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- KR_Viper
- I Renown I
We have the The Little Things That Annoy You, as well as the Little Things You Love About GT, now you have this thread where the key focal point(s) will be what makes a GT game...a GT game to you?
I have quite the history with Gran Turismo. Ask anyone who knows me well enough and they'll tell you GT2 is my favorite in the franchise, bar none. GT4 comes second (I call it GT 2+2 because it's an on-the-nose literal joke, and because I'm a dumbass
), with GT3 in there as well. Probably my personal top three out of everything.
Having said that, Gran Turismo 7 has proven itself less than stellar to quite the bunch of us, even when compared to GT Sport, which very well should have been the measuring stick. How Sport has GT League races — being a primarily esports-focused title — and this one doesn't is an error I simply cannot comprehend. GT7 has virtually everything at its disposal to pick up where things left off, but it trips over its own feet on the way there, and proceeded down a detour and is now lost.
Not the prettiest metaphor but it gets the job done.
What makes a Gran Turismo game to me, you ask? Many things, really. The library of cars, the venue selection, the gameplay loop, knowing where and what to target and the journey to that point. It's also about appreciating cars as a whole and that they're simply more than machines meant for getting a person from Points A to B; there's a liveliness to them. A freedom only cars can afford, and the excitement to go along with it. I feel this is precisely where the current crop of games get caught up, trying to recreate the feeling of owning and pursuing a car with such laser focus that the rest of the presentation suffers as a result.
For a more relative, picturesque example: what makes a Gran Turismo game is its gameplay loop. Take the Dream Car Championship from GT3 for example. A series of 7 races (bring back SSR11, please), with unique LM Edition variants of real-life cars, and of course the ZZII. At the end of the championship, not only do you have a chance at any of the four reward cars (an actual chance because the prize carousel isn't fixed to a pre-determined outcome), you get a championship prize purse at the end — and that's the loop for every championship series in the game. Yes, you can win 6 of the 7 races, skip the last, and focus on getting the exact car you want but that's not the discussion here.
So, now I ask you: what makes a Gran Turismo game to you?
I have quite the history with Gran Turismo. Ask anyone who knows me well enough and they'll tell you GT2 is my favorite in the franchise, bar none. GT4 comes second (I call it GT 2+2 because it's an on-the-nose literal joke, and because I'm a dumbass
Having said that, Gran Turismo 7 has proven itself less than stellar to quite the bunch of us, even when compared to GT Sport, which very well should have been the measuring stick. How Sport has GT League races — being a primarily esports-focused title — and this one doesn't is an error I simply cannot comprehend. GT7 has virtually everything at its disposal to pick up where things left off, but it trips over its own feet on the way there, and proceeded down a detour and is now lost.
Not the prettiest metaphor but it gets the job done.
What makes a Gran Turismo game to me, you ask? Many things, really. The library of cars, the venue selection, the gameplay loop, knowing where and what to target and the journey to that point. It's also about appreciating cars as a whole and that they're simply more than machines meant for getting a person from Points A to B; there's a liveliness to them. A freedom only cars can afford, and the excitement to go along with it. I feel this is precisely where the current crop of games get caught up, trying to recreate the feeling of owning and pursuing a car with such laser focus that the rest of the presentation suffers as a result.
For a more relative, picturesque example: what makes a Gran Turismo game is its gameplay loop. Take the Dream Car Championship from GT3 for example. A series of 7 races (bring back SSR11, please), with unique LM Edition variants of real-life cars, and of course the ZZII. At the end of the championship, not only do you have a chance at any of the four reward cars (an actual chance because the prize carousel isn't fixed to a pre-determined outcome), you get a championship prize purse at the end — and that's the loop for every championship series in the game. Yes, you can win 6 of the 7 races, skip the last, and focus on getting the exact car you want but that's not the discussion here.
So, now I ask you: what makes a Gran Turismo game to you?