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This is the discussion thread for an article on GTPlanet:


It's (more) realistic compared to something like outrun, f-zero and other games from that era, not like "your car drives likes this in real life"i cant even imagine PS1 game having realistic handling , would be that even possible at that time?![]()
There was a port of Papyrus' NASCAR Racing to PS1 with 1996 roster, so maybe that?i cant even imagine PS1 game having realistic handling , would be that even possible at that time?![]()
There was a now largely forgotten Gran Turismo rival on the PS2 called Enthusia that had much more realistic driving physics than any GT title at the time. Great game but hard to play for any casual gamer. A victim of its own success (as a driving simulator) as it largely sunk without a trace.i cant even imagine PS1 game having realistic handling , would be that even possible at that time?![]()
I think it's best to remember these are PS1 and 2 games we're talking about. Meaning with no triggers there's no good way to have three simultaneous analog inputs for steering+accelerator+brake.There was a now largely forgotten Gran Turismo rival on the PS2 called Enthusia that had much more realistic driving physics than any GT title at the time. Great game but hard to play for any casual gamer. A victim of its own success (as a driving simulator) as it largely sunk without a trace.
That was the real issue with Enthusia. Unless you used a wheel.I think it's best to remember these are PS1 and 2 games we're talking about. Meaning with no triggers there's no good way to have three simultaneous analog inputs for steering+accelerator+brake.
So even if the underlying physics were realistic, playing them wasn't because, for the 99.9% of people playing on a controller, your only possible pedal inputs were either X and Square (pressure sensitive, but you'd need impossibly fine motor control) or the right-analog stick (you can't trailbrake).
A game that didn't work with those inputs at the time wasn't "realistic", it would just be a bad game.
Of course with Shu specifically referring to the first game, there were originally no analog sticks.I think it's best to remember these are PS1 and 2 games we're talking about. Meaning with no triggers there's no good way to have three simultaneous analog inputs for steering+accelerator+brake.
So even if the underlying physics were realistic, playing them wasn't because, for the 99.9% of people playing on a controller, your only possible pedal inputs were either X and Square (pressure sensitive, but you'd need impossibly fine motor control) or the right-analog stick (you can't trailbrake).
A game that didn't work with those inputs at the time wasn't "realistic", it would just be a bad game.
By the time the first Gran Turismo was released, in December 1997 in Japan and May 1998 in the West, several analog controllers were already available.Of course with Shu specifically referring to the first game, there were originally no analog sticks.
I'm quite glad of his input. Even with the toned-down realism I still crashed a lot with that first game. It was quite the experience coming from Ridge Racer.
No fancy stuff for me, I was one of the digital OGs who played stickless on one of theseBy the time the first Gran Turismo was released, in December 1997 in Japan and May 1998 in the West, several analog controllers were already available.
The NeGcon controller, released by Namco almost at the console's launch, had an analog twist joint and 3 pressure-sensitive analog buttons that allowed for simultaneous analog control of steering, acceleration, and braking.
Sony had already launched the Dual Analog controller in 1997 with a dual-stick configuration, and in just about a year, it was replaced by the DualShock, which added vibration functionality to the 2 analog sticks and was included as the default controller in console bundles from that year onwards.
The majority of PlayStations sold included the DualShock (approximately 70% of PlayStations had the DualShock as their default controller).
The first Gran Turismo had specific control profiles for both the NeGcon and the Dual Analog, and GT2 was already designed with the DualShock in mind.
You most certainly CAN trailbrake with the right analog stick.or the right-analog stick (you can't trailbrake).
I would read differently. Without the success of Gran Turismo, AC and iR likely don't come to console.It's a sad that Kazunori forgot he wanted to create a top-tier simulator and ended up giving the niche away to titles like Assetto Corsa and iRacing. I also hate the claim that "realistic = difficult". It all depends on how controllers and driving assists are implemented. Take the first Assetto Corsa as an example — if you download gamepad assist mod, it becomes no harder to play than Forza Horizon.
I feel so seen!Of course with Shu specifically referring to the first game, there were originally no analog sticks.
I'm quite glad of his input. Even with the toned-down realism I still crashed a lot with that first game. It was quite the experience coming from Ridge Racer.
Atari Night Driver would like a word . . .So weird seeing a game controller without joysticks. Definitely takes me back in time with that.
Gran Turismo effectively created the genre of the "Driving Game" on console.
This immediately took me back! Thank you for the trip!
First off - full marks for Armitage III. Full marks.What Gran Turismo did (very successfully and to their absolute credit) was codify and extremely popularize the Gran Turismo-style gameplay loop after a handful of developers had toyed with the fringes of that kind of progression structure at much smaller scale (Rage Racer, Road Rash and even Super Hang On).
Remember when Kaz said car sounds were too realistic? To players, the cars sounded like "washing machines". Remember those complaints?I don't really know why this is newsworthy.
What else is there to report on when there's an update drought?I don't really know why this is newsworthy.
I don't recall Takara, but I do recall AutoArt:even on one occasion, Takara's copyright mark slipped into the textures of the undercarriage of a car in GT5