at this venue, using Autumn Mountain:



Maple Valley Raceway.

Forza Motorsport's Fall/Autumn contribution is (and has been) Maple Valley. This course has been in just about every Forza, and may likely be included in Forza Motorsport 4. It is a club-like circuit that's tricky on many levels.



Autumn Valley.

In "The Need for Speed" back in the mid-1990s, one of the most fun closed-circuit tracks to race was Autumn Valley. I remember racing this track in the demo version of "The Need for Speed" with the demo car, a Dodge Viper R/T-10. Autumn Valley is a great racing challenge the way the track flows. Leaves will REALLY fall when this V-10 beast rips up Autumn Valley when you check out this video:



Hometown.

Need for Speed 3 featured Hometown in a Fall/Autumn environment. Hometown was designed to be a small American town on a lovely Fall/Autumn day. It is a mostly high-speed track with many hints of Fall/Autumn around from the trees to the leaves on the ground. Here is this track in a German version of NFS3:



Tokyo Xtreme Racer Drift 2/Kaido Battle 3 Tracks.

Three long courses in Tokyo Xtreme Racer Drift 2 (or Kaido Battle 3) are in Fall/Autumn settings- Omote Rokko, Shiga Kusatsu, and Nikko. I couldn't find a better quality video, so enjoy this video of this Corner Attack video run of Nikko:




It seems like the beauty of Fall/Autumn is nicely exemplified nicely in these games. There's just something about Fall/Autumn scenery that appears so scenic and lovely to feature in a racing game. I hope my blog post has provided a little insight on the loveliness of Fall/Autumn in racing games. What do you think about these settings in racing games? Feel free to comment!





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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.





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Thursday, January 6, 2011

Forza Motorsport - Better Racing Model than Gran Turismo?

While I do not have an XBOX or an XBOX 360, I have spent some time with Forza Motorsport games. This is purely an impression-based blog post regarding the Forza Motorsport series and how races are set up. As a Gran Turismo fan, I do think the variety of races and kinds of races are good for the GT series, but somehow fall flat in feeling more like racing series. Does it seem like Forza has better overall depth of racing, or am I a bit hard on how Gran Turismo games have races set up?

I'll try to explain myself in this blog post. And remember- my Forza thoughts are impressions-only, meaning I am only basing my context based on things I've read online and how I've perceived them. These impressions are also based on what Gran Turismo 5 provides. I do not have a PS3 for this post.





--- GT vs. Forza: Gran Turismo Race Model ---
The Gran Turismo series has never really taken itself seriously in racing. It doesn't really feel like much is in the way of making believable and exciting racing series. Let's take some retrospective for a moment.

Gran Turismo 1.

Every race, except the Spot Races and the Endurance events, are all championships. There are both the official GT League events and the Special Events. I would say the international rivalries in GT1 (US vs. Japan, Japan vs. UK, and US vs. UK) are perhaps the races that most feel like real racing. Even with the Gran Turismo World Cup, it doesn't really feel like a serious kind of devotion to real racing. The Special Events mostly are challenges with certain drivetrains and types of cars. Challenges, but not much like real racing.

Gran Turismo 2.

The sort of ladder system in Gran Turismo 2's GT League events is perhaps the best usage of official events in any GT. Six nationals and the Euro-Pacific events must be cleared to reach the Gran Turismo World League. The Special Events for GT2 are have only a few regulations and don't even feel like really sanctioned races except for the drivetrain and aspiration races. Here is a bad example- you may have races devoted to a certain kind of vehicle, but you could race a Nissan Skyline GT-R R34 in the International-C class race of the Historic Car Cup. The only truly regulated races (other than for horsepower) are the One-Make Races. Also, the event models for GT2 is extremely convoluted. You have a certain championship with races divided only by certain horsepower levels. You can do a low-level version of the Mid-Engine Challenge for two laps, then bring a more powerful car to the toughest Mid-Engine Challenge for just two laps. I would at least want to envision doing longer or tougher races at higher levels. Tougher races are noted more towards horsepower restrictions rather than tougher cars or races. The depth is absolutely off. Too much so to where actual progression just seems completely off. It's all convoluted and incoherent.

