среда, 27 июня 2018 г.

gt6_xbox_one

The Verge. Looks aren't everything, but they count for a lot. It's a good time for racing games. This holiday season sees the release of the two biggest console racing sims around: Forza Motorsport 5 is the latest entry in a franchise that debuted on the original Xbox, while Sony’s Gran Turismo 6 follows in the lineage of some of the greatest racing sims ever released. And while the two games are similar in a lot of ways, with gorgeous graphics and lots of fast cars, there's one key difference — Forza is the showcase game for Microsoft's new Xbox One, while Gran Turismo is available today for the seven-year-old PlayStation 3, and not the new PlayStation 4. So how much of a difference does next-gen make for racing games? It might not always be readily apparent, but next-gen games do look better than their current-gen counterparts in almost every case. Playing GT6 after playing Forza 5 is perhaps the best example. The latest Gran Turismo features strikingly detailed cars that, aside from a bit of aliasing, look incredibly realistic. But the rest of the experience doesn't have nearly that same level of detail. Compared to Forza , GT6 's courses feel flat and lifeless. Details like trees and rocks simply don't look real, with muddied textures that are in stark contrast to the clean, shiny racing machines that speed past them. At times it feels like you're driving a real car through a fake world. Even when the game does present a beautiful view — a suspension bridge stretching over a lake, for instance, or towering, snowy mountains in the background — the effect is often ruined by rampant visual glitches. Shadows flicker rapidly, while objects in the distance pop in and out of existence. At times screen tearing can become so bad that it actually distracts from the race. It really feels like GT6 is pushing the PS3 hardware past its breaking point — on several occasions the game simply froze on me, forcing a manual restart of the console. One mission has you driving a lunar rover. These issues are particularly frustrating because, in a lot of ways, GT6 is a better racer than Forza 5 . The structures are similar — you start out driving low-powered Hondas before making your way up to full-fledged racers — but Gran Turismo gives you a lot more freedom and variety. The races are set up so that you're free to skip some without hampering your progress (a particularly useful trait for useless city drivers like myself), but they also force you to try out all kinds of different cars. Some races only feature Japanese cars from the 1990s, for example, while others put you behind the wheel of silent, zippy electric vehicles. There are also side diversions that have you knocking over pylons and snaking around obstacles, as well as the standard license tests and other diversions. GT6 takes its racing seriously, but it also isn't afraid to have fun — there's a whole series of go-kart races and a trio of missions that have you driving a lunar rover on the surface of the moon. The Goodwood Festival of Speed feature also makes a welcome reappearance, letting you test-drive super-fast machines before you have the cash to buy them in-game. It's amazing being able to get behind the wheel of a ridiculous sci-fi racer like the Red Bull X2010 without having to save up the $20 million it takes to buy one (or plunking down some real-world cash instead through microtransactions). You can amass a large collection of amazing vehicles in GT6 , but you can't enjoy them in the same way as you do in Forza 5 . It may sound simple, but the ability to go into your garage in Forza and check out a car from virtually every conceivable angle is a big deal, especially since many of us won't ever be able to own these vehicles in real life. When you view a car in Gran Turismo , it simply spins idly in front of you, like a dessert in a display case. You have no control over the camera; it feels very hands off. Not only does Forza help satisfy that ever-present lust for car porn, it does so in a way that creates a real sense of ownership over its virtual vehicles. The differences are more than just cosmetic, though. Forza 5 's terribly named drivatar feature — which imbues the game's AI with the driving characteristics of your friends — makes for opponents that feel more aggressive and in some ways more fun to race against. They’re just a little less perfect than traditional computer controlled opponents. The new Xbox One controller and its vibrating triggers also makes for an excellent substitute for an actual racing wheel. Meanwhile, GT6 with a DualShock 4 would have been a much improved experience. If it had been released a few months ago, the new Gran Turismo would have felt much more impressive. It features a great variety of races, more than 1,200 cars to zip around in (not even including the original concept cars that are coming as free DLC), and when everything clicks, it looks amazing. But playing it now, after the PS4 and Xbox One have launched, it feels like somewhat of a step back. Games like Need for Speed Rivals look and feel so good on the PS4, and when you're playing GT6 , you can't help but feel like you're missing out on a better racing experience. A PlayStation 4 version of Gran Turismo has already been promised for as early as next year, and it will likely alleviate many of these problems. In the meantime, GT6 feels like a pit stop on the way to the next generation. GamesRadar+ Gran Turismo 6 review. Questionable AI and difficulty balancing Still no meaningful damage modelling. You see that game on your shelf called Gran Turismo 5? Pick it up. Now drop it in the nearest bin and forget it ever happened. Gran Turismo 6 delivers the racer we always knew the PS3 and Polyphony were capable of. In fact, it’s so good that even its minor annoyances can’t hold it back from negating the generational divide and snatching back its title of ‘best console racing sim’, next-gen be damned. Even on hardware from 2006, GT6 manages native 1080p, 60fps (except for replays and particularly busy moments), and grids full of immaculately-modelled, licensed cars. And it tops all of this off