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Tuesday, May 22, 2012

High-Speed Racing Advice

Racing at high speed is what almost any fan of motorsport wants to be able to do. However, there is a proper science to high-speed racing. Anyone can floor the throttle and go full speed. What if you're racing, though? You really need to learn high-speed racing technique to excel in high-speed racing. This blog post mostly concerns racing tactics rather than setup advice or anything. The use of drafting is mostly apparent especially in GT titles since GT3. So here are some talking points to help you out.


Drafting/Slipstreaming: One-on-One.

One of the most basic racing tactics is drafting. When the leading car is running full speed, turbulence is generated. Making a timely pass means that you have to get into your opponent(s)' slipstream. You must try to take advantage of the trailing car's wind resistance to draw in closer. Get as close as possible to the opponent you are trailing without getting right into the back of your opponent. When you generate enough speed after getting sucked into an opponent's slipstream, your next course of action is to pull a slingshot pass. This is where you aggressively pull out of the slipstream and make a pass. You are basically using your own momentum to make a bold pass after being engaged in an intense slipstream battle. A successful slingshot will vault you ahead of the car you were previously trailing. The opponent you just passed could possibly pull the same move on you, so be on the ready if indeed that driver wants his/her position back! As a dirty trick, you can block the opposition as much as you like. No penalties for blocking!


Drafting/Slipstreaming: Multiple Cars.

It is best to try to get a push from other drivers in the draft when slipstreaming against a lead pack of cars. Try to join the lead draft rather than try to pull some bogus moves outside of the draft. Use momentum from other cars' slipstream to climb your way through the pack quickly and effectively.


High Speed Battle in Tunnels.

Do you realize you go faster when going through a tunnel? The reason why is because there is not as much wind resistance as you're battling at full speed. You can sense this as you go through the tunnels of courses like Special Stage Route 7. Take advantage of even less wind resistance by taking part in the same slipstreaming battles you're used to on an average high-speed track or high-speed section of track.


High-Speed NASCAR Racing.

If you know NASCAR, you know of tracks like Daytona and Talladega. You do get to race Daytona in Gran Turismo 5. Especially when racing with stock cars, a more delicate approach is needed when doing high-speed racing on long ovals. The racing cliché is that you can't win the race in the first turn, but you can definitely lose it. Evenly-matched cars will not have such a time you pull away to a victory. You need to plan your attack accordingly. The first thing to keep in mind is to try to stay in the lead draft. Don't immediately try to go straight to the lead as you would in some road races. You need to use the other cars and carefully jockey for position. The biggest thing to be careful of is either losing too much speed or getting involved in a spin or wreck. You may as well retire or restart the race if you find yourself in a wreck or a spin on a track like Daytona or Indianapolis (the oval). Careful slipstreaming (and a little luck) will go a long way in making sure you win your high-speed battles.





All of this was just a little advice to help you through your high-speed racing. Thank you for reading!

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Friday, May 11, 2012

Gran Turismo 5 - A Second Opinion

On June 19, 2011; I reviewed Gran Turismo 5 exclusively here on John's Gran Turismo Space (JGTS). The time between that post and this one has left me with impressions of GT5. I began thinking about GT5 and began to develop second opinions about GT5. This blog post, then, is a look at GT5 based on the latest thoughts I've had about GT5.


About the Label: "Second Opinion"

While I may make my own initial reaction to things, I am entitled to make Second Opinions if I have to. This series of post features updated opinions on things as opposed to initial opinions on things.

I may make more Second Opinion posts on a number of related topics. These Second Opinions are their own blog posts devoted to certain topics I've previously covered.





--- Gran Turismo 5: A Second Opinion ---

IN CASE YOU MISSED IT: If you haven't read my review of Gran Turismo 5, I want you to click on this link so you can know of my initial thoughts of GT5 prior to you reading my second opinions of GT5: "Gran Turismo 5 Review" - John's Gran Turismo Space.


