- 1,794
- BreakerOhio
I get excited about the chance to test drive other vechicles in real life that are present in GT5P. And when I do drive the cars, I try my best to explore with the cars steering and handling characteristics to compare to what I remember when I'm playing GT5P with the wheel.
It's surreal how close it resembles the feel of driving the cars in real life to the game. Obviously you can't simulate the same G forces nor would you take the same risk you do in the real cars to find out the car's limits like you do in the a simulation game. You can still get a feel of being inside the cockpit and translate the images you see combined with the feedback you notice in the wheel to how well the developers have translated this feeling into GT. It's very good.
The cars that are present in GT5P that I've been in to compare are.
2002 Honda S2000 (RWD red interior just like the Amuse S2000 GT1)
91 Acura NSX (MID) (5 speed)
93 Acura NSX (MID) (5 speed)
97 Acura NSX (MID) (6 speed)
Infiniti G35 (RWD).
BMW 135i (RWD).
Mazda RX7 (RWD)
Mazda RX8 (RWD)
350z (RWD)
And the cockpits of these cars feel great in the game. It's the reverse thinking for me when I get into the real cars. I compare it back to GT. As I drive the cars in real life, I asking myself how close is this car to GT. I try to understand what the developers took from each test drive they had with the real life cars and how they put it into the game. I think they did a fantastic job of recreating the differences in each car.
I think one suggestion for improvement is some kind of head tracking device that can be combined in cockpit view to allow us to have free look in the cockpit. IR sensor or something similar to the Nintendo Wii's controller would be helpful here.
I mixed content from my real life experience with the game here to help align the two experiences together.
It's surreal how close it resembles the feel of driving the cars in real life to the game. Obviously you can't simulate the same G forces nor would you take the same risk you do in the real cars to find out the car's limits like you do in the a simulation game. You can still get a feel of being inside the cockpit and translate the images you see combined with the feedback you notice in the wheel to how well the developers have translated this feeling into GT. It's very good.
The cars that are present in GT5P that I've been in to compare are.
2002 Honda S2000 (RWD red interior just like the Amuse S2000 GT1)
91 Acura NSX (MID) (5 speed)
93 Acura NSX (MID) (5 speed)
97 Acura NSX (MID) (6 speed)
Infiniti G35 (RWD).
BMW 135i (RWD).
Mazda RX7 (RWD)
Mazda RX8 (RWD)
350z (RWD)
And the cockpits of these cars feel great in the game. It's the reverse thinking for me when I get into the real cars. I compare it back to GT. As I drive the cars in real life, I asking myself how close is this car to GT. I try to understand what the developers took from each test drive they had with the real life cars and how they put it into the game. I think they did a fantastic job of recreating the differences in each car.
I think one suggestion for improvement is some kind of head tracking device that can be combined in cockpit view to allow us to have free look in the cockpit. IR sensor or something similar to the Nintendo Wii's controller would be helpful here.
I mixed content from my real life experience with the game here to help align the two experiences together.