Developer: Polyphony Digital
Publisher: Sony
Release Date: Out Now
Players: 1, 2-16 online
Words By:
Here at last, Gran Turismo 5 is the first real outing for the venerable racing series on the high-def generation, after the false dawn of (free demo) GTHD Concept and (paid demo) GT5: Prologue. The game was stuck in development for what seemed like an eternity, finally arriving six years late. Such a long dev time begs the obvious question ‘what were they doing for all that time?’, but that’s really only one in a long list of questions we found ourselves asking after having spent the last month with the game. Playing the game for so long before reaching a verdict raised so many questions the review ended up as a list, maybe best viewed as an open letter to series producer Kazunori Yamauchi from a group of concerned long-time GT fans. So here it is, ranging from the obvious stuff that you might have seen in the day one reviews, to things you won’t even notice until you’ve levelled up as far as you may ever want to…
First things first; why, after a 50 minute install, does the game immediately prompt you to install yet more data, then apparently continue ‘installing’ at the start of every event? Why are there already three sizable patches to download, one after the other? Why, even after all the installing, does it still take more than 30 seconds to load an event, even a simple licence test? If you get the game for Christmas, will there be time to start playing before New Year?
For a series that has always been a graphical showcase, why are the shadows so broken-looking, flickering constantly with weird crawling edges, as if your car is being swarmed by 8-bit ants? (shadows of certain scenery like flags even display frame rate jitters.) How did no-one notice how badly the spray and smoke effects interfere with the broken shadows around the cars, making them look horribly blocky? How did these problems arise between GT5: Prologue and the actual game? Why did PD turn v-sync off, leading to occasional bouts of extreme screen tearing lasting long enough to look like a horizontal blur on the screen, even though the game still can’t maintain 60fps? Why do some of the new tracks have great background detail, with fantastic lighting, detailed buildings, 3D pedestrians and even grass that blows flat as you blast past, while others have flat grass, flat lighting and, unbelievably in 2010, flat, cardboard cut-out spectators, some of whom have faulty alpha channels giving them transparent holes in their bodies? Some of the 2D pedestrians don’t even rotate towards you as you drive past like they did in GT4 (which also had larger crowds which were both more detailed and better animated); once you draw level with them you can clearly see they have no depth, making them substantially less convincing than in the older game…
Why can’t GT5 render a single 3D tree, instead producing incredibly basic, static, 2D cut-outs when other games can manage whole forests of them, all in 3D and all swaying in the wind?
Why are 80% of the car models in the game ‘Standard’ models, some of which have been imported almost directly from GT4 on the PS2 (which in turn took some of those models from GT3, released in 2001) when any professional modeller could have churned out half a dozen better models in a week? Although some Standard models are definitely better than others, the difference in quality between the game’s spiffy new ‘Premium’ models, the true ‘this generation’ models that bristle with detail and include fully modelled interiors, and the Standard models amounts to much more than just an interior view. While some Standard car models are high detail and clearly ‘Premium cars in waiting’ (PD promise they’ll be patching more models up to Premium in the coming months), many of the PS2 era-models are downright ugly; the models are blocky and angular; shut lines and door handles are drawn on with blurry, low-res textures. They’re about equal to the standard of the background traffic in Burnout Paradise, a game that’s now almost 2 years old itself. While there’s an argument that says 1000+ cars is better than 200, why are so many of the Standard models quite so ugly when they could so easily have been improved, if not to Premium levels then at least to somewhere in between?
And as for the car count, is it really right to count 30 Mazda MX-5s as different models in the 1000+ total? Or 10 Toyota Yarises when they’re all literally indistinguishable? Ditto for several of the Premium models; three are variants of the Suzuki Cappuccino (one being a Racing Modification) and 11 are NASCAR stock cars, i.e. the exact same model wearing different paint jobs. Who on earth would buy a racing game to compare the 10 different Yaris variants?