Have you read my initial review of GT5? This was when I was first playing around with Gran Turismo 5. Why do I have these different thoughts now? It all began with me thinking long and hard about Gran Turismo 5 after I let my brother borrow GT5. Away from Gran Turismo 5 got me to think about GT5. So what do I take away from my new thoughts of GT5?


Even as I was still wanting to get my PlayStation 3 and GT5, I read a lot of reviews on GT5. Many of which claimed that GT5 seemed incomplete and a constant work-in-progress. This had me worried about the GT5 experience. In actuality, Gran Turismo 5 is a great game that can be better. The many strides towards a better car lineup, a damage model, impressive visuals, and more... still leaves me with somewhat of a feeling that Gran Turismo 5 could have equated to much more.


Second Opinion: Cars.

We all are enamored with the quality on Premium cars in Gran Turismo 5. They basically seemed to be the reason why you should enjoy racing in Gran Turismo 5. Each of the cars were amazingly detailed inside and out. You could tune them up in ways you couldn't with most other cars. Oh, and their damage was more brutal than their Standard counterparts. Oh, and what about the Standards? It used to be that the Standard cars were much less restricted in how you can really modify them. Recent updates have allowed you to equip Standard cars with wheels as well as have interior views for Standard cars, albeit silhouette views. Some open-top Standard cars have great in-car views while not as detailed as their Premium counterparts.

Gran Turismo 5 features the most glittering lineup of makers in series history. Constant complaining by some people have hinted that Polyphony Digital would never get Ferrari and Lamborghini. We got BOTH in the game. Maserati is even in GT5. NASCAR and WRC cars joined the car list as well. Sense a missing company? For many people, Porsche would only complete the cycle. If you've been on GTPlanet as I have been since 2003, I have remembered so much about how people criticize Polyphony Digital for not getting big-name manufacturers; and even more so when the "big-name manufacturers" are car companies other than Ferrari, Porsche, and Lamborghini. Almost as if those car companies are REQUIRED to make a racing game great. And of course, you'll have the ones who will complain about too many Skylines and Lancers than most cars that the average fan cares about. Ranting aside, GT5 has the best lineup of manufacturers and cars in series history.

Let's look at the other issues of cars. Standard cars can be bought at the Dealership. The Dealership allows for detailed and expressive views of the cars. You could even view the cars in four different light settings. Two jazzy songs play when you go to the Dealership. It is just a romantic experience to see the cars in such exquisite detail.

However, look at the Standard car shopping experience- you have to go to the "Used" car dealership. Rather than a lovely list of cars, you get this list of cars in two columns with a looping rock song in the background. Then try and view the cars- the Standard cars are apparently too ugly to be viewed as romantically as the Premium cars, so you have to make due with the view you're given of the Standard cars. And unlike the four different light settings of Premium cars, you are given only one light setting.

Some people talk about Premium vs. Standard on the basis of certain cars being made Premium or Standard. I disagree with anyone who thinks certain cars are Premium on choice alone. EVERY car would be Premium if it were up to PD. My problem, however, is the diversity of Premium cars. Let's look at this in deeper detail for a moment. The Audi R10 TDI is the only LMP that is Premium. Both of the Ferrari F1 cars are the only formula cars with detailed interiors. Before the Spec 2.0 updates, you had no detailed view of the Formula Gran Turismo cars. No trucks or SUVs are Premium. I just think there could be a bit more variety among Premium models.

When you make a racing game, you celebrate all of the cars featured. You try to make every car as presentable and as vivid as possible. Don't make it seem like the Premium cars are the only cars worth featuring. If that was the case, this game would have significantly less cars and probably wouldn't be as fun to race.


Second Opinion: Tracks.

I began to think about the tracks to an extent. A lot of the past favorites of GT games were nowhere to be found. Two of the biggest misses were two that have been in every GT since GT2: Mid-Field Raceway and Apricot Hill. Then too, you could make the case for Seattle Circuit as well. I probably would argue that the older Rome Circuit should have been in the GT5 lineup of tracks as well. On the real track front, I've been surprised that not one Motegi course returned for GT5. NASCAR in GT5 could have benefited from Twin Ring Motegi Superspeedway. It would have given NASCAR that decent Intermediate oval to compliment Daytona and Indianapolis.

