- 970
- AUSTRALIA
- ENERGIYA--V2
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Article from PLAYSTATION - Official magazine - Australian
------------------------------
Rather than ask our question aloud, we hand Kazunori Yamauchi's translator an open text document on a phone. It's an unorthodex approach, but the question is so important, and left field, we can't risk any part of it becoming lost in translation.
The other information-hungry international journos in the room are instantly curious - possibly even a little miffed by the secrecy. This mild concern ratchets up to 'scoop, high alert' when the translator's stoic composure weakens and he allows himself a short chuckle and a shake of his head.
He turns to a smilling, slightly bewildered Yamauchi and poses the question to him in japanese. we watch as the lead designer's grin widens a little bit more with every word that is understood. The question?
"Every year HOLDEN and FORD fans get together in a small country town for the BATHURST 1000 to fight, drink and watch cars race. Have you heard of it?
What Australian cars do you have in GT5 that might keep them from killing each other?"
After repeating the question in English and getting quite a few laughs around the room, The translator hands out Yamauchi's response.
I do want to put as many HOLDEN cars and other Australian models into the game as possible but Australia happens to be quite far from Japan. It's actually hard to get our staff over there to do a lot of the testing that we need to do. We're gonna keep making an effort to get there.
"And I've always heard about the chaos that goes on at the Bathurst track and i actually have a dream to maybe one day participate in one"
Honestly, we get the impression that the big man appreciated a different style of question rather than two dozen people asking him boring variations of: " So, why did this game take so long?" This theory gets confirmed when question time wraps up and Yamauchi and his translator seek us out in the crowd to shake our hand while sporting grins larger than most SUV grills.
Yamauchi is a consummate car nut and one hell of a pleasant guy. and let's face it; He's got a lot to be smiling about. After six years in development, two prick-teasing demos and US$60 million dollars spent - Yamauchi is f-i-n-a-l-l-y given the green light of his motorsport magnum opus.
All that extra time and energy has been spent very wisely it seems, Yamauchi tells us that GT5 will have over 1000 cars in it's garage. Over 800 of these fall into the standard cars category, witch offers a slew of sensual sports cars and many returning favourites from the G games from yesteryear. Dispite the nomenclature, thay still look great.
The remaining 200 will be premium class cars, each ane intricately reproduced with every detail to send shiver of joy down the spine of the most obsessive-compulsive petrol head.
Like we said, this isn't to say the standard cars are some sort of visual slouch. It's just that the premium cars offer little extra touches of detail like fully recreated interiors, rendered undersides, the ability to use high or low beam lights and full, panel-shredding damage in fender benders.
Standard cars feature only very basic interiors hidden by darker tinted glass, one headlight setting and cosmetic damage is limited to dirt, scratches and dents.Still, both standard and premium cars feature horns, reverse lights, mechanical damage and the ability to roll over during wrecks.
Yamauchi is so proud of the premium cars he sheepishy informs us that he, perhaps, went a little overboard in there construction. He suggests that they could easily be used for a PS4 version of GT ( assuming such a wondrous machine and game existed ). Looking at the comparison shots between real life and in-game models it's hard to disagree.
Outside of your automobile, the visuals are just as seductive. GT5 now sports a brand new debris system that has your tires flicking up dirt and grass, along with other visual perks such as smoke illumination and colliding sparks, in truth, we saw pretty much every game at E3 - from all three camps - and this was the visual belle of the ball.
It's evan more so when yo factor looking at in 3D, or looking at it in 3D along with the PS eye camera accurately tracking your head movements and replicating it in-game. The depth in the latter ( especially in the cockpit view ) is samething you need to see to fully believe.
Yamauchi's seduction of our eyeballs continued unabated when he showcased a bunch of new circuits, including Toscana, a taxing dirt track with a draw-distance to die for, and Rome, a track familiar to GT fans - only now it's based around the colosseum. Last but certainly not least, there's meticulously crafted Top gear track that features a nasty, figure eight setup that should cause more fatel crashes than a porn school billboard.
