KY interview: "I'm still not sure they'll be too keen on seeing their cars roll over"

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http://www.topgear.com/content/features/stories/2008/04/stories/13/1.html

Kazunori Yamauchi: "It's always been cars first and gaming second"

Gaming god Kazunori Yamauchi reveals why Gran Turismo 5 Prologue is the most spectacular GT instalment yet

Gran Turismo creator Kazunori Yamauchi is, as you might expect, a geek. Not a gaming geek, though. A car geek.

"For me, it's always been cars first and gaming second," says Kazunori, fresh from putting the finishing touches to GT5 Prologue, the latest instalment in the Gran Turismo franchise. "Give me the choice between a day on the track and a day on the Playstation, and it's the track day every time."

Correct choice, Kazunori-san. That's no idle assertion to pacify Top Gear, either - Kazunori is renowned as a seriously quick track driver, and he admits slightly sheepishly that his garage back home in Japan includes a Honda S2000, Nissan 350Z, Porsche GT3 and a Mitsubishi Evo V. Oh, and a Merc SL55 AMG. A pretty full collection, then? Apparently not.

"I'm not even close to owning all the cars I'd like to," says Kazunori. "My dream garage would have to include... well, a Ferrari 330 P4, a McLaren F1 and the new Nissan GT-R."

Ah yes, the GT-R. Nissan's Skyline (OK, it's not called the Skyline any more, but Kazunori repeatedly refers to the GT-R by its old name) has been intimately intertwined with the GT franchise over the past 10 years - in fact, 48 different Skylines have appeared in the various iterations of the game.

"We've got so many cars in the game that are absolute gems - the Ferraris, for example," muses Kazunori, glancing up at a giant screen with Nissan's Godzilla rendered lifesize across it.

"Next to them, the GT-R is the ugly duckling among the swans. But it's still a special car for us. For a start, we were involved in the car's development [Kazunori worked on the in-car information screens, and was given a GT-R for his efforts], and the timing of the game and the car have run closely together. So we were always going to be partial to it."

The GT-R is one of 71 cars in GT5 Prologue, each recreated in terrifyingly accurate detail. 'Lifelike' is a term bandied round too readily in the gaming world, but trust me: Prologue is worryingly, flinchingly realistic.

At the official launch, a video splicing together in-game clips and real-world footage had the TG team transfixed for a good 20 minutes as we tried to separate the real and the virtual. We'd had a couple of beers, true, but still...

"As an example, the amount of effort and information required to create a whole car in GT4 is equivalent to one headlight in GT5 Prologue," says Kazunori. "We've modelled the bulb, the lens, the reflection, everything. We got headlights shipped from the manufacturer and dismantled them."

Now I'm beginning to understand why the GT team takes six months to build each car. With limited time, they had to select the most important cars to put in Prologue, which means there's a spectacular array of Ferraris - including the 2007 F1 car (oh yes) - alongside a smattering of Japanese and European supercars. And a Suzuki Cappuccino. Eh?

"Of course, we couldn't put in every car we wanted to," admits Kazunori guiltily. "We try to include everything that the users have asked for, but some cars - yes, like the Cappucino [a tiny, underpowered kei car] - are personal favourites."

Told you he was a car geek. Expect plenty more left-field surprises when GT5 proper arrives: the rumour is that the full game will feature some 900 cars.

"Prologue is the halfway point of what we want to do with the game," says Kazunori. "The other half is our homework from now on."

That homework includes something that GT fans have demanded for, well, ages: damage. As in smashing, crumpling bits of car.

In previous GT instalments, manufacturers have put the kibosh on in-game damage to their cars - bad publicity, apparently - but in the full GT5 you'll be able to dent and mangle the cars to your heart's content. I ask Kazunori if it's a sign of the increasing power that the GT franchise wields.

"Manufacturers are now coming to us, asking us to add their cars to the game, so we're seeing less resistance to in-game damage from the manufacturers," he answers diplomatically. He hesitates. "I'm still not sure they'll be too keen on seeing their cars roll over, though."

There'll be a lot more to GT5 than just flying shards of metal and carbon fibre, though. Like the Top Gear test track.

As we told you back in October, you'll be able to take on the famed corners of the Hammerhead, Gambon and the rest - something Kazunori is relishing. "I'm all set to drive the Top Gear test track," he says with a competitive glint in his eye. "I'll be out to win, even if I'm up against the Stig."