I was disappointed with some of the tracks in GT5. Take Clubman Stage Route 5 and Special Stage Route 5, for example. Can you tell where the Start/Finish line is? Where are the fans and the grand stands? The track just seemed extremely lifeless. Beautiful locale, but it severely lacked the character and charm of a real race day (or race night in this case). And of all the courses, only one original location debuted- Cape Ring. Another unique locale for GT5 is the non-practical Special Stage Route 7. This track was primarily designed for fans of Tokyo highway battle a la Wangan Midnight. It leads me to believe that the creative energy of Polyphony Digital is lacking. To make up for it, Polyphony Digital came along with Special Stage Route X, a very long oval course in an industrial setting that could be thought of as a replacement for Test Course.

Gran Turismo 5 is the first Gran Turismo is which NONE of the previous rally courses return. Yes, Chamonix is back, but it is not the same Chamonix from GT5. Tahiti Circuit has been gone since GT3. The Tahiti Maze course from GT2-GT4 is nowhere to be found. Swiss Alps? No- but you can race Eiger Nordwand and its courses. Smokey Mountain has been gone since GT3. Basically, the old rally favorites have gone AWOL in GT5.

While you can't make tracks from start to finish, you can generate them and edit their parameters. I generated a tarmac course to practice my tarmac rally skills. I probably generated a few more courses just to practice rallying. Other than that, the Course Maker could mean so much more i you could really refine and edit generated courses completely.

More tracks could have benefited from time and weather changes. I think Gran Turismo will eventually come to a point where any track can be raced in any time of day. Weather will be a different situation altogether. A fair assessment would indicate that if you could race the Nürburgring and Circuit de la Sarthe with time and weather changes, how come you can't race the Daytona Road Course with time and weather changes?

Downloadable content (DLC) helped generate some more tracks for GT5. However, the non-DLC material was sufficient enough to make GT5's lineup of tracks serviceable and fun. From the previous paragraph, you could also make the case for a model that would allow for Spa-Francorchamps to have time cycles in addition to weather.


Second Opinion: Racing.

I think the non-online racing aspect of Gran Turismo 5 is one of the biggest disappointments. My own theory is that Polyphony Digital wanted to make GT5 less about the offline racing and more about online racing. However, you should NEVER let your non-online racing suffer. The depth of racing in Gran Turismo 5 is one of the worst. Each of the series is a pack of nine races.

While online racing is much more open and free, it doesn't mean you have to let the single-player aspect not be as fun as online play. Compare GT4 to GT5 for a moment on the racing front. The One-Make races had a series of events. In GT5, the featured One-Make races are just one race around a certain track. Where's the fun in that? Why not make the races feel like a series or a championship instead of just one race?

There still is no real drag racing. People still use one of the backstretches of Special Stage Route 7 for drag racing. I see it as a missed opportunity to have true drag racing on a true drag strip rather than use some other track.

Again- it just feels like Gran Turismo 5 wanted to make the single player action to not be as exciting as online play. Then again, I feel the Seasonal events help save the racing variety in GT5. Otherwise, it would be completely stale to just have the lackluster single player racing and variably enjoyable online racing. Single player racing shouldn't have to suffer regardless of what the online experience provides.


Second Opinion: Music and Sound.

Gran Turismo 5 is the first GT to allow for custom soundtracks to be used. These soundtracks can play for some of the menu and race themes. It is the first Gran Turismo to allow for such full-length songs to be played for menus. Gran Turismo 5 features perhaps the BEST classy music.

Its music selection, however, is an example of what happens if you give certain people what they want- especially if what they want (or wouldn't mind) is vastly different from what you are accustomed to and love in a GT game. For one thing- My Chemical Romance to open a Gran Turismo game? Thank goodness the soundtrack changed to that one Daiki Kasho song (Soul on Display) when the 2.0 update came out! I think one of the most creative songs was "The Entertainer," which played when you visit GT Auto. I know most people are opposed to anything that isn't rock music, but I think that song perfectly fits the lighthearted tone of GT Auto.

