Gran Turismo 4 - Under The Hood, Driving The Prologue
Thanks to Motor Trend for their feature documenting the extreme attention to detail being lavished on Gran Turismo 4 for PlayStation 2, as the franchise, which "has sold more than 30 million units worldwide", gears up to a 2004 release for this latest iteration. According to the article, "between 20,000 and 30,000 digital photographs are taken" to faithfully reproduce the real-life racetracks used in the game, and there's also a behind the scenes feature on a 150-vehicle capture session in Japan, each car being "systematically studied and logged so the design team could faithfully recreate [it in-game]." Elsewhere, 1UP has a hands-on look at the Japan-only Gran Turismo 4 Prologue, a budget-priced preview which they consider "isn't worth the purchase for any except the most obsessive Gran Turismo fans." Update: 12/12 16:18 GMT by S : Another hands-on look at GT4 Prologue from Game Informer adds detail and corrects a couple of inaccuracies.
For example they say there's no playing against AI racers in the demo. Um, no. Three of the five maps have optional AI racers that can be turned on via the Options menu. Even if you don't read Japanese, it's pretty easy to just test out the different options.
"Well, now I don't have to drop $600K anymore becuase I've got the car right here on my PS2!" Plus, I'm sure that offering girls a ride on your PS2 is just as effective as an F150.
Wake up and smell the Espresso, Ferrari!
The absolute worst part is the whole no vehicle damage thing. The best thing in the past games was to use the other cars to push your car around the other cars to win races. May not get you the fastest times but it did make it easy to beat other players and the cpu players.
Out of curiosity, did you read the articles? They all talk about how you used to be able to bounce off opponents and walls in GT3 to better your time, and steps have been taken to alleviate it: while it's true that there is no collision damage, there are penalties for bumping too hard into either. I'll quote the GameInformer article.
Yeah, I'm a little torn as well. Take GT3's SSR11, for example. On those two 90-deg left-right corners, hitting a wall can be disastrous without any additional penalty. But on some of the longer, smoother corners (esp. the 180's), hitting the wall is almost guaranteed to make you go faster. So in one case there's no need to make life worse for you, and in the other, it's almost a necessity.
To be fair, though, even in GT3 there was some concept of damage -- the tires. Wall-bouncing could force you to pit a lot more often than normal. I find it hard to criticise any decision Polyphony has made, simply because the results have been spectacular as a whole, but I think just a progressive damage model -- just a little bit of texture modification, a little loss in HP/handling, and keeping the extra tire wear, might have been a good addition, and a little less suspension-of-disbelief reducing.
I'd have to say some of this must be true, at least regarding getting banned from mod points. I've been a Slashdot user for years now. I've also had good Karma forever now. I had mod points once, used them well, and then never get mod points again.
From what I understand that's not supposed to happen. So they are either tracking posts I made as a AC where I Trolled a bit, or they blackballed me forever for something I modded up or down.
I never browse at -1 anymore so for all I know this post just gets posted 50 times every day, but regardless there has to be something behind the scenes going on.
If you wanna get rich, you know that payback is a bitch