with day/night transitions and wet-weather racing. It’s the full package straight out of the box, making its next-gen competition (*cough* Forza 5) look like a demo. For lens flare effects. Yes, I just went there. The very first thing you notice when you take control of the initial race around Brands Hatch is the responsiveness of the steering. It’s all about realism, weight transferral, and inertia, yet there’s enough grip there to swerve around a slower AI car without having to cancel things in your diary to accommodate the manoeuvre. I cannot emphasise enough, driving a car in GT6 feels like no other racing game on the market, and I love it. Obviously the first thing you’ll want to do is turn off all the assists, which include the obligatory dynamic racing line, traction control, ABS, and what have you. The game doesn’t need them and neither do you. Why? Because the cars are so controllable in their natural state, so perfectly balanced between realism and accessibility, pinpoint driving is possible even with a DualShock 3. But while playing with the pad is perfectly enjoyable, purists will prefer a steering wheel. With a racing seat and Logitech Driving Force GT force feedback set, the experience is more realistic, but also far more physical, as you need to steer wildly just to catch an oversteer moment on full-lock. The force feedback is strong and solid-feeling, which couples with the game’s ultra-smooth movement to create a flowing sense of motion that you’ll want to savour. However, get a corner wrong with either controller and the resulting physics are pretty special. In some cars, the sudden lack of grip on the grass means a dinner trolley slide into the barriers. Conversely, in a 4WD Mitsubishi Lancer Evo, it means a few seconds of rally driving as you try to keep it under control and wrestle the car back onto the circuit. Both simulations are exemplary. Unlike many modern racers, there’s no rewind button. But that’s the cheat’s way out anyway. As a trade-off, impacts won’t end your race as thumping your car into the wall won’t affect your handling like it does in Forza or GRID. Damage is limited to a few scuff textures instead of a gearbox full of 3rd gears. You’re basically indestructible, which is one area the GT series still comes up short. That aside, Polyphony has clearly learned a stack of lessons from its GT5-shaped misstep. For starters, every track now looks worthy of its HD resolution. Foliage is more naturalistic (softened by a touch of bloom lighting), and the lighting effects add considerable atmosphere to even the most basic races. The game also looks demonstrably better in 1080p compared to 720p because the pixel meshes used for distant foliage are less noticeable. There are a few jagged lines that betray the game’s now last-gen tech, but it could feasibly pass for a PS4 game if you didn’t know better. All of this would be nought if the progression system was still completely broken, but that aspect of the game has received a major overhaul. For starters, the menus have been simplified, offering logical shortcuts like showing you which cars in your garage are available for the current event, or offering you ‘coffee break’ events if you fancy something light-hearted to break up the tiered events of the main career. It’s almost as if it’s been designed with the player in mind and not just the enjoyment of Kazunori Yamauchi. Unfortunately, it’s still possible to enter an event with a faster car and win more easily, but nothing like the ‘miles in front by turn 1’ madness of GT5. It does so through the new ‘PP’ number, which ranks each machine’s power. Most events have a PP limit, so if your PP is too big, you’re not allowed to race (stop sniggering at the back). It’s not a perfect solution, but it’s much, much better. However, the AI is not better at all. The AI drivers do kick up some dirt as they venture off-line and there is a modicum of defensive driving exhibited by the leaders, but they’re still faceless and robotic. The oddest problem with their behaviour is the way one or two often dash off at the start into a 12-second lead then appear to wait for you to catch up on the last lap. You can see them taking corners at a crawl on the track map. Madness. The AI isn’t up to the quality of everything else, which makes it stand out all the more. I’ve never been one to champion quantity over quality, but GT6 manages ridiculously generous portions of both. I don’t want to sling mud at Forza 5, but where that game loops back to previously-visited tracks extremely quickly, GT6 just keeps chucking in new raceways. Not only does it have the likes of Bathurst, Spa, and Silverstone, it also has Monza, Suzuka, Brands, Motegi, and Daytona. And more . And that’s not mentioning the original tracks, rally stages, and karting events. Oh, and snow races at Chamonix. AND ALSO THE MOON. (Note: Moon events are stupid, slow, and stupid. But they are there.) While GT6 exhibits most if not all of the series’ idiosyncrasies, it has deftly pulled itself out from its own exhaust pipe, dropped 99% of the pretentious jazz, and regained its mojo. With post-race confetti sparkles (a cheap effect, but I like it), harmony guitar fanfares when you win, and some stylish presentation, it feels like a video game again. GT is coming to PS4, but it no longer needs that machine to save the series. This is everything GT5 should have been. So forget that game ever existed, get this and enjoy it while you wonder why they skipped straight from GT4 to GT6. Gran Turismo 6 rights almost all of the wrongs of its predecessor to deliver one of the most expansive, beautiful and enjoyable racing simulations ever seen. If only the AI and damage modelling were better, this would be the perfect racing game. Recommended. 