Gran Turismo 5 arrives in November and, as rumored, will have a way to image in three dimensions is probably responsible for the final delay of the game. But it seems that this date will be fulfilled, and the driving simulator Polyphony Digital is one of the stars of E3, despite lagging lead from the very launch of the console and get almost four years after it.
In the American show was almost complete version of the game, but not the 3D image. It allowed us to choose between a number of circuits such as Rome, Madrid or the various versions of Nurburgring, the choice of different print cars: Audi R8 from racing cars to officers through a series of Ferraris. However, the demo had a time limit of two minutes and then began a beautiful repetition, so although we tried several times the game, test time has been too limited.
However, noticeable changes from the last time I tried, last September, in the event Japanese Tokyo Game Show. The graphics have improved further, with the steering wheel control is necessary, but very demanding as usual in the series, and the line indicates the optimal route and suggests when to stop or speed is more dynamic and intelligent. With graphics just too superior to other games in the genre and a great simulation, remains an unresolved AI more aggressive rivals, although we note progress over the previous version shown months ago.
Without much time to test the game, closed the presentation we attended was much more interesting because they talked about cars, circuits, the eccentric photo mode and online mode The very Kazunori Yamauchi, producer of the game, showed a group of about thirty people the intricacies of Gran Turismo 5, beginning with the cars. There will be more than 1,000 in the entire game, but divided into two categories: standard and premium. The two categories, all cars will be included in the game, even though the word is associated premium to "pay" or, worse, paid downloadable content.
There will be eight hundred standard car, with a great level of detail. But those differences are actually marked cars "premium" with the level of detail Polyphony sought to integrate into all cars in the game. But halfway, they realized that this was not possible as a matter of time and resources, so they chose 20% of cars which would have that level of detail beyond, "typical of the next PlayStation", said Yamauchi itself.
Broadly speaking, these cars are more polygons Premium are fully modeled below and on the inside and have a level of attention to detail extreme. The screen showed us photos, for example, the grid of a Ferrari being able to perfectly modeled and see what's behind it, comparative modeling cars with actual photos of the same part, the inside of a racing car included The game even has the cables and the small details of seat belts, a closeup of an exhaust pipe, tires, disc brakes, tires. Seeing this series of comparative photographs and real life, you realize the level of extreme perfectionism, almost pathological, Polyphony Digital. Especially because after all those thousands of sites have them move the game to a number of frames per second.
More differences between standard and premium cars: the cars have two types of physical damage, scratches and scrapes on the bodywork, dirt builds up, etc. ... But only the premium cars have real-time deformation and they fall different parties. This has made us think that the developers have tried to damage to each vehicle individually, though often what is done in the car game with damage is a general model for all. Another example of pathological perfectionism. Moreover, as a curiosity, premium cars have lights short and long, while the standard only have long.
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