Gran Turismo 3: A-Spec.

Gran Turismo 3 did away with the official race and Special Events in favor of difficulty-based leagues. This allowed you to race freely in better-regulated races. Each series has its own regulations for entry including specific cars that can be used for each race. Still, not many of the races feel like any serious kind of real racing character. It feels more like races divided up among car type with not much feeling like true racing series. On another end, the One-Make Races are now within the Go Race menu and feature both Single Races and Championships. The most unique challenges are the Polyphony Digital Cup and Formula GT.

Gran Turismo 4.

A new approach was extended and even included nationality-based racing series. There are now just Beginner and Professional halls, but there is a new Extreme Hall devoted to the most intense racing events. The different nationality halls include American, European, and Japanese events. Many of these events in these halls are devoted to cars of certain nationalities. The only exception is the European Hall's "1000 Miles!" championship where any production car up to 1970 can race (including non-European cars). There's still not as much depth and character in most of the races and championships. However, there are unique events like the Tuner Grand Prix and especially the Sport Truck Race. Even "1000 Miles!" is unique in that it's an endurance racing championship restricted to production cars 1970 and older. The Driving Missions are a great touch to supplement you with cars as all you have to do is clear the task asked of you.

Gran Turismo 5 (Impression-Based).

I don't have a PlayStation 3, so I will be basing my material here on impressions from other people and sources.

It seems like a lot of the classic races in past GTs show up again for GT5. Of course for GT5, you can race A-Spec and B-Spec races separately. The nationality Halls from GT4 are no more. Most of those races are now under the individual series of events.

The biggest bonus done here is with the Special Events. The Special Events here are much different from the Special Events in GT1 and GT2. These are seven different kinds of racing series that allow you to take up unique challenges. Three of them have set cars for you to race, so you don't have to worry about purchasing any of them beforehand. Those three include the Top Gear Test Track events, the AMG Driving Academy, and the Grand Tour. These events are all very unique and really add some flavor to the racing variety which was otherwise missing in past GT titles.

Having 12 cars to a track makes things a touch more interesting. I'll need to play GT5 proper to see what all has changed between GT4 and GT5.


You know one thing I've noticed about Gran Turismo races, as far as types of races are concerned? I don't think there has EVER been a series of races based on engine displacement. Think of if there were races for cars with more than 3000cc displacement, for example. Just thought about that in preparing this blog post.

So as much as the Gran Turismo series, the real racing aspect (or at least something near that). The meat of this post regards Forza's depth in race variety and classification. So let's talk about what Forza brings in this department.



--- GT vs. Forza: Forza Motorsport Race Model ---
Forza Motorsport has a different philosophy in the racing department from Gran Turismo. For starters, the Forza Motorsport series offers both closed circuit and open circuit races. The kind of racing events are broken up by certain classes. Tougher races require higher levels. By just look, feel, and execution; the Forza Motorsport series seems to provide a more realistic RACING experience than the Gran Turismo. Also add to the fact that you can compete in a fully-online career for Forza. So you don't have to battle against AI racers all the time. There are even classes and factors that help divide up cars into specific categories.


Forza Motorsport.

There are five types of races- point-to-point, amateur, professional, championship series, and endurances. Each features a series of events and races. The Point-to-Point races highlight your ability to race on open circuits. All of the other series are for closed circuits. The Amateur and Professional races both feature a variety of races with their own restrictions. Most races are limited by horsepower and certain nationalities of car. In addition, there may be other restrictions as far as weight, year of cars, types of cars, and things like that are concerned. The Championship events feature races based on class of cars. Other restrictions may also apply. Finally, the Endurance events mostly are based on class and a few other restrictions.

