MAGAZINE

Time Extend: Gran Turismo

Edge Staff's picture

By Edge Staff

November 30, 2009

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Handling-wise, every Gran Turismo remains robust and rewarding to play, right back to the first, despite the on-paper technical edge of the PS2 versions. As consistent (or stagnant, depending on your view) as the series is, picking the ultimate version comes down to pound-for-pound content comparison. The simply dumbfounding extent of GT4’s library makes it a good proposition, even in the face of its new PSP incarnation and in high definition on PS3. In the context of their peers, they're all just as awkward as the original GT was refreshing. Special mention must go to GT2 with its cosmopolitan range of cars and competitions, its excellent rally mode and one-make challenges, its looser structure and the addition of several iconic tracks, it was the first full flowering of the GT ideal. It also contains Grindelwald, a bucking, high-speed alpine road course that remains a favourite, but sadly it has still never returned.

Put simply, this game was absolutely unimaginable a year before its release.” So runs the comment in our 100 Most Significant Reviews special on Gran Turismo’s ten out of ten score, and that ten has always provoked debate. Those for it agree there’s no question that The Real Driving Simulator redefined the console racing game, ripping it from its arcade roots, and set a new standard for the breadth, fidelity and flexibility of game software that would – and still does – cause ripples way beyond its genre. Those against argue that, despite its massive appeal, the almost fanatically obsessive approach it takes to its subject matter does make it an inaccessible mystery to many players; and that, unlike all the other tens, its mighty achievements have very little to do with traditionally good game design.

Of course, it’s easy to argue the toss now, after nearly twelve years’ worth of hindsight, nine years of its revolutionary template being worn into familiarity by imitations and GT’s own lavishly hidebound sequels. That comment is a telling reminder of how uncanny it seemed at the time. And such were the shockwaves caused by its graphical and physical realism, it was easy to miss just how strange and fearless it was underneath. Creator Kazunori Yamauchi and his team at Sony’s internal studio Polys – later, of course, to gain more independence and fame as Polyphony Digital – were absolutely rejecting the videogame aesthetic, and conventional wisdom with it. They poured countless man-hours into the painstaking recreation of some 150 cars, most of which most players could never hope to use, and many of which had no logical reason to be there. They then broke each model down and opened it up to the user with a tuning system that was like being able to reach into the code and tweak it yourself, a cocky invitation to explore the very limits of its magnificent handling model. And, most strangely of all, they organised it all into a sprawling, progressive game structure that turned its back on every existing variant of videogame racing and instead took inspiration from a most unlikely source: the RPG.



None of that, though, is immediately apparent in the course of a first, breathless dive into Arcade mode, Gran Turismo’s traditionalist facade. You marvel at the slippery reflections, the grainy authenticity of the locations, and just how instantly recognisable the car models are – something that’s still striking today, despite the chunky resolution and sparse polys. You appreciate the precise, distinguishable exhaust notes, the way cars’ behaviour doesn’t just feel right but looks right as they shift their weight between wheels and skitter across bumps. And, if you’d done the sensible thing and invested in a DualShock to go with the game, you get a third level of sensory input that’s no less enthralling.

At the time of GT’s release the DualShock had just arrived, bringing analogue control and rumble effects to the PlayStation for the first time, and Gran Turismo was the game that made sense of it, just as it made sense of the game. Of course, the implementation of analogue steering was a huge and obvious bonus of the device. But it was Polys’ exploration of the full subtlety and range of its twin vibration motors – inspired by but far more versatile than Nintendo’s crude Rumble Pak – that set a benchmark. The twitches of an uneven road surface, the uneasy shiver as grip fades away at speed, the sudden jolt of contact with an unseen rival, the satisfying burr of a kerb glanced at the apex of a corner: this isn’t just an extra level of immersion, it is a valuable extra stream of information, delivered straight into your hands. It was by far the most sophisticated and thoughtful application of rumble effects at the time, and it’s scarcely been bettered since. It’s ironic and sad that the DualShock 2’s lack of analogue triggers and stick sensitivity made it something of a millstone for the series once it reached PS2 because, at the time, GT made it sing – and it returned the favour.

wrapdump's picture

Gran Turismo has never been a good game. The handling has never been satisfying, the AI was always a token inclusion and the racing is mediocre. However, Polyphony have truly excelled in making a compulsive collectathon, and it's very true about the appeal of taking a banger and tuning it, building an emotional connection in the process, just look at forza. Really GT has always just been car porn, nothing more, but it does that excellently. Will GT5 be any different? Of course not, but I'll get it purely because I need something that beautiful. Just better not be tempted to play it.

