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- Simcoeace
When the GT series started there was probably a limited ability to create good AI, so the game was structured around specific "tests", "races" & "missions" which required "learning the pattern" through trial & error & executing them perfectly (on the hard level) in order to pass. In this way, GT was like a lot of other types of video game.
GT4 was a huge game partly because it had a lot of these tests, races & missions to get through. Unfortunately a lot of them weren't all that interesting or realistic.
It's true that GT5P is not a "full game", but as a "prologue", I would expect it to reflect the character of the upcoming full game, but with a smaller content ie. less cars & tracks. Yes, the graphics are superb (as we would expect from PD), the physics are excellent (a big improvement on the past), but the AI & collision physics are not so good (although better than GT4) & there is still no damage.
It seems to me that in GT5P, PD is resorting to the same old game-play formula where you are given a "faster" car & required to drive circles around the (predictable) AI. If PD had something different in mind for GT5, I would have expected to see some more evidence of it in GT5P. The only way I see for PD to introduce a more realistic style of game-play, is for them to drastically improve the AI, collision physics & damage equation. I certainly hope this is going to happen
, maybe it will 👍, but I'm not yet seeing much evidence of it in GT5P. 
GT4 was a huge game partly because it had a lot of these tests, races & missions to get through. Unfortunately a lot of them weren't all that interesting or realistic.
It's true that GT5P is not a "full game", but as a "prologue", I would expect it to reflect the character of the upcoming full game, but with a smaller content ie. less cars & tracks. Yes, the graphics are superb (as we would expect from PD), the physics are excellent (a big improvement on the past), but the AI & collision physics are not so good (although better than GT4) & there is still no damage.
It seems to me that in GT5P, PD is resorting to the same old game-play formula where you are given a "faster" car & required to drive circles around the (predictable) AI. If PD had something different in mind for GT5, I would have expected to see some more evidence of it in GT5P. The only way I see for PD to introduce a more realistic style of game-play, is for them to drastically improve the AI, collision physics & damage equation. I certainly hope this is going to happen