When Standard cars can only be bought from an in–game used car lot, whose stock of 30 cars rotates at a rate of 6 cars after each race, why is there not just one event, but two that require you to buy a specific vehicle or class of vehicle that only has a 800-to-1 chance of appearing? Why not let you at least check out the races you don’t qualify for yet to see what cars you might need in the future? Why make the used cars you’re allowed to buy dependent on your driver level, meaning if you see that 1 in 800 car and have the money, you may be excluded from buying it and will have to wait for the random stock rotation to pop it up again? Why do you frequently win the car you wanted for a particular event in that event? — either that or the car you really wanted pops up in the used car dealerships just after you complete said event. Why do you win duplicate prize cars in A-spec & B-spec races? Why are so many historically significant or just downright great cars relegated to Standard models, even ones that are new to the series for GT5? Why not select all the prize cars you’re awarded from the Premium range, or at least avoid the worst of the Standard models?
Why has the driver AI not shown any significant improvement since the first game, back on the original PlayStation? AI drivers still slavishly follow the racing line, regardless of where you happen to be, ramming or turning into you if you’re passing them anywhere near a corner. If anything, the AI now drives more slowly than before; more like 70-80% of a full speed lap, rather than the 80-90% of earlier games. The AI brakes so early and so hard for most corners, it presents more of an obstacle course than a competitive race. Even their pit-stop strategies would have Luca di Montezemolo frothing at the mouth; they’ll run a whole race on hard tyres, even though they can’t hold enough fuel to finish, then pit on the final lap for a splash-and-dash. Taking soft tyres and refuelling at half distance will see you lapping the entire field! Provided you can get bronze in all the licence tests you’ll win every race with ease (provided you can buy the right car), only having any difficulty with the Time Trial events, some of which are as tough as ever.
The problem becomes even more apparent in B-spec mode where you get to “manage” an idiot AI driver, or even a team of idiot drivers. For a start there is no tutorial and no explanation of this feature whatsoever, and although at first it’s strangely addictive nannying one of these morons around the track, constantly prodding him to maintain a sensible pace (via buttons to prompt him to slow down, maintain pace, speed up or overtake) could quite literally drive you round the bend. Leave a B-spec driver to his own devices and he’ll either slow to a crawl, or start driving faster and faster until he eventually starts spinning out. At the exact same point every lap! - Try and tell him to overtake and he’ll spend the next lap gently bumping into the car in front. Unbelievably, there seem to be a couple of corners that the B-spec AI is almost entirely incapable of negotiating, hitting the wall before the pit straight almost every time at Monaco and frequently spinning out at the Nürburgring GP track’s chicane even at kerb-crawling speeds. Why are B-spec races played out in real-time, missing the fast-forward option from previous games? Why are they up to four times as long as A-spec races, while giving as little as a quarter of the cash reward? Why can’t you pause the B-spec races? Why can't you take over/swap seats with your B-spec driver like you could in previous games? – Surely this would have made the endurance races possible even for the normal, non-hardcore psychos out there who aren’t prepared to play a game for 24 hours straight? Isn’t that the whole point of the B-spec concept and the thing that ties it to the A-spec game? Although you can now train up to 6 B-spec drivers who can swap at pit stops in the longer events, surely that was originally the whole point of the feature, now it's just "GT Manager," or the vaguest, most irritating way of controlling a racing car ever conceived and has seen gamers resorting to using autofire joypads to keep prompting their dopey B-spec drivers to “Increase Pace” while they go make a cup of tea, or got to bed, or watch a movie, or play another game on their other console, or go on holiday. Truly bizarre.
