It's Obelisk's (non–bribery) turn to choose the car to feature this week, and this is something he's been clutching onto for dear life ever since it was added to the game in Update 1.59, the very same update that brought us the C5 Corvette and 812 Superfast.
Those who know him should already know which "car" he chose: the
Suzuki Carry KC '12!
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After two consecutive weeks of the fast and the crazy, let's get back down to earth with the cheapest car in the game, a Keitora!
Fun bit of trivia: the ZR1 from last week has
sixteen times the power of the Carry!
Many of you already know how this review is going to pan out, so let me just skip right to the bread and butter instead of rambling for no reason.
The 2012 Suzuki Carry KC is the same car underneath as the 1999 Suzuki Carry - easily identified by the chassis code for the 10th generation: DA/DB. The Gran Turismo depiction of the Carry is a DA65 (final facelift) with the naturally aspirated K6A and 2WD. Appropriately enough for how GT7 typically handles trim levels, the KC trim for the Carry is the top of the line for the model, packed with features such as power steering and air conditioning. Though, I find it hilarious that a 2010s model still has crank windows.
Like with the Unimog, the Carry highlights a small, but pretty concerning flaw with Gran Turismo: Its primary use case (farm vehicle/pickup truck/etc) is completely non-applicable in the context of the game. The biggest appeal of a kei truck is its versatility without breaking the bank in many, many different aspects: cheap to buy, cheap to run, cheap to maintain, cheap to repair, cheap on gas…
Coming in at 47 HP and 1565 lbs, the Carry is one of the least powerful cars in the game, as well as one of the lightest.
Its modest curb weight is roughly the same as its monstrous relative, the Cappuccino, and sports a very similarly balanced 50:50 axle weight… I suspect this is manufacturer licensing shenanigans, though: the last keitora featured in GT, the Daihatsu Midget II, was shown as 50:50 axle weight when it really is a 47:53. I’m citing the official documents from the Japanese government for my actual Midget II when I say that... No, I’m not doxxing myself just to prove this comment, but know that I sincerely speak the truth here.
The Carry is a body-on-frame truck like the much bigger ones we have access to in GT7, so you can infer some of its handling characteristics from those heavier boys. However, the Carry has zero concessions towards spirited driving, a sharp contrast with the F-150 and Tundra. It’s got more in common with the Unimog than it does with the sport trucks.
On paper, you have a sub-ton FR vehicle with 50:50 axle distribution with a solidly spaced 5 speed transmission. In reality, you have a truck taller than it is wide, with an old-school live rear axle, leaf springs in the rear, drum brakes on all four corners and gears so short that I use my Midget’s IRL shifting points for it.
Which, by the way, are: 25, 45, 65 and 85 km/h [only Carry - this would correspond to a 5-speed swap on the Midget II] respectively when going all out.
So you have a very tall, very boxy truck with no power, sloppy drive and a whole heap of other problems.
It’s absolutely ideal for a one-make race.
I had an absolute blast racing against Vic and Square in the Carrys in the impromptu lobby that popped up on Thursday or Friday of that week.
And adding to that, it’s actually not a bad tuning platform. A fully massaged out Carry will run you very close to 150 HP and only 1376 pounds, making it a very zippy little car for low PP racing.
Unfortunately, as a huge fan of kei cars and keitora, I have to admit that I have a lot of little nitpicks with the car.
Firstly, the car seems to not be set up correctly in the livery editor; decals are often very, very blurry and pixelated when you’re setting up a design. It looks better when you actually save them and run on track, but it makes it hard to have an accurate expectation of the end result. That ‘Stickshift’ decal on my rear window is very, very crunchy in the editor, and it makes it impossible to discern if the letters are actually lined up.
Secondly: The car has no tachometer. This isn’t really an issue in “pancake” (non-VR) mode, since the game’s HUD provides you with a tachometer and shift bar by default, but in VR it becomes incredibly frustrating.
See, one of the flaws when it comes to racing games is that they don’t offer you much of the kinetic feedback you’d expect of a car in motion: The subtle shifts in the road surface, the way cars get nudged around by the wind, and most importantly: the feel of the engine working underneath/near you. With both the Carry and the Midget, the engine is very close to the driver; the thrum of the engine as it works can easily be felt through the seats, steering wheel, and even through the driver’s feet as they rest against the floor of the cab. When you isolate a car like that in a virtual environment, you lose a lot of that imperfection and noise in the feedback from the game. If you’re hard of hearing or deaf (I am the latter), it can make it a nightmare to drive a car like the Carry in VR even with it running a straight pipe/racing exhaust.
Unlike the Unimog, which also suffers from this issue, you actually have a speedometer that you can use to shift by speed…
As long as it’s 120 kmh or lower.
[Screenshot taken from
this MotoGamesTV video.]