Beating the Stig in his own backyard? Car geek or not, that's quite a challenge. Roll on GT5...
 
No one can beat me.
 
Thats preety cool. I would really love to smash one of these cars into a million differnt parts. online is going to be a differnt playing feild when this is added.
 
The long lasting benefit of damage is the challenge it provides.

Damage the body or lose a wing and lose 2-5 mph off your top speed

Damage will also punish fast but wreckless drivers, which means more wins for clean drivers like myself and most of GTP
 
We'll see how it works out when they release it.
 
Can't wait to the moment when bouncing retard will break his cooler and end the race, but I could only repair my rear bumper after race!
 
I was just about to post thss myself. bit of luck I looked first :)

I love the bit about modelling headlights. Now that is attention to detail. At some point you would have thought it would have made more sense to ask the manufacturers for their 3D models/renders to save the GT team having to do them themselves.

And I'd forgotten about the addition of the Top Gear test track. I guess all the excitment of GT5P being released has rendered my long term memory useless :D
 
I love the point about car rollovers. Does that mean we get flipping cars ? Oh yes, it seems so :D
 
Good interview. And though it might not be a surprise to some, the fact that 900 or more vehicles are expected for GT5 is fantastic.
 
i dont think that there will be 900+ cars with this level of detail. but 400 or 500 with damage, details, and weather would be great
 
I don't think PD would have enough time to work on 900+ cars before the launch of GT5, instead there should be additional car packs that can be added as a form of DLC. Heard from another interview before, it took take them 6 months to complete a single car, with a team of 40 people...!

By the way, nice interview there! 👍
Can't wait to see what PD can do with the damage system. :D
 
It just seems that KY is saying more than what the team might be able to do. I'm not sure if you can implement damage on all those 900 cars, let alone model all of those before Dec 2009.
 
I very much dont think that GT5 will have cars that flip they would have to get all manufacturers to sign and pay them more money and it would deem there cars unsafe and its one of the closes driveing sims, and people could find this a off putting and the manufacturers might be worried about sales, damage on the other hand is on the board has as far as i know.

But who knows maybe , maybe not

Nah, the car companies have got to be confident that its not the car and clearly show that its the driver who made their car flip. :sly:
 
you know that the team will at least try to convince the manufactures to allow it. It adds to the realism and if KY even mentioned it in his interview, you know it was on his mind.
 
"We've modelled the bulb, the lens, the reflection, everything. We got headlights shipped from the manufacturer and dismantled them."

what's next? :lol:
 
Nice find scandisk 👍

Can't wait to get an extremely over priced car round the Test track :D
 
I hope PD releases the game with a great number of cars, totally modeled for crashing, with loose bumpers, tire punctures, and lot's of sparks flying off :p

Later on they can add the rest of the cars, in small doses. Just don't make me wait too long for GT5!
 
Damage and perhaps flipping over (-> totalling) just defenately be in the full game, just for the risk factor.

Look at this vid. The car goes into oversteer, it's been corrected too late en well, you can see the result :)

 
I just want to smash a Ferrari (LOL. Yes I'm crazy).
Especially that F40.
 
It seemed like a good idea to merge these two threads together, since they are both currently active.
 
Damage and perhaps flipping over (-> totalling) just defenately be in the full game, just for the risk factor.

Look at this vid. The car goes into oversteer, it's been corrected too late en well, you can see the result :)


Ouch!
I would love to see that happen to the idiots online who can't race properly.
I would stop my car and laugh. :lol:
 
Ouch!
I would love to see that happen to the idiots online who can't race properly.
I would stop my car and laugh. :lol:

Don't forget you can honk your horn at them too!
 
Don't forget you can honk your horn at them too!

Now I know why Logitech decided to implement a horn in the new Driving Force Pro wheel.
Makes perfect sense.
They have been planning this in secret the whole time. :dopey:
 
Flipping cars - modelling the bottom a car, bits and piece falling off a car in a crash - modelling the engine, the boot, the car without fender, splashboards, windows, etc. ... !


👍



:)

We are still missing one thing, cars getting dirty, wet etc...
 
It seemed like a good idea to merge these two threads together, since they are both currently active.

I love seeing the new guys in action.

Please delete this completely off topic post if you need some practice.
 
I'm also really sick of cars not flipping in GT. A crash in GT has looked the same since the first game! :ouch:
 
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