Although there are some truly lovely audio samples of high performance engines in the game (you’ll hear them best at the intro screen of an event as the cars ‘warm up’), and while DiRT2 and NFS:HP have produced orgasmically great engine sounds, why do most of GT5's in-game "samples" consist of buzzy rubbish, possibly recycled from GT4? (an 890bhp FGT car sounds like a cross between a small radio controlled helicopter and someone playing a hand saw wiith a rusty nail.) And why does the addition of a tune-up exhaust and racing gearbox take any individual sound an engine had away and invariably make any car sound like an orchestra tuning up while some cleaning lady is vacuuming their pit with a Dyson with dodgy bearings…? The engine “samples” also have a weird habit of sounding like a tape recording being slowed down at low revs, and do nothing to kid your ears that it’s a real engine. Tyre squeal, although improved is still a bit "synthesized" and sounds much more real in NFS too, but the collisions… Why do they sound more like someone kicking a plastic dustbin rather than several tonnes of metal colliding at high speed?
Past Gran Turismos have had some memorable music, but who on earth wants to listen to the mostly-terrible music selection that plays throughout the game and why is the option to disable it hidden away and not available while you’re driving? The music is a truly weird and wonderful—if diverse—collection of alternative, bossa nova, classical, dance & electronic, jazz, lounge and rock music. When “I Want You So Hard” by the Eagles of Death Metal and “Heads Will Roll” by the Yeah Yeah Yeahs are the best rock songs on the soundtrack, you have to worry.
What’s happened to the tuning options? Why are there no upgrades whatsoever for brakes and why does every car come with a brake bias controller set to 50:50 front/rear, making them more likely to fly through a corner backwards than slow down safely? What happened to engine balancing, port polishing, different levels of roll bar, displacement changes, engine swaps and 1/1.5/2 way LSD choices and why on earth does the top race gearbox upgrade not let you pick individual ratios, instead just giving you an arcade-style top speed/acceleration choice? All those tuning options have been in GT since the very first game. Why do AI drivers never make even the most simple of adjustments to the remaining options, allowing you to lap people at the speedways who hit the rev limiter about 20 feet down the first straight? Why do some cars have such stupidly unrealistic, and practically undriveable gear ratios, and why does hitting the rev limit cause temporary power loss? This doesn’t happen with a real engine, so why do we have to put up with it? Worst and most inexplicably of all, why the hell can’t you save any of your tuning setups? Are we really expected to write them down somewhere? When was the last time you had to do that? Changing from road race setup to high-speed oval setup and back three times in the NASCAR series makes this missing feature a real pain.
Also, why are the menus so clunky to use and why are some obvious shortcut buttons missing? Time and time again you’ll enter an event only to find that you need to upgrade your car or buy different tyres or something from the tuning shop or ‘GT Auto’ and you’ll be subjected to something like this: Back out of event screens (4 button presses) ~ LOADING SCREEN ~ find tuning shop on the home screen (probably another 4 presses of the D-pad or tapping the left stick) ~ LOADING SCREEN ~ find item ~ buy item ~ fit item (you can actually buy an item and not fit it so you end up with a stockpile of parts – WHY?) – this will take 4 more button presses ~ exit tuning shop (3 more button presses to get back to ‘home’) ~ find race again ~ LOADING SCREEN ~ then to set up ~ then make sure the game hasn’t arbitrarily put auto gearbox or traction control back on when you didn’t want it… and just like that – you’re ready to go! I mean, honestly—how did they manage to make putting the right tyres on your car such a quick procedure with only SIX years development time?
Why is the structure and progression so completely borked? You used to just race to earn credits to win new cars/buy new cars and upgrades, now like so many other games there’s an XP (RPG-style eXperience Points) system which seems to have made the license tests completely redundant. Up to level 20 the XP and credit system works fine, then suddenly cars for the next series of races cost hundreds of thousands or even millions of credits and the races you can win pay 20-30k; unlocking a new level takes over 160k XP, but the most you can earn is around 4k! From level 21 onwards, you hit a vertical wall of grinding as the XP needed to unlock a single new event increases exponentially. If each level unlocked enough events to give you the XP needed to get to the next level, there’d be no problem, but when you only unlock one new event at level 21 that only gives you a quarter of the XP you need to unlock the next one, there’s a big problem. At level 23 it gets really ridiculous; the new event you unlock requires a Formula Gran Turismo car (a sort of F1-lookalike), which can only be bought once you’ve reached level 24, costs tad under 5 million and is one of those bloody 1/800 second hand-only cars! Actually being able to find one to buy once you’re allowed to was such a rare occurrence that they were fetching up to $64 on eBay! A recent patch has added an “Online Collector’s Dealership” with a FGT car in it, but it’ll still cost you the best part of 5 million credits!