8 things to watch out for this week. Who are the GamesRadar+ team? Shadow of the Colossus review: "Still feels as thought provoking and artful as it did all those years ago on PS2" Monster Hunter World review: "An incredible achievement" UFC 3 review: "Half-brilliant, half going-through-the-motions" Dragon Ball FighterZ review: "Flashy and a bit dumb. but god is it fun to watch" The Inpatient review: "It's all utterly brilliant; terrifyingly so" Winchester review: "The Spierig brothers don’t show great understanding of how ghost stories actually work" Journey's End review: "A harrowing, powerful WW1 drama well worth enduring" Phantom Thread review: "Anderson crafts another classic of obsession and strange love" Early Man review: "A primitive concept generates unsophisticated laughs" Last Flag Flying review: "A salty road trip tinged with sadness" Altered Carbon review: “A vibrant, well-made sci-fi story with a strong mystery at its heart” Star Trek Discovery S1.13 review: "It's incredible how much is packed into this one episode" Star Trek Discovery S1.12 review: "Proves that the series is even cleverer than we originally thought" Star Trek Discovery S1.11 review: "Swaps action for character revelations, but is no less thrilling" Star Trek Discovery S1.10 review: "So shocking and emotional that you'll need a second watch" Gaming deals, prizes and latest news. Get the best gaming deals, reviews, product advice, competitions, unmissable gaming news and more! No spam, we promise. You can unsubscribe at any time and we'll never share your details without your permission. GamesRadar+ is part of Future plc, an international media group and leading digital publisher. Visit our corporate site. © Future Publishing Limited Quay House, The Ambury , Bath BA1 1UA . All rights reserved. England and Wales company registration number 2008885. News Wrap Up: Xbox One Covers, Ubisoft MMO, GT6, Minecraft & More! It’s time to play catch-up on a few key games that are releasing later this year and share some fun news bits for some of our recent favorites. We’re going to look at the Xbox One covers of Quantum Break & Forza 5 , the Gran Turismo release schedule, the next Minecraft console update, the future of Diablo 3 , two cool trailers, some next-gen stuff, some new (old) games, and more! Read on for the details and a more stories. Quantum Break Xbox One Cover. Here's the protagonist of Remedy's Quantum Break twitter.com/GameRant/statu…— Game Rant (@GameRant) May 30, 2013. The only new game unveiled during Microsoft’s Xbox One presentation last week was the next game from Alan Wake developer Remedy Entertainment. We saw no gameplay but we do know it blends in gameplay with live-action. We’ve seen the Xbox One covers for Battlefield 4 and Forza 5 one (below), but now we have our first look at the game cover a for a new IP. click here for the full-size Quantum Break cover, featuring its protagonist: a white dude with a gun. Gran Turismo 6 Delays. Gran Turismo games take a long time to make, super long, in fact. With GT6 oddly only getting recently announced, but not for the next-gen consoles coming this fall (although you can count it coming to PS4 eventually), some longtime fans are justifiably worried about it being delayed even further. Don’t be. It’s following the formula as product manager Josh Walker tells MCV : “There is no reason to think the proposed release window for GT6 will not be achieved… We feel it is important to continue to support our loyal PS3 users, and those from many parts of the world who are new to PS3, with a new title. And [series producer] Kazuori Yamauchi was keen to develop the Gran Turismo platform further on PS3. Gran Turismo has a huge following among current PS3 gamers. The release also follows a pattern for Gran Turismo — GT and GT2 for PS, GT3 and GT4 for PS2, and now GT5 and GT6 on PS3.” Minecraft (Xbox 360) Title Update #12. 4J Studios, developers of the super popular Xbox 360 version of Minecraft dropped a few hints and confirmations for what’s going into the undated 12th title update. First is the screenshot above, featuring an Ocelot (you can tame them!), the jungle biome and Redstone blocks. On Twitter they also confirmed that the maximum build height of the game is going to be raised. Diablo 3: Ladders & Books. Planning ahead for the long-term future of Diablo 3 , Blizzard devs – speaking during a one-year anniversary livestream – are looking to implement ranking, a ladder of sorts. Such a feature would keep players encouraged of starting new characters and playing longer, well giving them unique rewards for doing so. Wyatt Cheng and Travis Day: “Sometimes we all want to [start fresh] and we can choose to do it, but sometimes it’s nice to do it together, as a global community. Or have a recognized badge of honor, for having done it. We wouldn’t take away anything from what people have accomplished. People have a lot of investment in their current characters, so you’d still keep those.” “Five years from now, you’re probably not going to see us making huge content patches, or class updates. At some point we’ll set the game aside, sort of leave it as a work that we’ve completed, and move on to like Diablo 4, or whatever, right? Ladders is absolutely one of the things that helps the game stay fresh for people 5 years from now, or 3 years, or 2 years, or whatever.” So long as the servers are still online, right gentlemen? Hardcore D3 fans have another companion book to look forward to, this one titled Book of Tyrael that explores the character of Archangel Tyrael. It releases this October for $40. League of Legends: A Twist of Fate. League of Legends is one of the world’s most played PC games. Developer Riot Games released a new epic cinematic trailer, running over four minutes long, that features champions including Ryze, Annie and Garen battling it out. It took a year to create and was made simply because Riot loves cinematics. Read about how it was made here. Wii U Game From Creator of Conker’s Bad Fur Day. Developer Rare’s final game for the N64 was Conker’s Bad Fur Day and while Rare has been working on a big Xbox One game to be announced at E3 in just over a week, the lead behind that great game – and its remake Live & Reloaded – revealed that he’s working on a Wii U game. . WiiU devkits ain't cheap and it's lookin likely @gorydetail is gonna need 3 at some point this year 😉 (that's top secret btw) heh!