Gaming Age


Gran Turismo 5

Author: Mike Palermo
Publisher: Sony
Machine: PlayStation 3 (US Version)

Gran Turismo 5

It's perfect... kind of.

A word of warning: this review may not tell you what you want to hear about GT5, but you probably need to hear it. If you're a sensitive GT aficionado, PS3 fanboy that thinks FFXIII going multiplatform was a travesty, or a 360 fanboy hoping to see one of Sony's flagship titles get a less than perfect review, then just look at the grade I gave Gran Turismo 5 and read no further. I make a point of focusing on GT5's weaknesses in this review not because it's a weak game, but because to do otherwise would only sugar coat a game that already has a reputation of being among the best. In other words, you're doing yourself a disservice if you have unachievable expectations for GT5. However, if you take certain oversights into consideration when you first boot up the game, you'll probably be more than pleased. GT5 is not perfect, but it gets fairly close.

Why the skepticism? Well, it's actually my fault. You see, the pre-release hype I had for GT5 was, in retrospect, ill-conceived and I'd rather not see other gamers fall victim to the same insatiability.

For me that hype was almost instantly obliterated by the stupid-long install process and a mandatory, 133MB launch-day update, which, to be fair, was the quickest part of the installation process. The screen blinked "installation in progress ...about 20 minutes" for at least 30 minutes before actually beginning to count down. Even after the 8GB install (what happen to 6.5GB?), the load times are still nowhere close to being perfect. On the contrary, the amount of 5-15 second-long load screens I had wait through before getting into a car killed whatever was left of my initial post-purchase buzz. By the time I got into a race, I was debating if I actually wanted to play the game or just go watch a movie.

Needless to say, because of this my initial impressions of GT5 were less than ideal. I found it kind of ironic that I had no problems waiting the 4 years since the PS3 launch to get a "full" version of GT5 in my hands, but in the last 40-60 minutes leading up to me actually playing the game (the time I was waiting for it to do its optional installation), my patience ran out faster than a Bugatti Veyron goes through a tank of gas... Speaking of which the Veyron is only playable as a standard vehicle and even then only if you've unlocked it on the PSP version and imported it to your PS3 profile (meaning it's only drivable in arcade mode).

That leads me to my next sacrifice; vehicles are broken into two distinct and completely different types - standard and premium. The difference between the two, besides a few thousand polygons, is that the premium cars were designed for GT5 from the ground up, whereas the others seemed to have been pulled from GT4 and given the once-over-HD-friendly treatment (think GTHD). Obviously the premium cars are superior in pretty much every respect (graphically and functionally), but the biggest improvement-turned-necessity in the premiums is the inclusion of a dashboard view done with the precision we've come to expect from the franchise.

I almost think they should have just released it with 200 finished cars, rather than attached another 800 (seemingly) half-baked PS2 upscaled vehicles... almost. It's not that standard cars look bad by "current generation" standards, it's that they look noticeably crappier by the direct and constant comparison with their premium brethren. As a result (for me, anyway) it diminishes the experience as a whole. On an even more subjective note, how could Polyphony Digital expect players (me) to go back to bumper-view? Compared to dashboard, it's so static, sterile, and un-immersive... hell, I'd even argue that chase cam has more merit than bumper-view.

And the sacrifices don't stop there. Take, for example, the track editor, which as far as I can tell was a waste of development time. It's not what the name implies; A more aptly name would be "track randomizer" or "track generator." Instead of being able to make tracks, you're only allowed to set basic restrictions or guidelines and then it's the game that actually puts the track together randomly based on your guidelines. And the customizable guidelines are fairly generic; things like "complexity" just add more turns within a given section. It's like making a tomato sauce without the herbs and spices (weaksauce).

It's this kind of game-quality hypocrisy that makes me wonder where exactly the 6 years of development went? Everything that's polished is, in essence, perfect. But then other crap feels tacked on and rushed out the door. It's the comparison with the game's perfections that makes the weaknesses so obvious. Someone from Sony should get over to PD and put that house in-line.

I'd imagine that the majority of gamers would have equally enjoyed a full version of GTHD with a 800 cars, 20 tracks, and 1080p/60fps visuals if it came out 1 or even 2 years after the PS3 launch, even if it was just GT4 with HD graphics (and a dashboard view). Not only would it give fans something lengthy to play in the meantime, but it also would have made the jump to GT5 that much more substantial... Instead we're given a mixture of the two and the weaker parts really stand out as a result.

...And yet, despite all that, (pay attention because this is where I forgive and forget) this is the only game I want to play right now. I mean, it's f***ing rad. The details, the speed, the tweaking, the learning curve, the frustration of seemingly constant defeat and then the satisfaction of pulling off the perfect lap or obtaining the perfect car... The GT-DNA is all here. I mean, these are the things that somehow force you to love the series, and GT5 has it all.

Take the graphics for example; sure the vast majority of cars (standards) don't have dashboard view or as insanely high polycounts, but on the flip-side, under the right conditions the premium cars teeter on photo-realistic. The track editor might be abysmal, but the game includes the Top Gear Test track! That track alone makes the game worth buying. And as far as load screens are concerned, once you're actually racing, you forget about them before the countdown reaches 1.

And besides, the biggest improvements with GT5 aren't its gorgeous weather effects, or confusingly realistic audio effects, or 16p online multiplayer, or PS Eye head tracking, or 3DTV support, or even the updated graphics, but rather in its variety (something previous GT games completely lacked). While it still isn't as diverse or action-packed as more arcadey offerings, it's clear Polyphony Digital was at least trying to add more to the game. Personally, I will always dig trying to best my own lap times, or my friends, and building up my collection of exotic automobiles (premiums only, thanks). However, GT5 has much more to offer than its predecessors and, so far, the pacing has done an outstanding job at keeping me driving, and that's even after having to restart my profile due to accidentally logging into the wrong PSN account.

As with past GT games, the A-spec mode offers races that challenge your ability to drive not just vehicles designed for racing, but also a myriad of different types of consumer and/or vintage rides. By GT standards it's fairly expected. But when you start dipping into the invitational special events which introduce you to, and give you tips on, all of the game's various types of driving, the hours can quickly add up. These modes typically aren't available until the harder circuits so having an understanding of them prior to racing them not only increases your chances of winning the first time out, but also puts a few credits in your pockets whilst lessening the monotony of the grind.

In previous installments, players tended to just grind through races until they got burnt out (I know I did), but GT5 really shines when you take the various aspects of the game in doses to it break up. Rather than trying to marathon run through A-spec, take a break and learn how to race karts... or WRC... or NASCAR... or Drifting... or take things online for a bit... Hell, why not take a break from driving altogether and try B-spec or see if anything new is available on GTtv? Or maybe update your GT profile, or check out the museum, or take some sweet photos, or upgrade/tune some of your cars. My point is, there's a lot of stuff to experience in Gran Turismo 5 that builds the game's longevity, so you may as well indulge.

I can't think of the game without wanting to go play, and I can't play the game without doing so for a few hours. The need to shave another few 10ths off my times is as frustrating as it is rewarding (it always has been with GT). And it's this push-pull - the aggravation of defeat that quickly turns into the satisfaction of winning - that ultimately allows me to forget about the game's weaker points while I'm playing. That said, If I had gone into the game not expecting perfection (the perfection implied by Polyphony Digital and Sony), I probably would have appreciated GT5 that much more.

Mike Palermo

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