Soldato
- Joined
- 10 Nov 2006
- Posts
- 8,578
- Location
- Lincolnshire
Thats all it was intended to be I believe, If you liked the handling of GT5P you might not GT5
Thats all it was intended to be I believe, If you liked the handling of GT5P you might not GT5
Thats all it was intended to be I believe, If you liked the handling of GT5P you might not GT5
If you mean might not like GT5, I'm sure I'll like it. I've not played a GT game yet where I've not liked it...
They're all be rather decent racing games. GT1 will always be the one I have the most fond memory of though... simply as it was just an amazing game to see the first time around...
GT4 mind was the one I ploughed the most hours into. Amazing visuals for the PS2 and pushed the machine to the limits..... Nah, me not liking GT5, can't see that happening..![]()
Does any-one know if GT5 will support "chat" over online Multiplayer. Thinking of getting a bluetooth headset to chat with my mates while we race.
With physics being most important in my book, I understand that some observation from tomorrow were somehow misleading. So, here are the further impressions.
I drive with G25, no assists except ABS (1), and no clutch (although it works as previously mentioned). I have no idea about limitations of sequential shifters on G27 (as witnessed in Prologue and TT demo), none of my friends have it and I can't try it at this point. I also have a Fanatec 911 GT3 RSV2 Clubsport waiting to be mounted, but until my new rig comes that baby will not start it's GT5 life.
As I mentioned yesterday, most important issue in physics is disappearance of STD/PRO distinction. Instead, GT5 introduces new driving-aid, Skid Recovery Force, which somewhat limits car lateral movement allowing for easier control. I presume it also applies some kind of steering buffer for controller users, but I haven't try the game with the pad so I can't elaborate further. As said before, all license test in N-B and N-A divisions comes with SRF enabled and I presume it can be disabled by progressing into higher tiers of Licenses - as logic of the licenses determines, since by advancing you can turn-off almost every assists (or the appropriate test turns it off as mandatory).
My physics impression comes from driving stock RX-7 (N2), stock M3 (S1) and racing Castrol Supra (R1) on dry surfaces. GT5 physics is the most advanced physics any any GT game to date, more complex than Prologue, demanding as Academy TT physics, but much more subtile and profound. Tire-snap is now logical, you can feel the surface, suspension and weight on tires and you can perfectly determine what is going on with the tire-grip. I'm impressed with modeling of suspensions - feel of the road is phenomenal and in every moment you know what your car is doing through the force feedback effect delivered on the wheel.
You have a constant idea what your car is doing and you just know when you did something wrong. It is very difficult to explain by words, but all variables that determines the feel of the car on particular part of the track are linked perfectly. You just know when you're going over the top, when the line you've taken will not be good or when you've applied the wrong steer. Also, greatest improvement is done in realms of racing cars, where Kazunori finally reached the levels of his only inspiration, Yu Suzuki's masterpiece F355 Challenge. Sense of speed through corners is now perfect. The insane level of grip and power of race cars has been finally toned down, and feeling of having an ultimate driving machine now comes from ability to steer perfectly, to have control of throttle and brakes, to feel the suspension and to have time to prepare for next maneuver. Refinement in this area is the most important to me, because in all previous GT games I had problems with insanity of race cars. Now everything is in place as it should be, and I love that aspect most.
Of course, in days to come, GT5's physics will be analyzed as no driving-game physics ever was. I expect many criticism, searching for flaws, comparisment with "this game" or "that game", but I have strong impression that physics in GT5 is the most refined physics ever introduced in virtual world - as long as "physics" is determined by the feel of actual driving, feel of tires, feel of suspension, weight transfer, engine momentum and actual feel of steering. Sense of speed, grip, weight and car-performance is just logical and natural - and that is what matters most.
I tried to drive without ABS on both stock cars mentioned above, but even G25 pedals are not up to that task Although overall effect of non-ABS braking is more refined than in Prologue, brakes needs to be approached with great attention. Actual tire-lock is easy to be done and I really have no idea how will users of DFGT/DFP drive without ABS if wanted . Watching braking without ABS in replays finally looks logical and natural and later afternoon I'll be doing much more research in that particular field. On the other side, driving a Castrol Supra on R1 without ABS was totally different from stock-cars, I could tackle braking more efficiently and I presume that mechanical setting (tire compound, suspension, brake power distribution) have lot to do with the overall immersion of the non-ABS braking.
One of the most common questions was one regarding the sounds. GT5 have drastically improved sounds over Prologue in every way. I started a Demo Drive for F430 and it sounds much better than in Prologue, as well as all cars I've driven. Notice that sound changes when driving in cockpit, as I mentioned yesterday best (loudest and clearest) sound is when driving from the roof-cam. However, it is logical to be as that, because the sound of the car from outside and from inside is not the same, as in real life. In the sound department I really love the way in which Doppler effect have been implemented during replays. It shines in surround setting and everybody who got any kind of surround system will enjoy probably the most realistic interpretation of audio-design in virtual racing from "spectator" point of view.
Speaking about replays, they're much more complicated in execution than in previous games, with much more option on disposal. You have 2 interior views focused solely on driver (not sure about that view being available for STD cars) and animation of the driver and interior lightning is just phenomenal.
More serious drivers will love the fact that fuel depletion is now inter-connected to the power of the engine, it's aspiration and way of driving. Although I didn't research it yet in any longer race, menu clearly says that driving more aggressively, with revving into red-area and such will consume more fuel. I hope I'll have time to tackle both tire-wear and fuel-depletion today and it is clear it will add whole another dimension for online racing. I have no idea about brake-fade and such but I'll share any insights as soon as I realize them.
Slipstream has finally been reduced to normal levels and I can't wait to go online and try it in real races. Insane slipstream does not exist anymore and it is noticeable from few licenses that includes slipstreaming. Slow drivers will not be happy, fast drivers will finally get a deserved on-track advantage for their skill outside the straight.
Nah don't care about a 40min install to disk wait.. I'll just sit there hugging the box knowing I've finally got GT5 in my hands and the blu ray disc is spinning install those precious files to my PS3...
I'll be all like "my precious" in my best LOTR voice.!! After buying my PS3 some 3 years ago to play this, I'm finally getting closer and closer.... What a ride its been, and i've not even played the game yet..!! lol
So... there's no Split-Screen according to that hands on review? You can't race against mates that are round? I don't understand why all modern racing games don't include this feature!? For my wife and I, it's the only appeal of these games, we'd rather race against each other and friends, than some random folk on the internet...
Meh.
Latest bit from Amar212 GT5 review with the release game,
No split screen
NooooooooooooooooIf true, that's an unforgivable omission for me, the first bad news I've heard.
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Not sure where that info came from but as it says 1-2 players on the box and features includes 2p battle mode im pretty sure its untrue or someone got split screen and multiscreen confused?
As lowrider said these arent literally ripped off the GT4 disc - these are models that they built as high-res assets which are then simplified for that game. For GT5 all theyve down is gone back to those assets but not need to reduce their quality as much for GT5.
Think of it like old movies that get put onto BD - the actual film stock resolution is far superior than what Full HD requires even though that stock might be decades old...
Though I doubt the resources they originally put into those high res models is as good as what theyve done to the from scratch GT5 cars (espeically the premiums) but I bet its pretty close...
ps3ud0![]()
No split screen
NooooooooooooooooIf true, that's an unforgivable omission for me, the first bad news I've heard.
![]()
I just had a call from a highstreet store to tell me as i bought GT5Prologue i may interestead to know that GT5 is coming out on the 24th for £39.99. I tried to sound surprised lol, think i failed though as i gave a little chuckle when i said " Really?" lol![]()