— Christopher Seavor (@conkerhimself) May 25, 2013. From The Team That Brought You Homeworld… After THQ went bankrupt, Gearbox Software won the Homeworld property in an auction. While we don’t know the future of that long-silent franchise, we do have another similarly cool looking game from some of the devs that worked on Homeworld . Hardware: Shipbreakers is an upcoming free-to-play RTS game by Canadian developer Blackbird Interactive where players explore and fight over the derelict starships of planet LM-27. The Hardware: Shipbreakers gameplay trailer released this week, appropriately titled “First Contact,” offering a first look at the gameplay, units and a large crashed starship. The game hits open beta Q4 2013. ‘Massive’ Ubisoft MMO. Ubisoft acquired Swedish developer Massive ( Ground Control, World in Conflict ) in late 2008 and outside of their help on certain elements Assassin’s Creed: Revelations and Far Cry 3 , we don’t know what they’ve been working on for all those years. But we expect to very soon. According to the research of Superannuation , looking at developer resumes, official Ubisoft announcements at investor calls and job postings, we know that Massive is working on a large-scale MMO for one of their biggest IPs. The clues hint that it could be Tom Clancy related, it could be an online RPG involving PvP, it could be third-person action game ( Assassin’s Creed MMO?), but we do know that it’ll have companion mobile apps, something Ubisoft has grown fond of with their support of such things for Ghost Recon and the upcoming Watch Dogs . We’re hoping its one of the major new announcements Ubisoft will have at E3 2013. NHL 94 Survival Rate. Kotaku shared the mind-blowing statistic that of all the players featured in the amazing NHL 94 , only three remain active in the NHL. Teemu Selanne, Roman Hamrlik and Jaromir Jagr are the only remaining players who who featured in the 1993 release and all three played in this year’s playoffs. Mountainous Delays. The popular ARMA II zombie mod known as DayZ is still in development towards becoming a standalone release at Bohemia Interactive and even though the game is months and months behind, DayZ creator Dean Hall took some time to climb Mount Everest. Not an easy task. Now back to that other task which is still scheduled for an increasingly unlikely public Alpha test in June. Me on the roof of the world, Mt Everest, watching the sun rise at 4:33am, 21 May. The forty second New Zealander ever twitter.com/rocket2guns/st… Next-Gen Mad Catz. If you haven’t heard, the Xbox One is not only not backwards compatible with its retail or digital games, but its controllers and accessories. That means your expensive headsets, collections of controllers and third party peripherals will all be obsolete this holiday season thanks to that new pot on the Xbox One controller. Prepare for the new – Mad Catz has, and they’ve just confirmed their support of a new product line for the Xbox One. Darren Richardson, the President and Chief Executive Officer of Mad Catz Interactive, Inc.: “The launch of the Xbox One adds a new revenue stream and the enhanced performance of the Xbox One opens up additional scope for innovation. Today’s announcement demonstrates our continued support of Microsoft’s console and entertainment business and is part of our long-term strategy to bring innovative products to passionate gamers.” (Re)Rise of the Triad. Interceptor Entertainment and original developer Apogee Software are gearing up for the release of their (DRM free) Rise of the Triad reboot and they’ve released key details about the game. First, compare the cover art above. Talk about honoring the original! They’ve confrimed that Rise of the Triad will be available on your favorite digital distributors, Steam, GOG.com and Green Man Gaming and released the PC system requirements: OS:Windows XP 32-bit. Processor:2.4 GHz Dual Core Processor or Better. Graphics:ATI Radeon HD 3870 / NVIDIA 8800 GT. Hard Drive:5 GB HD space. OS:Windows 7 64-bit. Processor:2.4 GHz Quad Core Processor or Better. Graphics:AMD Radeon HD 6950 / NVIDIA GeForce GTX 560. Hard Drive:5 GB HD space. Rise of the Triad releases this summer for $14.99. xboxone. 2 913 пользователей находятся здесь. МОДЕРАТОРЫ. Arowin Arowin MikeyJayRaymond Simple Rlight #teamchief _deffer_ deffer delicious_cheese DeliciousCheeze tobiasvl tobiasvl - #teamchief ClassyTurkey Enter Gamertag XboxCountdown XbotOne AutoModerator . и ещё 5 » Welcome to Reddit, the front page of the internet. and subscribe to one of thousands of communities. Want to add to the discussion? 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REDDIT and the ALIEN Logo are registered trademarks of reddit inc. π Rendered by PID 56882 on app-11 at 2018-02-02 12:50:40.179265+00:00 running 1cce75d country code: RU. Gran Turismo 6 Review. Gran Turismo 6 calls its 1967 Chevrolet El Camino SS 396 a “unique, saloon-bodied pick-up, from a distinctly American idea.” I’ve always liked the El Camino and I’m pleased to finally see one in a GT game, especially over some Suzuki Frappuccino developer Polyphony has not yet immortalised. Coupe utilities are cool. They’re the mullets of cars. Business up front, party out the back. However, the El Camino is not unique. In 1957 the Ford Ranchero brought the coupe utility body style to the US two year prior to the El Camino’s 1959 debut. It wasn’t a distinctly American idea, either. The coupe utility was invented in Australia back in 1934. Gran Turismo 6, in this case, made a minor botch up. Unfortunately, not all GT6’s errors are this trivial. Make no mistake: Gran Turismo 6 is, by most measures, a remarkable racing game. It’s impossibly good looking for a PlayStation 3 game, the handling is spectacular, and the sheer variety of track and driving content it boasts is nothing short of show-stopping. It’s a marked improvement on GT5. Beneath it all, however, familiar old series gripes relating to damage modelling, sound, and a dated car list return to partially undermine everything developer Polyphony does so right, and they’re gripes that are persistently nibbling away at the foundations of this genre titan. GT5’s aggravating XP-ranking system has been punted, and pleasantly Polyphony hasn’t hidden the vast bulk of its cars inside a