Gran Turismo 4 Launch Date
Gamespot has the news that the much anticipated driving simulator Gran Turismo 4 releases on February 22nd in the U.S., while European drivers will be able to purchase the game on March 9th. From the article: "Before it finally launched in Japan on December 28, the much-lauded driving game had experienced delays of more than a year. Gran Turismo 4 will feature more than 700 automobiles from more than 80 manufacturers racing across new locales--including the city streets of the Big Apple and Las Vegas. Consistent with the series, drivers will compete in races to acquire various licenses and move up in the ranks. Unfortunately, the game will not include an online mode."
There is a lan option, according to the gran turismo 4 web site, and on the xlink kai site they list gran turismo 4 as being supported. Basically, this is tunneling software that let's you play the LAN mode over the internet.
I've got three midterm failures scheduled for shortly after that.
First off, I don't want to say "it's very realistic" because I will get annihilated, so I'll stay away from that word.
Instead, I'll say this: the steering system is a lot more involved. You can feel an actual difference in steering between cars with front and rear wheel drive. You can't just run every race by flooring the pedal and bouncing off of walls in strategic ways. Very detailed car data and the like. The cars look beautiful, especially during replays and have a lot of freedom for internal customization.
Honestly, though? I think the game mostly feeds on people's Pokemon "gotta catch them all" obsessions.
A lot of the time is spent not enjoying the races, but saving up for other cars which will let you enjoy the races. Even when you get the new car you are saving up for modifications that will further let you enjoy the car. After you get to that point the money you are making isn't enough and you go on to saving for the next best car.
After the cycle of wanting the best car ever is over, it's on to beating the game 100% and trying to get the best results on the license tests. The license tests basically let you run a part of the track in a certain vehicle in under a certain length of time. For example "ride your Porsche 911 through this S-turn in 11.7 seconds for bronze, 11.598 seconds for silver, 11.515 seconds for gold."
What I would be interested in seeing is how many people play the game for fun AFTER they've beaten the game 100% and acquired what they believe is the best car. ie: how many people play it for the sheer fun of it like someone would play Robotron or replay a Zelda game.
If you look at the FAQs you can see some signs of this. There are FAQs dedicated to showing you how to beat endurance races (some lasting 2+ hours) without you having to touch the joystick.
The Gran Turismo games really focus on accurate driving physics. Of course, the cars are indestructible which sort of throws a wrench in the accuracy. The GT games also focus on accurate upgrades to the cars. You can trick out your cars with all kinds of add-ons and such, not all of them will increase the car's performance either. The GT games are for gear heads and real race enthusiasts.
The GTA games are more hedonistic in tone.
For me, I could never get around the indestructible cars. It spoils the game, IMO. I know many people really enjoy the game, but for me the cars should have damage modelling. By focusing on reality physics the skills of driving are highlighted. This is cool, but cornering can also involve ricochets off of other cars, as a perfectly valid race technique (in game). This is totally outside the idea of simulation that the games attempts to acheive. And, for me, it spoils it.
I understand the reason for it. The auto makers want there cars to look great in the game. But I'm not so sure that damage modelling would adversely effect the marketing aspect of the car licensing.
I may rent GT4, but I won't buy it.
Talking with an EB games staffer (and GT fan), I heard there's an online version of GT4 slated for later in the year. While it's unclear whether it'd require you to own the non-online version of GT4 to play online (I'm guessing probably not), apparently it'll let you import your non-online GT4 data into the new version. Why would anyone want to buy the February version of GT4, then? Well, given that most of the modifications you can perform on your cars (and the cars themselves) aren't obtainable until you put many hours into play, this means that folks with the older GT4 will be hopping online with tricked-out rides while those just buying the online version would be racing stock cars. This won't make a difference in the long-term, but that would certainly suck for new adopters for the first couple of months. Sega GT did a similar thing, releasing an online version after the non-online game had been on sale for a long time, so even though this is hearsay, I'd be biased towards believing it. Not that this is necessarily a winning marketing strategy...
With every new Gran Turismo relase I get caught up in the hype. I somehow forgot that I find that series overly complicated and too involved for my gaming habits. It's like I go brain dead the week of the release and go buy the game. I get home, start playing and yell "son of a bitch!".
If you've ever heard Louis Black's candy corn routine, it's pretty much like that.