Coupled with a smaller number of events than previous games (even the Manufacturer Races have disappeared, and the actual GT mode calendar is otherwise quite short), the XP system seems more like a way to artificially extend the game than anything else, it’s the only explanation as to why there’s no XP bonus for turning driving aids off as in Grid, DiRT, Forza 3 and every other racer that’s decided to use an RPG-style levelling system. The traditional GT system of earning increasingly tough racing licences to unlock batches of events was not only more realistic, it was also much better from a gameplay perspective. Although licences have returned, they no longer unlock anything apart from the prize cars you get for completing them. But why is the licence test difficulty so uneven this time around? You’ll probably get a Gold first time here, be glad for a miserable Bronze and a ‘pass’ after 10 or 20 attempts there. Some of the tests are literally impossible with the driver assists the game automatically switches on and there's no way they were tested as well as in previous GTs. Since the sole remaining function of the licences is to teach you how to drive better, why are they impossible to pass if you follow the game’s racing line indication and why do the demo replays only show you how to get bronze times for some events?
Why are tyre wear and fuel usage only activated when you reach level 25, but are also in the entire of the final Extreme series (from level 22) for B-spec? Why can’t it be enabled from the start via a menu? What’s gone wrong with crash damage, making its first appearance in the series? Even in the endurance races, it’s cosmetic-only and utterly unconvincing, with cars either bending and smearing like plasticine or just getting little dusty marks on them after 400mph head-on collisions, even on Premium models. Mechanical damage can be activated for online races, so why not in single player? Is it a level-based unlock that only unlocks after you’ve finished the final two 24hr (real time!) endurance races, or will it be coming in a patch? What are the prize car tickets for? They appear to have no purpose whatsoever other than making collecting a prize car take several button presses (and a minute or more of your life) longer than necessary. Why is the paint system so weird? Each car you acquire gives you a paint ticket, allowing you to paint one other car in the same colour. Want to paint another car the same colour? You’ll need to buy a whole new car in that colour to do it! Why can you import your garage from GT Portable on the PSP into arcade mode, but not import anything at all from Prologue? Bad news for anyone who wasted weeks repeating the same events to save for the F1 car in Prologue but good news if you actually enjoyed doing so – there’s a lot more of that here. Why do replays sometimes end before the finish line, and why does the CPU take over control of the car just before the finish line too? To rub it in, the stupid AI then even sometimes crashes cars after the finish like some dumb arcade game.
And oh yes, the replay mode – it’s very nice to have a screen surrounded with telemetry at times, but why when you “hide” it does it keep coming back like some annoying floating jobbie? And why can’t you fast-forward or rewind replays? If you want to see an incident from a replay over again you have to quit the replay, reload it and watch the entire thing through again! And why is changing the view to another car in a replay so complicated? And whilst it’s nice that you can pause a replay and take a photo from just about any position (although the game will cheekily ask you to “move further away” if you zoom in too close to “Standard” models), adding effects, filters and suchlike this only raises another question; why do the undersides of most cars consist of no more than simple, low res blurry textures, and some are just dead flat pans, with no detail on the insides of wheels at all! (Bizarrely this includes the WRC cars, and which kind of car are you most likely to see the underside of?)
Why is the Course Maker (actually random track generation, with you just setting parameters) so umm… crap? Although you can theoretically make a decent track, in the same way an infinite number of typewriter-equipped monkeys would theoretically produce the complete works of Shakespeare, why is there no option to manually lay out the corners, or even add scenery? How can a game like ModNation Racers have an infinitely better track creation system? Why is there no option to save in the middle of a championship series or in the pits during the endurance races? Surely that would be preferable to having to leave your PS3 on for several days at a time while you find the time to complete the 24hr races, or even some of the championships (which can last over 6 hours?) Is it all part of some fiendish plan by PD to accelerate global warming or to sell replacement PS3s?