Alex Walker's picture

Jeremy Clarkson disagrees with you.

savagehenry's picture

Anyone remember Jeremy Clarkson setting himself a challenge at Laguna Seca? Setting a lap time in an NSX on Gran Turismo then trying to beat it on the real track...

I always thought he should have used a steering wheel rather than the controller, might have had better luck beating his time. Maybe Top Gear should revisit that challenge, it would be interesting to see the result with force feedback steering wheels and the telemetry data that is featured in games these days.

I've often wondered having run lap after lap of tracks like Nordschleife, is the corner knowledge translatable? Hopefully one day I'll find out for myself, until then Gran Turismo is the safest option.

Badben's picture

I first played this game at a friends house. He didn't seem over impressed with it, but from the very first turn of the wheels on the first lisence test that you've mentioned I knew I had to have it. I bought it on the way home. It was late so this involved a very substantial detour.

Something that's not often mentioned; analogue steering was obviously a big step forward, but bigger, in my opinion, was the offer of perfect analogue throttle and braking. I used to drive RC cars; so after my first run on that test I went into the options to see if accelerate and brake could be put onto the right stick (where it made sense to me), the gears on the triggers and presto - there it was. I've never changed my console-pad drving setup since, and never will. I went back to the first test and got a gold straight away. More golds followed and I knew that MY GAME had been created.

Everything felt more right than in any previous driving game, the balance of the car under partial and shifting throttle or brake loads; the way the gears slightly slurred into each other with a standard clutch fitted, the realistic sense of speed and momentum. Judging by the rate at which you move past scenery, most driving games appear to propel you at 150mph just as you're coming out of first gear. Not GT.

So, years later and with 100% completion and 50,000,000 credits on GT4 (which I've only stopped playing recently), I await GT5 with baited breath. When it comes out is when I will simply have to get a PS3. I have no choice in the matter; I'm now old enough to have resisted the lure of latest-gen gaming, with it's associated impact on my family life and particualrly my marriage, but that's all getting heaved out the window when GT5 arrives. Regardless of the reviews I will simply be unhappy if it's out in the world, available, and I don't have it.

But I'm nervous. Prologue was frankly poor, most alarmingly you HAD to crash round the barriers to win a couple of the challenges, and the visual fidelity of the cars made them seem badly associated with the tracks fro the first time in the series. I was alarmed by Prologue. And the latest views of the collision and damage system for GT5 are not very promising, representing (as they must) compromise when the original game merely ignored physics that it couldn't effectively implement, in my opinion a daring and straight forward approach. Proper crash modelling is still well beyond the current gen, but why have the cars collide like billiard balls, with one centre of gravity pushing directly into another? TOCA did decent collisions on the PS1. You can seperate damage and collisions, and I don't understand why Polyphony never went down that line...

Anyway. Please please please Polyphony don't balls up GT5 too much as it's going to cost me £250 whatever. It's still MY GAME and I'll play it for another 5000 hours probably.

Aionic_Kid's picture

I pretty much agree in the issue of collissions. Driver proved you could do a top-notch (albeit slightly loose) collision system on the PSone, too. As it stands, GT is not a racing simulator (at least not when there are other cars in the race), but just a collection simulator. I don't think you have to emulate reality either, but rather make a serious and fun enough approach to car racing. Other games have shown the way (Grid, Shift, Forza), now is time for PD to raise the bar with the assets they already own. Simple as that.

scorpion_mai's picture

Loved the modifications and certainly feel the term 'Arcade Racer' was born after GT had torn up the rule book.

This was racing games finest hour and I'm not sure there is enough innovation left in the genre to overtake it's accomplishments.

Roll on GT5 - but I have to ask, will it include the rewind button that debuted in Grid, was nicked in Forza, and threatens to become a racing game staple? I can't see it happening myself, it's not punishing enough and GT is about pure cause and effect.

Adam128's picture

I remember getting GT and just being blown away, it was so far ahead of any other racing game on consoles at the time it was remarkable. I agree with the RPG reference, me and my friends spent more time on that game, upgrading and tweaking, than I probably did on any other game of the generation (bar GT2).
I’m still a huge fan of the series but I think that the attention to detail which made it stand out so much back then is almost its biggest fault now as it has become so in-accessible to the casual audience.

Aionic_Kid's picture

I was a happy N64 owner but I borrowed my friend's PSX for a whole summer buying my own Dual Shock just to play this game.