small, slowly rotating “used car” list this time. The full ranges from all the included car manufacturers can be browsed at will, because GT6 doesn’t differentiate between so-called Standard and Premium cars like GT5 does. This is good news if your favourite car is one of GT6’s older, more obscure models; there’s no need to stalk a spreadsheet of cars between every race hoping it’ll pop up (and crossing your fingers it will actually let you buy it). Sadly the cars that are polished relics from GT4 are still easily spotted upon close inspection, and blocky edges and low-res numberplates are still far more common than I’d like. However, the detail and lighting on the cars Polyphony has modelled inside and out really is top-shelf; you won’t find better-looking cars anywhere on PS3. Performance customisation is largely familiar turf, but I found the quick, drop-down menu that allows you to buy parts and adjust tuning on the fly a nice touch that reduced my menu-hopping. Brake customisation has returned from its GT5 absence, but we’re still not able to swap out engines or carry out drive-type conversions. Visual customisation remains well behind the curve. There’s no livery editor and, infuriatingly, GT5’s ridiculous paint chips have returned. On the topic of unwelcome returns, sound continues to be a major problem. There’s very little bark or bite to the muted engine notes; it’s disheartening to slip into a favourite car expecting a high-revving snarl and getting a soft and feeble digital buzz. The collision noise is still the same old hollow thud, and sounds like someone tossed an empty refrigerator box into a stairwell. It definitely does feel like GT6 focuses on car quantity over quality in other departments. While it’s a huge roster, it’s a list that remains heavily weighted towards cars from the ’90s and early 2000s that appeared in GT3 and GT4. Are you a Holden fan? Sorry, chief; you get the same pair of 2004 models you got in GT4. Bad news if you’re into Ruf too; forget the past 13 years because the most recent vehicles in GT6 from the popular Porsche proxy are from the year 2000. Significant parts of this car list are seriously stale. There are many, many amazing cars here and the 1,200-car milestone is a neat bullet point, but there are also plenty of inclusions that are gratuitous padding at best. Do you know the difference between a 2002 Daihatsu Copen Active Top and a 2002 Daihatsu Copen Detachable Top? Because I don’t know that I do. Do we really continue to need both? And just because Nissan painted a Skyline Midnight Purple doesn’t mean you get to count it twice, Polyphony. When it comes to tracks, however, GT6 comprehensively murders absolutely everything else out there. It is, hands down, the best range of circuits assembled for a racing videogame I’ve ever played. Bathurst. Spa. Silverstone. Monza. Brands Hatch. Fuji. Willow Springs. Nürburgring. Suzuka. Daytona. Indy. Circuit de la Sarthe. Monaco, albeit under the usual GT ‘Côte d'Azur’ moniker. The list really does go on and on. It’s a whistle-stop tour of the most iconic and important race circuits in the world. They’re joined by Gran Turismo’s trademark fantasy tracks, which I believe have always been the best in the business. Apricot Hill returns in GT6, one of my personal favourites. The sheer quantity of tracks meant I never got burnt out on any particular course; they stay fresh because there are just so many to choose from. Better still, the dynamic time-of-day effects and shifting weather means even racing on the same circuit twice can look quite different. GT6’s incredible looking racing venues really are its greatest victory, but Polyphony could’ve been a little tighter with the zoning. I appreciate fewer invisible walls, but GT6 does allow you to take some pretty galling shortcuts unpunished. As with any racing game track content would account for nothing if the handling wasn’t up to scratch. Unsurprisingly, it is. There may be a variety of flies in GT’s ointment these days, but vehicle dynamics is not one of them. Balancing a car around a high-speed bend with a careful combination of considered throttle and a smidgen of countersteer is even more exquisite than ever, and careening into the Nürburgring’s infamous Flugplatz in the black of night soaked by hammering rain is an exhilarating experience that few racers match. The sense of speed is great and the feeling of inertia when trying to pull up under heavy braking is well translated; keeping your car straight as it pitches forward and squirrels about, clawing for grip, is satisfyingly demanding. The racing itself is mostly taut and aggressive but it’s again let down by frustrating rolling starts. Rolling starts just kill the opening moments of a race; instead of the first lap being a jostling dogfight for position it’s simply a strung out convoy already many, many car-lengths apart. It gets worse the further you progress, actually. GT6 adds opponents as you move up the tiers (but always starts you towards the back of the pack) so at tracks like Laguna Seca eventually the lead car will be exiting the first corner before you’ve even crossed the start line and been handed control. Opponents will still careen into you at times while you’re squirming under brakes into a corner but, for the most part, they’re pretty convincing rivals. Winning in GT6 is still a matter of just weaving through traffic to chase down the car the game essentially just gave a 10 to 15 second head start but it’s quite satisfying. Without the crutch of a rewind function that has infiltrated many other racers GT6 rewards finesse and consistency. Its damage system still doesn’t punish mistakes, though. Cosmetic damage is token at best and mechanical damage is completely absent from single-player. As ever you can slam into walls, ram other racers, and corkscrew gracefully through the air with total impunity. I really do yearn to see the sort of damage model we saw in Slightly Mad Studios’ underrated Shift 2 in GT, but Polyphony is evidently against it. In fact, I’d be just as content with GT6’s single-player being as robust as its multiplayer, at least when it comes to options. GT6’s