Why acquire licences for the WRC, NASCAR and Top Gear and completely waste the opportunities they present? None of the real-life drivers are present in their corresponding series (although Sebastian Loeb, Sebastian Vettel and NASCAR guy Jeff Gordon each have a Special Event named after them) and there are only a handful of real life cars from the 2010 seasons. The WRC licence doesn’t include one real-life rally location, or even a proper championship. Instead, rallying is relegated to a series of Special Events raced on incredibly bland automatically generated courses, featuring the worst pace notes ever seen in a rally game (apparently scouted by your halfwit co-driver for a different, much slower car, and possibly even on a different stage) and with the stupidest slippy-slidey rally physics yet seen in a GT game. Why can Milestone produce more convincing rally handling and physics in their first attempt at a rally game (WRC: FIA World Rally Championship) but after four tries PD are actually getting it more wrong with each attempt? Why are most of the rally stages made with the GT5’s course maker meaning they’re so unrealistic and featureless? There are only TWO purpose-built rally stages in the game, the rest being huge, wide featureless expanses, with not a rock, ditch or water feature in sight which somehow still manage to display the worst pop-up in a racing game for years; entire mountain ranges suddenly appear from nowhere, even though they’re the only scenery on view! Why when Evolution Studios' WRC game had rally course boundary tapes that you could drive through nearly ten years ago are GT5's solid as rock? And why are there no dirt effects and no tyre marks left in gravel or snow?
NASCAR only gives you a five race Championship with only two tracks from the real competition (Daytona and Indianapolis plus three that have right turns in as well), with a selection of 2010 cars, but the strange specifics of real oval racing are missing; there’s no aero benefit from hugging the wall, nor can you do asymmetric suspension geometry setups; quite a major factor in tuning a car to continually turn left; Papyrus provided a more realistic representation of the sport back in 1994 with ‘NASCAR Racing’, which also included real drivers, full damage modelling, including mechanical damage, more real-life tracks and the ability to save your tuning setups.
The Top Gear licence is woefully misused too; The Stig is missing (as he now is from the TV programme!), as are Clarkson, Hammond and May. The three Top Gear Special Events are all overtaking challenges and, in all but one, PD have completely sucked all the (obviously pre-scripted) joy from the Top Gear licence. One has you racing VW Camper vans, which seems fun for about three seconds until you realise how incredibly slow they are and that the rules for the event are infinitely stricter than for the rest of the game; make contact with any of your kamikaze opponents or put a wheel off the track and you’ll be disqualified. When did anyone ever get disqualified on Top Gear for putting a wheel on the grass at Gambon? Gambon certainly didn’t. And when has Top Gear ever been against vehicular bashing? The same goes for the second challenge, a Lotus Elise race on extremely slippy tyres and a strict no-contact rule. The final event almost makes up for it with its insane genius; you race WW2 Nazi military vehicles (why on Earth are they in the game, and fully Premium modelled at that???) around the test track, while an even more crash-happy than normal second set of AI drivers criss-cross between you, trying to smash you off the road. Although it isn’t licensed, karting is also wasted; it’s good fun, but there are only six karting races and they’re all Special Events, so once you complete them that’s it; you can repeat them, but you get no XP or credits for winning a second time. The description for the event says “it’s the perfect first step for professional drivers,” so why not include a proper karting season at the start of the main game and why make you reach level 17 before you can even do all the kart races?
Why are so many of the online features of the game not active? There are menu options to share cars and B-spec drivers with your friends, but neither of these functions actually works. Instead, all your friends can do is look at them and neither they nor you can use them while they’re set online! Unbelievably, your cars get locked to 'online' even when you can't get on the server, leaving them stuck in unusable limbo! Why is there no match-making or any preset race classes to allow you to find a quick race? Had no-one ever tried to set up a race? Why does online racing not award any money or XP, or even have its own skill tracking system? Will any of these things be added by patches (so far, the option to restrict race entry other than by listing every single model that was allowed is the only major addition to online) and if so when? Otherwise, the online experience, when you find a race you’re allowed in, varies from perfectly smooth and hugely enjoyable to extremely laggy, depending on the connections of the other players.