The division of races and depth of races are done very well. An interesting aspect is that certain tuning aspects, such as tinting your windows, may actually disqualify you for entering certain races. So your tuning has to be done carefully both in performance and in aesthetics. A lot of the races in Forza 1 are restricted to certain cars, offering a distinct touch. For example, the Rallisport Face Off in the Point-to-Point events and in the Amateur Events only allow Subaru Imprezas and Mitsubishi Lancers. The One-Make Races (if you will) have more interesting names than what most One-Make races in Gran Turismo games have. One example is "Club Corvette Event," which sounds much more interesting than "Corvette Meeting" in GT2 or the interestingly named "Vette! Vette! Vette!" in GT4. There are also Open events limited to cars of certain nationalities/regions and horsepower levels.

This is different from even GT2, where it seems all convoluted and incoherent. There actually seems better flow and unique character to races. Even with Forza Motorsport 1 having about three times less cars than Gran Turismo 4, there is better originality and flow in properly dividing up cars. You really sense how races can allow for one or multiple cars in general.


Forza Motorsport 2 (Impression-Based).

I'm going on impressions because I have NEVER played Forza Motorsport 2 (except for the kiosk demo of FM2). I am going on what I've read from GameFAQs and seeing a few YouTube videos.

The racing action is divided up even more in Forza Motorsport 2. However, the Point-to-Point events are gone. In its place (I guess you'd say) are the Proving Grounds races. New to Forza Motorsport 2's race fixtures are Manufacturer Club Races, Rivalry Face-Offs, Regional Championships, and Factory-Spec Races. The Semi-Pro ranks join up with the Amateur and Professional events. Most of these were their own events within the Amateur and Professional ranks in Forza Motorsport 1. Now, they are their own championships and events.

* The Proving Grounds consist of a variety of fictitious race tracks limited to various classes of competition. The Proving Grounds races range from the Open events featuring certain nationalities of car all the way up to the Heavyweight Open. If you think about it, these races are almost like a grassroots motorsports environment to help you prepare for a long racing career in Forza.

* The Amateur events feature a great variety of races by engine type, nationality, year of cars, types of car, and more.

* Try the Manufacturer Club Races to challenge your racing abilities using a certain manufacturer or of a certain base car. The depth is greater as a whole, and you're not just restricted to one specific car like in Gran Turismo's One-Make Races.

* The Semi-Pro events feels much more like a real racing deal than anything of Gran Turismo's. All of the events have actual sponsors and are limited to a set maximum amount of horsepower. You go from the Goodyear 150 horsepower invitational all the way up to the K and N Filters 700HP Invitational.

* If you really want something that separates Forza from Gran Turismo in the race variety department, the Rivalry Face-Offs is just that difference-maker. These races only allow certain cars. The racing action has that sort of character that makes it unique in all aspects of the series. For example, the "Great American Face-Off" is limited only to Chevrolet Camaros and Ford Mustangs. The "Pride of Italy" events are limited to Ferraris and Lamborghinis with V12 engines.

* Regional Championships feature championship races divided up by car class and by nationality.

* If you want a real driver's championship, the Factory-Spec Races are for you. Here, NO performance modifications are allowed, and you can only race certain cars. This can be either exciting or boring depending on how you look at it.

* The Professional Series features tournament-style racing with events sorted by car class. There are no restrictions on car type of power except for that each car has to be in a certain class to compete. You'll have to go through each race in order, as opposed to picking out a certain race. This makes for a championship season-style deal that is immensely interesting and satisfying.


The fact that Forza 2 features various racing events with greater depth and variety make them more interesting than most Gran Turismo championships and series. It isn't just One-Make Races or races on certain drivetrains- it is a combination of things and a real sort of cohesion that makes everything interesting on the racing front. Combine that with interesting usage of the car class feature, and you have a very worthy model of races and great depth among these races.


Forza Motorsport 3 (Impression-Based).

Unlike FM2, I haven't played ANYTHING of Forza Motorsport 3. So I will once again go on impressions.