online mode allows us to toggle on mechanical damage, grid starts (with penalties for false starts), and compulsory pit stops. It also features practice rounds and qualifying sessions. GT6’s single-player could learn a lot from its multiplayer. Outside of the regular races, GT6 features bonus events like the excellent Goodwood Festival of Speed Hill Climb. I left plenty of rubber on the Earl of March’s driveway; the snack-sized sprint weighs in at just over a mile and running all manner of machinery up it became hugely addictive. I also thought the Eco challenges, which defy you to reach certain distances or record a specific lap time on just one litre of fuel, were clever and fun. There are the license tests, too, which felt easier than they used to, and the much-discussed Moon Buggy missions, which are dull and stupid. Gran Turismo 6’s problems are baggage the series has been carrying since 1997; the second you thunk into a wall at 200 kilometres per hour and drive off scot-free, or hop into a belching V8 that sounds more like a wheezing milkshake maker, the glass shatters and the illusion breaks with it. But when you’re on one of Gran Turismo 6’s absolutely gorgeous tracks, fused with the car you’re controlling, attacking apexes with confidence and devouring sectors with steely precision, it’s not hard to see why this series is deservedly regarded as one of the best of its kind, and this one is no exception. GT6's incredible array of tracks and fantastic driving dynamics are still being undermined by old series gripes. Incredible tracks Impeccable handling Plenty of racing Mostly poor audio Toothless damage. © 1996-2018 Ziff Davis, LLC. We have updated our PRIVACY POLICY and encourage you to read it by clicking here. IGN uses cookies and other tracking technologies to customize online advertisements, and for other purposes. IGN supports the Digital Advertising Alliance principles. Learn More. Gran Turismo 6: What Polyphony Needs to Do. It's a lean year for racing fans on PS3; how far away is GT6 and how can it improve? 2012 is a lean year for racing fans, particularly on PS3. Outside of kart racers there’s little beyond F1 2012, Need for Speed Most Wanted and Forza Horizon – and the latter is obviously an Xbox exclusive. Gran Turismo 5 continues to be supported by bursts of DLC at random intervals, but what’s really needed is a follow-up. GT is Sony’s flagship racing series and one of its most valuable brands, yet it’s only been spotted once this generation. Gran Turismo needs to get back on the front foot. It needs to become a regular part of the racing game agenda; not a game that descends from Mount Olympus once every six years. Gran Turismo is a series that continues to enjoy incredible commercial success, but it can’t remain idle anymore. This is what Gran Turismo 6 needs. GT6 cannot split its car range between highly-detailed “premium” models with full interiors and HD “standard” versions of PS2-era cars. It didn’t work in GT5; it was a horrible solution. Dividing the cars into two tiers of quality is a poor idea. Over on Xbox 360 Forza Motorsport 4 car nuts now have almost 700 highly-detailed cars, all with interiors. GT fans deserve the same. Sony and Polyphony need to find a way, and a development partner to help do so if need be. A livery editor, combined with extensive customization options, empowers your community to build the cars they want without you. It allows them to take stock models and turn them into classic or contemporary racing cars, or rallying legends. It allows them to craft movie replicas, or beat up old wrecks, or even artistic originals. A livery editor supports global car culture. People can build and buy designs that are relevant to them and their interests. GT6 needs one, and it needs the in-game economy that comes with it. What you get in GT5, and what it can look like in its nearest competitor. The whole concept of “paint chips” should have been patched out of GT5 in the first update. It’s ridiculous. Making paint colours a one use item and forcing players to earn them is brain-numbingly dumb. GT6 should not be saddled with this system. Trapping vehicles behind driver levels is a dud idea too. Driver levels make sense for career progression, but they do not make sense for car purchasing. If players have the credits to purchase a car, let them purchase it. On that note, ditch the used car lot in favour of a classifieds-style system. Used cars are one of GT’s cute idiosyncrasies and it’s actually kind of cool to get an old car with miles on the dial and need to recondition it to bring it back to new. But don’t hide the bulk of them; let people buy the ones they want when they want. GT6 shouldn’t be full of ways to stop people buying the game’s cars. Audio is the one department GT needs to rapidly evolve. Engine notes need to be re-recorded, remixed or both; they sound false and electronic. There’s no snarl; no bark. The GT series may have historically been ahead of the curve in many areas, but sound is not one of them. There are 1000 cars in GT5. Whether GT6 has more or less, they have to all be drivable outside of GT Mode. There is little point to shipping with so many cars hidden away inside the code where few of them will ever be driven. Every car in the game should be drivable in Arcade Mode. GT5’s car list is long but it’s flawed. It’s insular, it focuses on quantity over quality, and it was out-of-date the day GT5 was released. Check out the following graphs. As you can see, GT5 is dominated by Japanese cars. The huge commitment to Japanese vehicles creates huge holes in GT5’s international line-up. But it’s a Japanese game, right? This is the breakdown by territory of the cars featuring in Forza Motorsport 4, GT’s Xbox 360 equivalent. It may be developed in the US but it’s a far more global game. GT6 can’t make the same mistakes that GT5 did regarding the car list. It can’t continue to ignore the kinds of cars from Europe, the US and elsewhere that are making their way to its competitors in droves. It needs a better range of cult classics from around the globe. For a series that tends to get track selection so right (with Spa