------------------------------
Article from PLAYSTATION - Official magazine - Australian
------------------------------
Rather than ask our question aloud, we hand Kazunori Yamauchi's translator an open text document on a phone. It's an unorthodex approach, but the question is so important, and left field, we can't risk any part of it becoming lost in translation.
The other information-hungry international journos in the room are instantly curious - possibly even a little miffed by the secrecy. This mild concern ratchets up to 'scoop, high alert' when the translator's stoic composure weakens and he allows himself a short chuckle and a shake of his head.
He turns to a smilling, slightly bewildered Yamauchi and poses the question to him in japanese. we watch as the lead designer's grin widens a little bit more with every word that is understood. The question?
"Every year HOLDEN and FORD fans get together in a small country town for the BATHURST 1000 to fight, drink and watch cars race. Have you heard of it?
What Australian cars do you have in GT5 that might keep them from killing each other?"
After repeating the question in English and getting quite a few laughs around the room, The translator hands out Yamauchi's response.
I do want to put as many HOLDEN cars and other Australian models into the game as possible but Australia happens to be quite far from Japan. It's actually hard to get our staff over there to do a lot of the testing that we need to do. We're gonna keep making an effort to get there.
"And I've always heard about the chaos that goes on at the Bathurst track and i actually have a dream to maybe one day participate in one"
Honestly, we get the impression that the big man appreciated a different style of question rather than two dozen people asking him boring variations of: " So, why did this game take so long?" This theory gets confirmed when question time wraps up and Yamauchi and his translator seek us out in the crowd to shake our hand while sporting grins larger than most SUV grills.
Yamauchi is a consummate car nut and one hell of a pleasant guy. and let's face it; He's got a lot to be smiling about. After six years in development, two prick-teasing demos and US$60 million dollars spent - Yamauchi is f-i-n-a-l-l-y given the green light of his motorsport magnum opus.
All that extra time and energy has been spent very wisely it seems, Yamauchi tells us that GT5 will have over 1000 cars in it's garage. Over 800 of these fall into the standard cars category, witch offers a slew of sensual sports cars and many returning favourites from the G games from yesteryear. Dispite the nomenclature, thay still look great.
The remaining 200 will be premium class cars, each ane intricately reproduced with every detail to send shiver of joy down the spine of the most obsessive-compulsive petrol head.
Like we said, this isn't to say the standard cars are some sort of visual slouch. It's just that the premium cars offer little extra touches of detail like fully recreated interiors, rendered undersides, the ability to use high or low beam lights and full, panel-shredding damage in fender benders.
Standard cars feature only very basic interiors hidden by darker tinted glass, one headlight setting and cosmetic damage is limited to dirt, scratches and dents.Still, both standard and premium cars feature horns, reverse lights, mechanical damage and the ability to roll over during wrecks.
Yamauchi is so proud of the premium cars he sheepishy informs us that he, perhaps, went a little overboard in there construction. He suggests that they could easily be used for a PS4 version of GT ( assuming such a wondrous machine and game existed ). Looking at the comparison shots between real life and in-game models it's hard to disagree.
Outside of your automobile, the visuals are just as seductive. GT5 now sports a brand new debris system that has your tires flicking up dirt and grass, along with other visual perks such as smoke illumination and colliding sparks, in truth, we saw pretty much every game at E3 - from all three camps - and this was the visual belle of the ball.
It's evan more so when yo factor looking at in 3D, or looking at it in 3D along with the PS eye camera accurately tracking your head movements and replicating it in-game. The depth in the latter ( especially in the cockpit view ) is samething you need to see to fully believe.
Yamauchi's seduction of our eyeballs continued unabated when he showcased a bunch of new circuits, including Toscana, a taxing dirt track with a draw-distance to die for, and Rome, a track familiar to GT fans - only now it's based around the colosseum. Last but certainly not least, there's meticulously crafted Top gear track that features a nasty, figure eight setup that should cause more fatel crashes than a porn school billboard.
------------------------------