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@wolfe: all your arguments are valid, GT5 is not a simple racing game that anyone can just settle and play. Granted I've been playing since the very first GT and til now I still can't get all gold in the licences, like many of the better players here.
as for the lift-off oversteer, I agree as well, in some cars they behave that way (think TG's 2nd test in the elise w/ comfort hards) in other case not really. I was watching Keiichi Tsuchiya's drift bible sometime back as he was explaining how the different drifting styles, and one of them was the lift off oversteer which involves weight transfer of the car.
The game as it is, is plenty realistic while still being playable, the licence tests in GT5 acts pretty much as lessons for the newbies to the series, by getting bronze, one can start playing the game, not easy but definitely doable.
As for this
"You'll never relive the entire experience of driving a car in any virtual format (at least with current technology), but you're not listening to unv412 when he tells you that other games give him the "approximation" of reality he craves. That's why it shouldn't take another 9 years for PD to accomplish what we seek -- others have been doing it for years."
That is why there are different racing games or simulations that cater specifically to these people, I remembered when rallying was introduced to the GT series. People who played sega rally was complaining because it was not as easy to get into, while people who played any of the codemaster's rally games was saying....bah, not realistic. One game with over 1000 cars and so many tracks including custom ones at this moment will not be able to accommodate or dare i say cater to so many different kinds of vid game players and racing simulation enthusiasts at the same time. It is difficult enough to try and simulate the different surfaces (tarmac, gravel, snow) react with the different types of tires within a single programming algorithm (I hope this is the correct word) in GT.
"When the braindead AI pits you and sends you spinning into a barrier facing the wrong way, would you rather...
A. Make a time-consuming Y-turn to face the right way because your powerful RWD car can't spin around like it would in real life
B. Drop the clutch and pull a quick 180 burnout to jump back into the race"
For some reason, each time this happens to me in an RWD in the game, all I did was turn the wheel to the right way, hold the gas n brake, release brake and blamo it turns of course depending on the variables i do get different reaction sometimes (LSD, slope, surface)
"Your call. Also, as is pointed out time and time again, it's "the Real Driving Simulator." If Kazunori wanted to create the ultimate racing simulator, GT would be a very different game."
Your above point sums it best, I completely agree it is the Real driving simulator, what I'm trying to say is that many people here wants it to the ultimate racing simulator which it isn't and hopefully will never will be.
Peace....
as for the lift-off oversteer, I agree as well, in some cars they behave that way (think TG's 2nd test in the elise w/ comfort hards) in other case not really. I was watching Keiichi Tsuchiya's drift bible sometime back as he was explaining how the different drifting styles, and one of them was the lift off oversteer which involves weight transfer of the car.
The game as it is, is plenty realistic while still being playable, the licence tests in GT5 acts pretty much as lessons for the newbies to the series, by getting bronze, one can start playing the game, not easy but definitely doable.
As for this
"You'll never relive the entire experience of driving a car in any virtual format (at least with current technology), but you're not listening to unv412 when he tells you that other games give him the "approximation" of reality he craves. That's why it shouldn't take another 9 years for PD to accomplish what we seek -- others have been doing it for years."
That is why there are different racing games or simulations that cater specifically to these people, I remembered when rallying was introduced to the GT series. People who played sega rally was complaining because it was not as easy to get into, while people who played any of the codemaster's rally games was saying....bah, not realistic. One game with over 1000 cars and so many tracks including custom ones at this moment will not be able to accommodate or dare i say cater to so many different kinds of vid game players and racing simulation enthusiasts at the same time. It is difficult enough to try and simulate the different surfaces (tarmac, gravel, snow) react with the different types of tires within a single programming algorithm (I hope this is the correct word) in GT.
"When the braindead AI pits you and sends you spinning into a barrier facing the wrong way, would you rather...
A. Make a time-consuming Y-turn to face the right way because your powerful RWD car can't spin around like it would in real life
B. Drop the clutch and pull a quick 180 burnout to jump back into the race"
For some reason, each time this happens to me in an RWD in the game, all I did was turn the wheel to the right way, hold the gas n brake, release brake and blamo it turns of course depending on the variables i do get different reaction sometimes (LSD, slope, surface)
"Your call. Also, as is pointed out time and time again, it's "the Real Driving Simulator." If Kazunori wanted to create the ultimate racing simulator, GT would be a very different game."
Your above point sums it best, I completely agree it is the Real driving simulator, what I'm trying to say is that many people here wants it to the ultimate racing simulator which it isn't and hopefully will never will be.
Peace....