The most intriguing aspect of Forza Motorsport 3 is that of Season Play. Season Play allows you to set up a calendar of when you want to race for a season. What happens is that you have a year of races but only register for a certain series. Events can be skipped on the calendar. Everything comes in dynamic fashion. As an alternative, you can do the Event List featuring all the individual events in FM3. There are ten classes of competition in Forza 3 (source: OXCGN’s Massive Forza 3 Career Help Guide):

  1. Testing - an introduction to Forza 3.
  2. Amateur - basic set of races with three levels.
  3. Manufacturer - manufacturer-based races and model family races. Five levels of racing.
  4. Semi-Professional - four levels of races limited by horsepower, car nationality, and year.
  5. Professional - multitude of high-level races and series.
  6. Speedway - high-speed races on ovals.
  7. Drag Racing Heats - heat-based drag racing across various horsepower and drivetrain limits.
  8. Closed Circuit Laps and Races - races done on point-to-point tracks and very long road courses.
  9. Full-On Endurance Races - endurance races on various tracks limited to classes.
  10. Top of the Ladder Championships - championship races restricted by classes.

The game is deeper both with races and in events. There are even race types for the Australian V8 Supercars in FM3 (Gran Turismo still has only that 2000 Ford Falcon XR8 Supercar since GT3). There just seems to be a better overall connection between the cars raced and the events for each that Gran Turismo kind of lacks.



--- A Model of Racing for Future Gran Turismo Titles ---
This section features a prototype for how I think races should be acted out to make the racing more interesting based on what you've read so far. Each talking point will be met with headings. This is to help provide something that I think will make future Gran Turismo titles more interesting and engaging.


Region-Based Gameplay.

There is nothing wrong with having the whole world at your fingers in a racing game. However, having region-based play personalizes everything and makes individual regions more unique. Gran Turismo 4 had the right idea by allowing you to race in events unique to certain regions. This allowed for more personalized racing action.


More Races Based on Engine Type (and Displacement?).

While there have been races based on aspiration and for boxer/horizontally-opposed engines, Forza Motorsport opened their proverbial playbook with an entire assortment of races sorted by engine type. These were races for engine types ranging from Inline-4 (also called "four-bangers") all the way up to V12 engines.

I mentioned earlier that there has never been racing series limited to displacement. Displacement-type races can be real gray areas. Sega GT was a game that really divided cars on displacement. When you base cars on displacement, you can create some misconceptions and mismatches. For example, a 5th Generation Honda Prelude has over 2000cc displacement. When matched up with other cars with 2000cc or more displacement, you are assuming that this car can compete against cars like Ferraris, muscle cars, true sports cars, and things like that. I remember in Enthusia that there were some generated races that allowed for cars that had over 5000cc displacement (like the Mercedes SLR). So you'd have to be careful picking out certain races based on displacement alone. The toughest one to gauge in displacement would be rotary cars. Cars like the Mazda RX-7 (FD3S model) have 654 x 3 cc displacement. Do you invite it to race against other cars with similar displacement, or create a class of drivetrain races specifically for rotary-powered cars? Or for further comparison, the Mazda 787B has 654 x 4 displacement. Just something to think about.


More Open Races and Semi-Pro Style Races.

The Semi-Pro races are all limited to certain levels of horsepower. Therefore, you can bring ANY car to any race as long as it is within a certain horsepower level. Let's pretend there is an open race restricted to 400hp. This means that I could bring any car as long as it does not have more than 400 horsepower. So I could bring a Honda/Acura NSX tuned to 375 horsepower or any other car south of 400hp. No restrictions on nationality, car type (unless restricted to production cars), engine type, aspiration, or anything like that. Gran Turismo 2 had a lot of horsepower-restricted races while GT4 had the Supercar Festival, where cars had to have 493 or more horsepower.


More Manufacturer-Limited Races, Not Just One-Make Races.