Some of the looped songs in GT5 could have been better music choices. Places such as the Tune Shop, the Used Car Dealer, and the Online Car Dealer could have had better-sounding songs. I do like listening to the theme when you purchase/receive a Standard car. I wished being at home in GT Mode had that classic theme we've heard from GT2 through GT4. I would rather hear certain looped songs rather than full-length music for menus. On the other hand, I could listen to most of the songs from Yudai Sato or Satoshi Bando all day if I could. Some of my favorite lounge or jazz songs include "Farewell," "Current of the Times," "Like a Bird," all among others. I also love "Soul on Display" by Daiki Kasho as well as "You're On My Mind Baby." There are a good number of songs I like among the 190 or so available songs in GT5.

Again- it seemed like the classic formula of lounge and jazzy music for the menus were replaced just to make certain other people happy. If you don't like lounge music or jazz music, that's fine. It's still sad that you have to shy away from using looped lounge or jazz music just to appease to those who'd rather listen to whatever they want in the menus. That is one of the things that can happen when you try to please EVERYONE- not everyone can immediately love and cherish certain long-standing values and features. It ultimately leads to ticking certain people off and leaving them disappointed.

The sounds have become a huge improvement in GT5. However, more work can be found to make it better. I still cringe a bit at the in-car sounds. You hear a loud boom when you hit something hard in the in-car view. For a lot of in-car audio I've heard in races, I don't think I've EVER heard a loud boom sound whenever an in-car view has somebody getting hit or takes a hit.

One last note on music- "Moon Over the Castle" is and should always be the theme for Gran Turismo. You don't need to pander to certain international regions by putting a different song in place of GT's original theme.


Second Opinion: Interface.

GT Mode is a hot mess of scattered images to represent the world map in GT5. Every GT/Simulation mode since the first one was some sort of city map. Even Tourist Trophy had a stylish mode. What PD was thinking for GT5's GT Mode is beyond me. Did they listen/read the fans who thought the classic formula of GT Mode was to cumbersome and massive that it had to be simplified the way it was in GT5? Another disappointment as I make these second opinions of GT5.


If I think of any more, I will feature more second opinions in future edits. I didn't mention online gaming in this initial blog post because I don't really do online racing in GT5.



--- Gran Turismo 5: Second Opinion Final Thoughts ---

Some people complain that Polyphony Digital doesn't listen to people. Well, Gran Turismo 5 would make you think otherwise. I think a good deal of GT5 was created with various insight from many different fans of the series. Polyphony Digital even admitted that the push for damage was mostly generated in part by GT fans in North America. Many of the cars chosen for GT5 were a combination of what we'd want to see along with what certain manufacturers would want to be featured in GT5.

GT5, then, is an example that PD DOES listen to you and read your text online. I wish most people would stop complaining about how PD don't seem to listen to its fans. PD obviously listened to the fans who wanted to hear My Chemical Romance start a Gran Turismo game. They've listened since prognosticators believed Gran Turismo would NEVER receive Ferrari and Lamborghini as part of its car lineup.

Aside from fan reaction, I think Gran Turismo 5 seemed like it could be much more than what the retail version provided. I still think GT5 kind of seems like that butterfly still in its cocoon waiting to emerge and flutter away. While that may have seemed like a fruity expression of Gran Turismo 5 for some of my viewers, how else can you describe a game that can really be better than what its retail version ultimately ended up as?

So to me, Gran Turismo 5 seems like a method of giving certain disgruntled and discriminating GT fans what they want. GT5 was such an experience to them apart from what salty GT veterans (like myself) wanted in GT5. I think with the new Seasonal events, more life is added to GT5 for those looking for an experience other than what the single player experience offers. However, how much longer can most Gran Turismo fans enjoy GT5 before they feel like some drastic change is needed down the road to propel Gran Turismo further into the future? Just something to think about for my GT fans.





