Every so often, go on sale games that are key in this industry. Titles that mark the future of the leisure life of a console, or even one generation of them. Sometimes even displayed titles that cross borders and compete with products of superior-PC platforms. Just do not reach the technical level can reach a compatible, but come to offer the same level playable and outweigh their gambling options. Titles at this level are counted and exceptions to the rule, and care products such as clubs that require more than a creative process “normal” driving force is required, a “motor” (pun intended) that has a goal set at the highest levels of demand itself. This engine is called Kazunori Yamauchi. If this is added an unbridled passion, almost sickly, to achieve these goals undoubtedly find a title that set a new standard in the community. Never, I repeat, never-achieved perfect, but its powers will be reflected in every part of the game on every menu in every detail. This week we have witnessed the arrival of another of these as rare as necessary titles: Gran Turismo 5.
If and passion for the motor is assumed to study and Polyphony Digital, responsible for an entire saga is emblematic in the genre as us today, there is still more evident in the details. As an example, the intro that we offer at the fifth iteration of the saga: the automobile from its own genesis. The fusion of minerals and metals to form the essence of the vehicle, the parts that give life and movement to the more than 30,000 pieces that usually form an automobile. Nature has such raw materials as if the planet itself offered to create a vehicle for the man. Whole process to exit the car by the door manufacturer, to the actual asphalt, dirt or snow, finally reaching the culmination of the goal: the speed competition. Has been recreated perhaps deliberately introduced as the gameplay of the series. From birth (creation of the pilot, viewing) through its development (licensing, purchasing the first car) and reaching its splendor (racing at the highest level). Everything has a reason, a when and how in GT5.
It becomes a waste of time to make introductions on what’s supposed to gender and for the PlayStation brand “Gran Turismo”. Everyone knows, but everyone respected, admired and in a sense, envied. However, the series also had so far points craved other securities, it failed to achieve objectives and unite his extensive bibliography on the car. As we did a few years ago, when analyzing Gran Turismo 4 and Forza Motorsport 2, they put us in the dilemma of having to choose a user saga doubtful. The key was to discern what was more attractive: a veritable encyclopedia and homage to the car, or a younger series but with more “melee” in terms of driving experience and competitiveness. We had clear and Forza2 takes the cake because the essence of the car, your goal is to compete against others of their kind, take it to the limit. Harnessing the slipstream, or the rush of braking on corner entry, to move to the opponent so well that we were closing the passage. Forza had it since its first foray into the genre, and his second half will improve. GT4 accused his absence, with enhanced AI. The problem is gone in that direction …
Gran Turismo 5 is presented broadly as the best driving simulator on any console to date. The most realistic, deep, detailed, diverse and mammoth that has been seen, a real titanic work in every sense of the word. In terms of numbers, there is no rival on any platform now more than 1000 cars, among which are over 200 that are modeled to the end, the best vehicles you’ve seen any games of any kind of playback platform . Premium models are that mean the next base and still far-far-away-Gran Turismo 6, including karts show us some excellent animated pilots as we see accelerating or slowing. The other models Standard forms the basis of the game that have adapted to the PS3 graphics engine since the last visit of the series on PS2, and vehicles can be imported from Gran Turismo for PSP. These vehicles have a finish well below the premium, but the good news is that during the races look pretty good, and the differences are much less significant than in reruns or photo mode. In the same vein, we find some circuits coming from previous episodes of the series-Autunm Ring, Deep Forest, Trial Mountain, Fuji Speedway ,…- and do not have the level of perfection polygonal and texture of new circuits sometimes giving a graphic level well below what we see other paths.
Maybe it’s these two factors and additional graphic defective ones that have dented the feeling that GT5 lacks power to appear as thought they should appear on screen. Big mistake in my opinion. Another issue is that Polyphony has decided to include them in the game, both standard cars as the classic circuits, which sometimes shows a very visible imbalance between the theoretical raw power that can move the game and what’s on the screen sometimes. Let us roughly, and then going in detail: up to 16 cars racing on screen (sometimes all Premium); competition schedule changes day-night with spectacular lighting transitions, management of volumetric particle dust / smoke / snow dynamic lighting that impacts and affects the display of the same particles, sun-rain weather changes randomly on various circuits, with graphics routines of rain on the windshield in the internal view, visual defects in vehicles and mechanical damage, 60 fps stable external views and a rate no less than 40 frames in the internal view even in stress tests with lots of cars in urban settings in your poly overloaded, option to enable 3D viewing on TV sets ready for it …
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