recently added and Bathurst's Mount Panorama rumoured to be joining the list in GT6) Polyphony's approach to cars outside of Japan isn't as comprehensive as it should be. It can’t make do with manufacturer line-ups that tap out a few years before the release of the game. When GT5 launched the newest BMW in the game was from 2008, the newest Aston Martin was from 2006 and the newest Pontiac and Holden was from 2004. Those are just a few broad examples. That can’t happen again. GT6 needs to be fresh. Motorheads expect something more recent than a 2007 Ford Mustang in a game released in 2010. People expect the fastest production car in the world to be in a GT game, or at least the second fastest (as of now, neither are). People expect more . GT should also not continue to go without the several world-famous brands it’s still missing. Koenigsegg. Gumpert. Ascari. SSC. Saab. Radical. Noble. Even Porsche. If Microsoft and EA can make nice for a Porsche sublicense for Forza, why can’t Sony do the same? Two words: combo pack. Anybody who buys GT6 on PS3 gets a copy on Vita, one that they can play on the go and transfer their progress between their Vita and their PS3. PS3 owners certainly could be forgiven for hoping for an official Gran Turismo 6 announcement a few weeks back at E3; the game is certainly in development. Unfortunately none was forthcoming. Given the precedent set by Gran Turismo 5’s lengthy development time it’s admittedly unsurprising, but GT fans don’t want GT to vanish again. Announce it at this year’s TGS. Give GT fans something to put on their calendars. Start the discourse around GT6; tell us what you’re focusing on and let fans worldwide push back with their most pressing requests. GT fans: what do you want most out of GT6, and when do you want it? Titan One. Turn your controller into a fully Modded Rapidfire Controller! Add all your favorite MODs (GamePacks) to your controller without voiding the warranty! Rapid Fire, Anti-Recoil, Auto-Spot, Quick Shot, Drop Shot, Secondary Rapid Fire, Jump Shot, Auto Reload, Easy Sprint and much more! No chips to install, no tools required! With a full selection of MODS at your fingertips, Titan One is perfect for the gamer looking to add an extra edge to their game. Crossover - Use any compatible controller on any supported console! Use any compatible controller on any supported console. Xbox 360 Controller on your Xbox One, Playstation 4 Controller on your Xbox 360, Wiimote Controller on your Playstation 3. The crossover feature allows you use your favorite controller on the PS4, XBox One, Nintendo Switch, PS3, XBox 360, PS TV, Android, PC, Xbox One Streaming App and PS4 Remote Play. The possibilities are endless! Keyboard & Mouse, Steering Wheels, Flight Stick, Fightstick Support! Would you rather use a Keyboard & Mouse on your console instead of a controller? Using the Titan One and the MaxAim DI plugin is easy and allows you full control over your games using any keyboard and mouse! MaxAim DI is able to provide the best as possible mouse translation for console games. You can adjust all existing mouse parameters to achieve a PC like movement. MaxAim DI is also capable of translate and send to the Titan One the inputs of any PC compatible gaming device, such as Steering Wheels, Fightsticks, Flight Sticks, Accessibility Devices and so on. Just configure the the inputs of your controller on the MaxAim DI layout and you are ready to go! Visual Scripting Interface – GPC Blocks. The Visual Scripting Interface allows users without programming skills to create their own custom MODs and features for controllers using visual elements. By dragging and dropping GPC Blocks to a blank canvas, the user can create simple and complex modifications visually, without writing a single line of code. The result can then be tested and stored into one of the 9 available memory slots for use in-game, with the click of one button. Titan One is the second generation of cross-compatibility gaming device ever created for video game industry. Updated with the latest features available on the current consoles, the Titan One is ready to be used on your PlayStation 4, Xbox One, Nintendo Switch, PlayStation 3, Xbox 360, PlayStation TV, PC, Steam, Android Devices, as well as with Xbox One Streaming App and PS4 Remote Play. With the Titan One you have all the features found in expensive modded controllers plus full customization of button layouts. You can use any compatible controller on any supported console, including the use of PC compatible gaming devices such as keyboard, mouse, steering wheels, fightsticks, flight sticks on your gaming consoles. The Titan One is an all-in-one gaming device with free firmware and software updates, making it an unbeatable value for money! The Titan One PCB (printed circuit board) was designed and configured to maximize the circuit stability, even at the most extreme operating conditions. It also features dedicated layers for power delivery, ensuring the gamepads and accessories will receive all the power they need. In addition, the Titan One device comes equipped with an RGB LED backlight, which can be used to illuminate any color chosen by the user or can be set to mimic the gamepad "Player LED's". This option can be very handy when the controller in use does not have the "Player LED's", such as the XBox One controller; in this case the GamePack settings can be visually seen by using the Titan One's backlight. With the new bootloader, the Titan One device will not break even in the event of power loss during a firmware update. The firmware recovery procedure is now much simpler and requires just a single step to be accomplished. The firmware was developed to deliver the lowest response time possible, in some cases the Titan One device can even reduce the original response time of the controller. The response time will never be higher than 1 in-game frame, ensuring the commands you perform on controller will act exactly at the same frame you are seeing on the screen. Gran Turismo 6 Vs Forza Motorsport 5: Next-Gen Graphics Leap Is Obvious. Next-gen is here. it's now the new generation of hardcore console gaming (and some