Played the GT4 E3 demo today - Impressions inside

  • Thread starter Thread starter jizzmirk
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Originally posted by Lamboracer
So **** how about them pics anytime soon??

Heh - sorry about the delay (I went straight to Vegas with some friends about an hour after I got back from E3/LA). I've got my digital cam at home - the USB cable for it at my folks place and the scanner here at work.

I sent myself a reminder and I'll dig up the post cards and post what I can tomorrow.
 
They do this about EVERY game

"so and so is a halo/half life/ GT/ killer"

I mean can't we judge games with out saying it "beats" another game to build up hype .
 
That's how hype is made, comparing it to other top games. Remember when we agreed mags can be stupid, well mags started that halo killer bs. No game can kill another.
 
Oh ****e, I forgot I had signed up here...just wanna ask this jizzmirk fella if he had all driving assists on false? In Forza that is.

And what'd you say is the best alternative of Juiced and SRS at the moment?
 
I don't know about Forza's assists. The reps on the X-box area managed the races. So all I was able to chose was the track and the car class. They started the race and I couldn't change other settings.

As for a Juiced and SRS alternative - I'd go with NFS:Underground. The AI can be really frustrating, but the other aspects of the game more than make up for it...
 
I would go so far as to call it ultra-realistic...

The game was VERY playable (as usual), a great compromise between real and fun. It is probably as close to being real as it gets out there. The new tarmac jumping ability is a great new feature that pushes the realism envelope - but the game still, for the most part, still remains a breeze to get into. I think the only thing I could ask for is giving the 3 screen mode again and maybe a motion simulator option (and a cheap motion simulator to go with it), like they did with the Subaru rally trainer.

Losing traction during the weight loss of a jump or sudden decline was really cool (and tricky to adjust). There's a bit of that during a climb in Amalfi that was a lot of fun adjusting to and correcting.
 
That is great info jiz. I like that jumping ability. I have seen that in some vids, like the trailer, with the cars getting air on the nurb, and coming down differently. That showed me, that gt4's physics have been worked to the T and I'm impressed. How did the motion blur in the replays look, some ppl have said it's over used but they are idiots. What's your opinion on the blur and how does it affect the graphics iyo. imo, it benefits the graphics very good, gives the game a more realistic look and a great sense of speed :)
 
In my last post, I actually meant to say "I wouldN'T go so far..."

To be honest, I ony caught one replay - it was when I first got to the kiosk on Day 1. The guy before me ran Amalfi and I didn't remember any blur in his replay. Then again, I didn't really pay attention and noone that I saw bothered to watch their replay - they just skipped on to getting their race on...
 
That's cool, you know I hate you? Going to E3, playing gt4 pisses me off and I couldn't go :(:grumpy:
But thxs alot for that lovely gt4 info.
 
Originally posted by live4speed

Originally from IGN
-----------------------
Like, PGR2, Forza won't use the "kitchen sink approach," said Lee. We smile in agreement--it's a direct jab at Polyphony's 500+ car mentality. In this case, we really do side with Microsoft. Who wants 500 cars when less than a fifth of them are actually fun to drive? And we speak from experience, log onto Xbox Live with PGR2 or ToCA--most players stick with the Ultimate class, consisting of cars like the Ferrari Enzo, Mercedes-Benz CLK-GTR, Pagani Zonda and Porsche 911 GT1. Admittedly, it is fun to give everyday cars like the S2000, WRX and even Mini Cooper S a go or some track-built rides, but we want break-neck speed and performance, not a Model T or solid rear axles.

This made me laugh, I can see his point, but if he doesn't understand why GT has all these cars and if he doesn't get the fact that people do actually want a lot the more everyday cars in GT, he isn't fit to comare another racer to a GT game. How can you knock the decision to include the Ford model T when you want the game to represent the history of the automobile.

There's a couple of things that I thought of in regards to this post (more accurately, the quote from IGN).

First, let's just say for the sake of argument that a majority of people would only drive the upper echelon cars comprising 1/5 of the car total. I wonder how many other people would be happy if their car made it into the remaining 400 car list. I tell you what - If PD put my/a '93 Cobra in the game, I'd buy it simply for that and consider the great gameplay a bonus. Seeing your daily beater in a game such as GT, IMHO is something to be very happy about.

Second thing to consider is that art teams and programming team live separately from each other - they don't do each others' work. I mean when it comes to gameplay, it's important that the programmers replicate the physics to the satisfaction of the technical advisor or game producer. The art team creates cars outside of this area. Having the extra cars doesn't hinder the programmers - they build an engine to handle all comers. Cars should just be a list of handling/weight/dimensional statistics to the game engine. So why wouldn't you add more cars? If it were up to me - I'd have artist churning out cars and improving backdrops and tracks until the gold is due.

Oh and sorry cobra - I'm just trying to give some "insider info." :) Hey - there's always next year. You can go hunt for a job in the game section of store like Target or get a job at an EB/Gamestop and be eligible to go.
 
Originally posted by live4speed
When I play GT4 online I can't wait to take part in online Elise races and Mini Cooper cups. I wan't break-neck speed and performance, but I want quirky fun cars too and track cars and Kei cars like the Cappuccino as well as the big Yank muscle. This guy at IGN obviousely has no interest in diversity.