This is such a big issue in the Carry that in my league’s ETRC knock-off, I have to run a very specific set of gears so that I can actually use gears 1 through 4 properly, leaving 5th gear as a sort of overdrive for longer straights.
Polyphony, you seriously need to bring back the custom gauges from GT6. That would have been absolutely perfect to roll out with the VR2 update. What in the [truck horn] [Midget II horn] was Kaz thinking with this omission?
Third, as mentioned earlier: These racing games straight up don’t allow you to use these cars for their intended purpose - despite offering the cosmetic options that you would expect for that type of thing.
In fact, only one game I know of right now has both: A] A kei truck, and B] a way to use it for its intended purpose. That game is
Motor Town: Behind The Wheel. And yes, it does also support racing and spirited driving.
The “Dabo” featured in that game is actually a Daewoo Labo - which, by sheer coincidence, is a rebadged Suzuki Carry. Absolutely hilarious that the chips fell like this.
Even more amusingly, Daewoo actually got a badge engineered Suzuki Alto - the Tico, which was based on the 1988 Alto. The car that succeeded the Daewoo Tico is best known as the Daewoo Matiz, or Chevrolet Spark in the US.
What a rabbit hole, huh?
Nitpicks aside - the Carry is actually a really delightful little car to throw around. The very low price (which is accurate to real life used kei truck prices), good power output once upgraded, and general flexibility makes it a surprising sleeper in GT7.
Now… On the topic of actual ownership experience of a keitora: They’re very fun, buzzy little machines. Having had my Midget for over a year now, there’s a lot of things I can call out that kinda break the immersion for me - not in a bad way, but in a “huh, they really haven’t thrown one of these around?” way.
The main thing that I want to call out is that these all come with bench seats. That means that you’re going to get thrown around with high G loads. If you’re especially unlucky and get thrown into one of the doors, that thump against the body of the truck could shift the center of gravity enough to coax two of the tires off the ground.
[Bench seat, as featured on the Midget II - identical to a Hijet seat, and almost identical to the standard seats on the Carry featured in game.]
Polyphony in particular also doesn’t capture a quirky side effect of these kei trucks being so compact: You get feedback from the engine through the steering wheel because of how little there is to buffer against the vibrations. This is an actual feedback feature in Forza Horizon 5, though only when approaching a shift point or redline. In a car like this, you’d feel the engine idling, revving, nearing redline, etc… It’s how I noticed my idle was very, very mistuned at multiple points in time during my ownership of the Midget - I would feel the stumble at idle through the steering.
Now, the game’s Carry has a K6A engine, same as the Jimny, so you can expect that it’s an electronic fuel injected powerplant; meaning the vibrations would definitely be lesser than in something like the Midget II - but you would still feel it due to how little mass is there to insulate against vibrations.
Despite the small appearance of kei trucks, your actual view out of one is almost identical to a typical pickup truck - you’ll be able to look oncoming American pickup trucks in the eye on a public road. You’ll also have shockingly good visibility when looking around, due to how little steel is around you to obstruct your lines of sight. I can actually look out the back of my Midget and see over the edge of the bed, which lets me back it up into spaces better.
VR/non-VR also fails to really capture how small these cars are. The game seems to run on the assumption of the driver being average height in order to enable the digital drivers to fit in everything. Otherwise, you’d have drivers being forced to run with the roof open on the Cappuccino, Beat, Copen and a number of other smaller roadster/convertible types that are modelled with the roof up.
I’m thankful that the Midget is shockingly roomy, but being in a truck like the Carry would
suck. Your right arm is right against the door frame, and there’s no adequate armrest on that door to compensate for the lack of arm room.
The pedals are also especially small - like half the size of the pedals on my T300RS pedal base, meaning anyone who’s driving one of these on a wheel in GT7 is getting a god-tier level of forgiveness when it comes to things like heel-toeing. I’ve tried IRL to turn my foot to blip the gas while braking (contextually, this was dealing with a stumble by trying to rev the engine up to about 2,000 rpm), and the amount of pressure you need on the brake pedal prevents you from doing that well with average shoes.
These light trucks are also extremely sensitive to crosswinds at any vehicle speed over 60 km/h, so the fact that crosswinds in GT7 don’t cause wind buffeting is both an annoyance and a relief. I tell you - the Midget getting wind buffeting is actually more than enough for it to nearly blow out of its current lane if you're not ahead of the 8 ball. It happened to me a few days ago with a cross wind so bad that the sedan behind me almost drove off the road as well.
…And I think I’m gonna shut myself up for now, since talking any more specifically is going to lead to this not being about the Suzuki Carry or keitora in general.
P.S... Due to how gear reductions work, the Daihatsu Midget has a whopping
870 ft-lbs at the wheels in 1st gear. (4:1 1st gear, 5.857 final drive = 37 * 4 * 5.857 = about 867 ft lbs; the actual gear ratio is a little shorter than 4:1, but that's simplifying the numbers.)