I actually like the idea of racing restricted to certain manufacturers. It makes for racing action that is both realistic and shows unity with the represented manufacturers. Considering the strength of Nissan in the Gran Turismo series, you can imagine a (hypothetical name) Nissan Owners' Club with races restricted to Nissans. You can probably take it a step further by allowing for races restricted to two classes- Normal and Tuner cars, and Concept and Racing cars.


Try Some Rivalries and Matchups!

There is no better way to show an actual connection with cars and manufacturers than to have certain rivalry series. As a college sports fan, I know that nothing excites quite like a rivalry. The rivalries have to be realistic, though. Don't make things like compact cars vs. supercars. Take note of the rivalries featured in Forza Motorsport 2 for inspiration:

(Forza Motorsport 2 Rivalry Face-Offs - for reference)
* Young Guns Showdown: Honda Civics vs. Volkswagens (likely the Golf)
* Sport Compact Shootout: Toyota Celicas vs. Mitsubishi Eclipses
* Tuner Face-Off: Nissan Silvias vs. Toyota Altezzas/Lexus IS's
* Great American Face-Off: Ford Mustangs vs. Chevrolet Camaros
* Rallicross Face-Off: Subaru Imprezas vs. Mitsubishi Lancers
* Super Tuner Challenge: Nissan Fairlady models vs. Mazda RX-7's vs. Mazda RX-8's
* Battle for Europe: 6-cylinder Porsches vs. V8 Ferraris
* Ultimate Tuner Challenge: Nissan Skylines/GT-R's vs. Toyota Supras
* American Sports Car Showdown: Dodge Vipers vs. Chevrolet Corvettes
* Pride of Italy: V12 Ferraris vs. V12 Lamborghinis

If PD were smart, they'd try to come up with some interesting and intriguing matchups. Gran Turismo 1 did have a unique rivalry series with the three nationality races (US vs. Japan, Japan vs. UK, and US vs. UK). Having more of these kinds of races would show both unity among the represented makes as well as introduce exciting rivalries to help make racing much more fun in Gran Turismo. Gran Turismo games feature some Kei cars. Maybe some Kei rivalries would add a little spice to the variety of races featured here. Maybe nobody would care to see or race Kei car rivalries and series, but they are as much of intriguing to enhancing rivalries as any series involving much larger and much more powerful cars. The 3 Lap Battles and One-Lap Magic Driving Missions in GT4 are examples of races restricted to a certain manufacturer.


More Series Based on Circuit Types as Well as Open Circuits.

Gran Turismo has had only one open circuit in history- the [abbreviated] Pikes Peak Hill Climb course. Meanwhile, Forza has had quite a few open circuits with Fujimi Kaido thankfully returning in Forza 3. Forza 1 had even Pacific Shipyards. If you want to go with other games with open circuits, Enthusia had Dragon Range. Gran Turismo has two choices- (1) make a quality open circuit (doesn't have to be any real location), or (2) make quality and challenging generated open circuits. One other alternative would be to take a very long course (like the Nürburgring Nordschleife and Nürburgring 24-Hour courses) and segment them up. Forza 3 took things a bit further by also including the Speedway and Drag Racing Heats lineup of races. These included oval races and drag races spanning a number of categories. To make this happen, however, you need to have a diverse number of races for which to contest these events on.

Gran Turismo games need some drag racing in addition to the other kinds of racing to add greater variety and depth.


Try to Make Some Season-Based Gameplay.

Forza 3's draw was in the ability of making a Season for racing. While the season aspect can be fun (or disastrous if done wrong), the idea of setting aside a number of days before going racing again makes for a realistic approach to racing. Have a few days off to test out and tune your car before having to run another race. I say the cutoff point should be about three days or so. You can still purchase parts for your car and buy new cars. However, you are not allowed to sell your car or enter a car in one championship into a different championship. It is realistic that a driver and a certain car can run in various races with a few simple modifications. However, I wouldn't want this thing to be overly confusing, so you can't take one car already in one championship to run in a different championship or race.