You mean Tyrone Rodriguez. Yeah, he races real cars on Laguna and everything, drives a no-ABS car to and from work, but when it comes to games he's satisfied with sticking to a controller rather than a wheel - too much hassle to setup - and drive the really fast things he rarely drives in real life (though he has driven very very many cars, including really fast ones).

Fortunately, that is where I come in ... :D And I happen to love diversity. When doing iLink racing we also usually cover the whole powerrange in the 73 cars GT3 has available, and it's precisely this diversity that makes me love GT so much. And I know that goes for many others. But I also know that many more gamers just like to stick to S-class.
 
Why are people saying this jumping "ability" is new? Did nobody here ever drive Seattle!? And you could catch air on the back strech of Trial Mountain back in GT1!
 
Jiz, one more question. When I saw the E3 trailer, there was a scene, and the game was in incar view with all the info off. The car was on the HK track and as I saw it driving, I noticed things were shaking, the camera was shaking like it was a real life camera on a real car, during a race. Ingame, does it do that? If so, I'm very amazed because it'll give players the sense of actually driving.
 
I would guess it was a replay view if it had no info on display.
 
Jiz, one more question. I was looking at a froza preview on ign/cars and they said froza out does gt4 in physics. I think that's bs.
 
Originally posted by jizzmirk
I did manage to get some time in on a lot of the racers out there. Enthusia comes close to being on the same accurate feeling gameplay as GT4. The AI beat me in both races I drove, but it was wierd that I would catch up and then lose ground on both the straights and the corners. I think it will come close to the feel of the GT series, but they aren't "broadening their horizons." They are looking at the hardcore racer market - looking to exclude the people that say that the GT is "too hard." In that - they've probably got a customer in me. But when you look at the GT series - it draws EVEN those people that say that it's too difficult because of all the variety that they throw at you. GT is in the "it's got something for everyone" market and that's probably where and why it will do better than Enthusia.

Forza felt a touch more "arcadey." Forza's got a cool feature in their 3 screen mode and the car damage looks great (paint scraping off the car and onto the wall and eventual body damage), but it just didn't feel as tight as Enthusia or GT. Needless to say, it was fun to race, but there just isn't enough there (IMHO) to validate its "GT killer" moniker. With that said, I think it's the common ground between PGR and GT when it comes to realistic driving - so it's coming close to being probably the best racer on the X-box.I'll wait...
 
The ansewr being, if you don't like games as realistic as GT, then you will prefer Forza, if you like them as real as they come on a console then you will prefer GT4.
 
Mind you...that's just my opinion. That opinion was based on a few things such as:

1 - a majority of the people I watched (including myself as I played) got by just fine by riding the wall.

2 - oversteer was very easy to correct (if done wrong - a car will tend to fishtail, which I never did...maybe I'm just that damn good? :rolleyes: :lol: )

3 - a fine actor once told me that, "rubbin' is racin." Well, I've hardly ever seen a case in real racing where hard car to car contact didn't cause havok to either car's driving line. The big asterisk here is that GT3/4 doesn't do this either.

4 - I ran the hardest course (according to the rep) and there was a part on the back high speed section where the course undulates and has a slight bend. I ran that section pretty hard and expected some traction loss due to weight shifting and didn't come across any such thing.

As I've said before - the Forza team's got a good thing going here - but at this point, even though I've pegged this to be the top X-box racer, I still prefer GT4 (even at its pre-release state).

BTW - I've got a few of the postcards printed on an Epson now and I'll scan them and post them soon.
 
I don't have FTP access to my webserver right now, so I'm going to have to attach them to this message - I hope it doesn't slow things down too much.

Anyway - I gave the postcard/photo that I made myself to my friend (it was of the VW R32 in Rome). I didn't get a chance to scan that one - but these are the samples that they were giving out. I hope this isn't something that you guys have already seen.

The actual measurements come in at 4 inches by 6 inches (a little less than 10 x 15 cm for those on the metric system) on glossy photostock paper. Print time was around 2 minutes per photo. The only things I didn't see options to recreate were turning the wheel, rolling the car (yaw) or wheelspin.

Here's the first:
 

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WOW!!!!!!! Thxs for the pics. Let me ask you, the pics are ingame right, use the ingame graphics? That last pic is amazing and will that be a track? Or just a location for for photo taking?
 
Originally posted by cobragt
WOW!!!!!!! Thxs for the pics. Let me ask you, the pics are ingame right, use the ingame graphics? That last pic is amazing and will that be a track? Or just a location for for photo taking?
A big fat No.!

The photomode renders the cars with 3D wheels and alot more detail at a high resolution. Off the top of my head it is around 12xx X 9xx pixels at some amount of mega-pixels. Anyway usually in game it would render the tv image some 60 times every second or 60fps but here in the photomode there isn't the need for animation or continuous rendering of the image so they can bump up anti-aliasing, lighting and shadows and render the image once over a period of time, so you end up with high quality pictures.

I only know that much off the top of my head, go here for more information.

Oh and I doubt there is motion blur in replays. Those blurred pictures I bet were from the photomode with one of the filters applied. So no blurs in replays, just photomode.
 
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