So, why can't we stop playing it? Need For Speed: Hot Pursuit is a much better game, but GT5 has really nailed the driving physics, the closest yet to driving a real car on any console (as long as you don’t go rallying.) Driving with the normal pad feels great, albeit with slightly coarse analogue controls, but with a wheel and pedals the experience is taken to another level altogether. Not only do you suddenly have proper, smooth, analogue input, you also gain more direct control over your car. The wheel allows greater steering angles, revealing a disturbing level of driver assists applied to the joypad controls, even with them all switched off, that you’d never notice otherwise. Suddenly you can throw 4WD and FWD cars about with gung-ho abandon; RWD cars which were previously un-spinnable become much more sensitive, but unquestionably faster. Oddly for a serious driving sim there’s nothing in the way of tweaking options for wheel setup though, so you’ll need a fancy wheel with its own built in adjustments if you don’t like the default settings. Where are the steering angle adjustments, the settings for dead zones or linearity etc? The only settings are for the force feedback strength and button assignment, which only include the GT-branded wheels although the game works perfectly with the popular alternatives, including the G27 and Fanatec options, fully supporting their sequential and 6-speed shifters, both with and without the clutch pedals.
"A flawed masterpiece" would be an easy, and hackneyed, way to sum GT5 up. Ever spent all day washing your car so it looks lovely, then taken it for a "blow dry" up the dual carriageway in the late afternoon sunshine? You get back and it's covered in squished insects - that's what a GT5 session is like. It's basically a big, joyous mess, with some truly brilliant moments constantly bombarded with pieces of utter detritus that should have been tweaked, polished or removed long before the games buying public ever saw the game. The series seems like it's coasting on nostalgia and wishful thinking; ’I loved the old GT games, so I'll buy this one' even though the game’s structure is worse now than it was in 2001, or 'Never mind, I'm sure they'll fix that in the next patch', even though they haven't managed to fix anything in the last six years and the graphics have somehow got worse since GT5 Prologue. PD can't keep living on the good faith of rose-tinted specs wearing GT fans forever, especially since they apparently really don't pay any attention to what the competition’s up to.
Gran Turismo 5 is not so much about the game, the progression, the tuning or even the racing anymore as it is purely about the driving and the “car porn,” with the (Premium models only) Photo Travel mode allowing for some truly beautiful pictures. I'm beginning to suspect that maybe Kaz actually doesn't give a monkey’s about that other stuff; that what he actually wants to do is make the most realistic test-drive simulator in existence; that he'd be most happy just driving round an empty track all day in his favourite Suzuki Cappuccino, listening to the atrocious jazz-pop that your ears will be assaulted with; that he's trying to subvert the GT series towards that ultimate goal while Sony force the idea of racing and career progression onto him for commercial purposes; that even though those notions clearly don't fit with his vision, they've now become completely exasperated with him and finally forced him to chuck out his confused, half-hearted, unfinished attempt to meld the two diametrically opposing ideas before he bankrupts them. Therein lies the rub; if you share Kaz’s vision of the perfect game, you won’t even notice the problems. You’ll absolutely love GT5 and probably still be playing it when GT6 arrives in oh… about 20 years time on the PS5. If you’re expecting a more traditional racing game, more in line with earlier games in the series, you’ll be rather disappointed and more than a little frustrated by this latest instalment.
Best Bits
- Handling is fantastic, especially with a wheel (as long as you don't go rallying!) - Premium models and Photo Travel mode really are car porn!
Worst Bits
- Career progression is completely and utterly broken. - Clunky menus and missing shortcut buttons. - Why can't you save setups? - Will the rescue patches arrive before GT6?