casual gaming, too, if you're into that sort of thing). While the Xbox One and PlayStation 4 have seemingly stumbled out of the gate like a drunk and disorderly Amanda Bynes, the reality is that there is a remarkable difference in the graphical leap from seventh gen to eighth gen, even if some games don't seem like it. Despite Forza 5 not living up to its own E3 build, failing harder at parity than Charlie Sheen sticking to a vow of celibacy while visiting a convent, the 1080p still shows through even on a YouTube video where the anti-aliasing is definitely cleaner than Gran Turismo 6 – as should be expected given the hardware spec bump of the Xbox One. You can clearly see that the edges and corners of the map and objects in Forza 5 have some MSAA going on, where things within the immediate view of the player are smoothed out to clean and pristine like the childhood career of Lindsay Lohan. Both games also suffer from a lack of real-time particle effects and track debris. Opposite of Project CARS , there are no small pebbles, strands of grass or other minor graphical effects in play in either game. It's funny because Project CARS makes up for barely a fraction of either game's budget but just runs absolute circles around both in terms of graphical immersion, effects and the quality of the visual presentation. Please select your country / region. Asia Pacific. North America. Latin America. Middle East. Gran Turismo 6. Introduction. For the 15th Anniversary of the Series: Vision Gran Turismo. Including more than 1200 cars. More than 120 cars have been added to the lineup, putting the number of available cars to 1200-plus. The large selection of cars include those from the popular FIA GT3 category, which have become the mainstay of GT racing today. Includes 40 Locations, 107 layouts. In addition to new tracks such as Mt. Panorama, Silverstone, Brands Hatch, Willow Springs Raceway and Red Bull Ring, original tracks including Apricot Hill and Mid-Field Raceway have made a comeback in this version of the game. In addition to official Seasonal Events, an Open Lobby invites players to race online and communicate with others, Among the features offered are quick matches with preset regulations for easy online matching and racing, as well as community sites where players can form their own clubs to create and enjoy race events. Career Mode. In this main facet of this game where players begin from the entry level and gradually acquire higher level licenses, a new system has been introduced where players collect ‘stars’ to progress, allowing those with different skill levels to enjoy the game at their own pace. Many types of events have been made available, including those where the weather conditions change continuously and recreate the feeling of endurance races in a much shorter period of time. Winning events will award in-game credits that can be used to purchase cars and parts. B-Spec mode, where an AI driver races for the player, has been implemented in all Career Mode race events. You can use B-Spec for races that you may find difficult completing, such as some of the longer endurance races. Or you can use it when you just want to enjoy watching a race. B-Spec can be selected from the Quick Menu displayed before the start of an event race in Career Mode. Product Detail. Related Links. Manufacturers, cars, names, brands and associated imagery featured in this game in some cases include trademarks and/or copyrighted materials of their respective owners. All rights reserved. Any depiction or recreation of real world locations, entities, businesses, or organizations is not intended to be or imply any sponsorship or endorsement of this game by such party or parties. "Gran Turismo" logos are registered trademarks or trademarks of Sony Interactive Entertainment Inc. Please select your country / region. Asia Pacific. North America. Latin America. Middle East. Select Category. Gran Turismo 6 Online End of Service. On 28 March 2018 at 12:00 UTC, the online services of the PlayStation®3-exclusiv. Special Holiday Seasonal Events. As a "Thank You" to our Gran Turismo 6 players, we will again be hosting a “New . GT6 Track Path Editor // Update Details (1.0.2) An update has been released for the Track Path Editor app. The Track Path Editor. GT Academy 2015 European Winner Announced. France’s Roman Sazarin took the top honors at the GT Academy 2015 European Race . Jose Gerard Policarpio from Philippines becomes first-ever GT Academy Asia winner. Silverstone – 20 August, 2015: Jose Gerard-Policarpio from the Philippines has w. Matthew Simmons from Australia crowned 2015 GT Academy International Champion. Silverstone – August 12th, 2015: Matthew Simmons from Australia made his motorsp. The Cunningham C-4R Wins the Gran Turismo Trophy. The 65th Pebble Beach Concours d’Elegance was hosted on August 16th (local time). Update of the Goodwood Hillclimb and Mazda LM55 Vision Gran Turismo, in line with the Unveiling Event for the 2015 Festival of Speed. On the evening of June 25th (Local Time) in West Sussex of the UK, an unveiling . Introducing the SRT Tomahawk Vision Gran Turismo. The SRT Tomahawk Vision Gran Turismo has been released on "Gran Turismo 6", avai. PEUGEOT Vision Gran Turismo Announcement Event. On June 5th, 2015 (local time), PEUGEOT hosted the "PEUGEOT Vision GT Experience. SRT Tomahawk Vision Gran Turismo Revealed. On June 2nd, 2015 (local time), FCA (Fiat Chrysler Automobiles) US LLC announced. GT Academy 2015 - Get the Nissan GT-R LM NISMO in the final qualification round! Round 4 of GT Academy 2015 online events is now available within the PlayStation. Manufacturers, cars, names, brands and associated imagery featured in this game in some cases include trademarks and/or copyrighted materials of their respective owners. All rights reserved. Any depiction or recreation of real world locations, entities, businesses, or organizations is not intended to be or imply any sponsorship or endorsement of this game by such party or parties. "Gran Turismo" logos are registered trademarks or trademarks of Sony Interactive Entertainment Inc.

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