Or maybe if you could set a calendar so that if your car is eligible to compete in certain races, you can compete in those in addition to a specific championship. But to still make things simple- you can't race in multiple different races or championships at a time with one specific car.



--- Building This Model for Gran Turismo ---
Let's look ahead to what a future Gran Turismo would look like in using cues from Forza Motorsport. Now, I'm not suggesting GT try to be more like Forza, but more along the lines of changing up the formula a bit. You will see a past practice followed by a new approach based on what you have read in this blog post. So here are a few changes in the practice of racing in GT with Forza inspiration:


Fixable Elements.

Instead of: Drivetrain circuit races
Try: Drivetrain races across various categories
Explanation: Opens and shootouts devoted to certain kinds of drivetrains make things unique and offer some more variety to races. The Forza series has drivetrain races for various forms of racing. Gran Turismo could include drivetrain events for circuit racing and rally racing. The only exception- rally racing disallowed for FWD cars because you can not drift in FWD cars (without trying extremely hard, though).

Instead of: Nationality Races
Try: Region-based racing. Region-based races mostly allow you to race at tracks in a certain region against a certain set number of regional cars and races. There can still be a little inter-regional racing (like when the IndyCar Series races at Motegi Superspeedway), but there is still that unity of racing in a certain region against a certain set of cars.
Explanation:There is a difference between nationality races and region-based racing. You can still race cars of a certain international region, but having specific regions makes the action more personal and unique.

Instead of: just One-Make Races
Try: manufacturer-specific races and rivalry-type manufacturer races
Explanation: Unity among manufacturers in the game adds some personality to racing certain cars. Forza seems better connected with cars, even to the point of discounts on certain cars and certain car parts. A boost in making races more interesting with one-manufacturer races and certain rivalry series will make things interesting. To make these races even more interesting, take some cues from Gran Turismo 2 and set up certain races at random venues. Even more interesting is if you want to set up certain championships for fun involving one specific manufacturer or a rivalry. Think of setting up a five-race championship with venues you select and have them only restricted to a manufacturer or two.

Instead of: just NA and Turbo races
Try: open/runoff/shootout races based on horsepower
Explanation: Rather than just races based engine aspiration, races based on horsepower would be great. Part of my problem with Gran Turismo games (especially when I've played GT4) is that I buy certain cars to tune them up. But when it comes to putting them in races, I feel I have to be restricted to the Family Cup because there are not as many races that I feel I can take my tuned creation out to go race. I would feel so restricted and not have certain races I can go take part in. It's like I have to find certain in-game championships to race in rather than have something I could freely enter to enjoy racing and put my tuned car to good use. In the sense of horsepower-restricted races, I could have a super-light car that is just below the maximum horsepower restriction, or I could have a heavy car that's barely below the horsepower minimum. The point is- do you have a car within this restriction? If PD were to enact this, I think horsepower restrictions would be in increments of 100, starting with a series restricted to 200hp. The maximum would be a race restricted to 700hp. If PD wanted to turn up the voltage, they could make an unlimited horsepower race for cars north of 700. This would bring flashbacks of the Megaspeed Cup and the Tuned Car Cup from GT1. One last recommendation- higher horsepower races would be smart to contest on very fast tracks or high-speed courses rather than twisty slow courses.


Uncertain Elements.

These are curious elements I wonder in enhancing the GT formula...

Instead of: Pre-determined races and championships
Try: Season Play and Custom Championships?
Explanation: The idea of a season stems from Forza Motorsport 3. Imagine being able to have a certain number of days aside to tune and maintain your car while in a championship. It is a realistic aspect of racing for championships to be determined with a legit schedule of races. I don't think it has to be realistic. For example, a long championship could be contested in a month or two months. I am not expecting things like realistic temperatures and weather conditions to determine making certain races factors. So if there was a GT World Championship race at Grand Valley in December, I'm not expecting there to be a snowstorm for a race there.


Instead of: leaving cars mostly unsorted
Try: dividing cars into classes and dividing cars into types?
Explanation:
Forza Motorsport had a smart approach. With the different race car classes, you mostly assume that because they are race cars, they should have no problem contesting among the faster prototypes. That's not true. You would be saying that a New Beetle Cup Car is as capable as the Audi R10 TDI. Race cars can especially be divided into performance categories.

What about the production cars? Enthusia has done a great job dividing up cars into a variety of categories. You know what I'm talking about if you have done Free Run or Time Attack in Enthusia and have to select cars by a variety of factors. These include things like- retractable headlight cars, cars with certain levels of displacement, cars of certain ages, etc. Gran Turismo can benefit from featuring a better arrangement of cars to race with. The only GT to really capitalize on showcasing cars of various kinds was Gran Turismo 2. You know there's great diversity when you can have Kei cars, station wagons, and even luxury sedans! Imagine a racing series devoted to cars heavier than 3500 lbs (or the kilogram equivalent of 3500 lbs.)! You could have races against cars like Aston Martins and other heavyweight cars.

Make some classes and restrictions, but don't make everything TOO restrictive to where you can't have any fun in racing certain machines.



(If I come up with any other ideas, I will add them in future edits.)



--- What to Take Away from This Blog Post ---
This was merely a commentary piece to discuss something I've been pondering about regarding Gran Turismo and Forza Motorsport. Forza just feels more like actual attention to making the racing (as far as events are concerned) more interesting and more diverse than in the Gran Turismo series. Take the races restricted to certain manufacturers. The only thing remotely close in Gran Turismo to Forza's manufacturer-specific races (like the V-Dub Club in FM3) is the Type-R Meeting, since it only features Honda and only features the Type-R range.

What Could Gran Turismo Learn from Forza Motorsport With Races?

Simply make the racing types and events more interesting and diverse. Add some greater depth towards making more believable and interesting championships. Where Forza seems to excel is at more classes and races offering better varieties in races for various cars. I would be interested in, say, championships and race series specifically for certain manufacturers, not so much races limited only to one model family of cars. I'd be willing to race an all-Toyota Championship or Series Race where I could race a MKIV Toyota Supra RZ against Chasers and GT-Fours. In addition, the rivalry-type races in Forza just adds some unique character to cars being raced in the game. The Mustang vs. Camaro deal in Forza is easily an indication that there is a game that uniquely understands and tries to make dream matchups. Doing this, however, would make things more like ToCA Race Driver games, where you have one series devoted only to only one or two certain cars rather than allow for a host of cars to compete.

So what would I suggest? Let's say that GT6 allows for better classification of cars and has some broader guidelines for what cars can race in what championships. Can I compete in the World Classic Car Series with my 1969 Camaro SS? The World Classic Car Series is for cars 1970 or older, but what if this series disallowed muscle cars?

Moreover, Forza Motorsport seems to have a better grasp and execution of races and racing than the Gran Turismo series. A big factor in all of this is that I have never played Gran Turismo 5, Forza Motorsport 2, or Forza Motorsport 3. It is also worth noting that I haven't logged in loads of hours and time playing Forza Motorsport 1. My only Forza 1 experience is from an old demo and from spending some time with a retail version of FM1 at a kiosk. But on impressions alone, I think Forza Motorsport is better on the racing front and in building races and race events than in the Gran Turismo series. That even includes that Forza Motorsport can be played either offline or online while GT5 is the first online-enabled GT. If the next GT can better focus on the motorsports aspect and provide a more complete package, I think it will make GT better in the long run and make a better overall experience on the racing front. It would provide a connect that would keep Gran Turismo as the best racing game series of the modern era. The long-term future of Gran Turismo as a franchise lies in being able to further evolve and further develop the juggernaut racing game franchise far into the future as it is today. A better overall motorsports aspect (while not making it into a ToCA Race Driver-type game) will keep the racing fresh and engaging. We'll see with Gran Turismo 6 (or at least the first prototype or beta of GT6) if PD can further enhance their franchise with a better overall aspect on racing and racing events.





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