Now you know about some of my second opinions of Gran Turismo 5. I might make more second opinion posts on the other GT games (and maybe a second opinion on Tourist Trophy). I hope you've enjoyed this blog post. Remember that you are free to share and comment on my work here on "John's Gran Turismo Space." So please have a great day and take care! Thank you for reading!

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Wednesday, April 18, 2012

Endurance Racing Advice

Endurance racing is an intense challenge. It requires you to withstand longer-than-usual racing distances. Not everyone can take on the endurance racing challenges Gran Turismo provides. So therefore, I offer my advice to help out fellow GT gamers with endurances. I hope my advice can be of help to you.





--- Endurance Racing Advice ---

Gran Turismo endurance
^ Are you in it for the long haul? If not, maybe my advice can help you.

An endurance race in Gran Turismo lore is an extended contest of speed. These are races that last much longer than any average sprint race in Gran Turismo. I used to talk to people about Gran Turismo. Some people tell me that they can't make time for the long endurance races. Even in som championships, some events outside of endurances are very long. Take the Formula GT races in GT3 and GT4 and the "1000 Miles!" events in GT4, for instance. Whether it's one hour or 24 hours, one needs to be ready to log a longer-than-normal session to take advantage of these endurance racing challenges. In so, I have prepared some advice to help out people daunted by the challenge of doing endurance races.

This is what makes me different from most other people. You know, I could make fun of people who don't want to do longer races. I could tell people that they are making too many excuses. I'm not like that. Because I believe in helping out others and offering quality material to others, I am lending my advice to others. I don't have the best advice, but it is still MY advice.

So here are some main points I'd like to share with all of you.


1.) Make time for endurances.

The most important thing to remember about doing any race is that you have to make time for them. Endurance races last more than one hour, so the basic rule of thumb is that in any true endurance race, be sure to have at least an hour of your time to make ready to complete the race. Most endurance races last two or more hours. This is the first thing to keep in mind when doing these events.

Some gamers may even argue that one can make time to do long periods of gaming in any other genre, so what makes racing games any different? Anyone who can make time for a long gaming session in any other genre of games can make the same amount of time for a racing game. So this is the very first thing I would recommend- make time for endurance races.

Sort of think about how long each race can last. One example I will give is that the Grand Valley 300km usually lasts two hours, give or take.


2.) Plan Your Strategy Accordingly.

The "strategy" being discussed here is in selecting tire choice as well as following a certain pit stop cycle. Remember that your tires will wear out over a long period of time in Gran Turismo games. Pay close attention to the the rate of tire wear. Stay away from soft tires in long-distance races. The softest of tires you should have are Medium tires. Be sure to invest in Hard tires in being able to race for long distance. Races that require Sports/Standard tires usually mean you race with either Sports Medium or Sports Hard tires.

It is equally important to have a well-set up car. If you find out you are pitting more often than usual, it means you do not have a properly-set car. Spending more time in the pits than on the track only gives the rest of the opposition plenty of chances to pass you. Make sure to set your car up properly so that you don't have to be stuck with a poor setup all race long. Your tire choices are fixed in GT1 through GT3, so pick a good tire setup that will help you through those endurances. A good rule of thumb is to have Hard tires available. Pick a tire setup that suits your car best based on its performance capabilities. If a race requires a Normal car (GT3) or any setup that disallows Racing tires, your options are even more limited.

Just keep these things in mind as you go through the endurance races of Gran Turismo.


3.) "Marathon, Not a Sprint."

It is a cliché, but it's true. You have plenty of time to make your move. You have to endure the rigors of long-distance racing to win. Think carefully about planning your attack. Here is another racing cliché: you can not win any race in the first corner, but you can certainly lose it. So think before you attack. Remember that endurance racing requires total concentration for long periods of time.


4.) Go For Overkill if Daunted.

Pick a suitable car for a given endurance. An endurance race with no restrictions basically leaves you free to pick whatever vehicle you wish to use to win. It will also allow you to tune the car up to whatever level you are happiest with to make the most of your racing experience. If you find a certain loophole in restrictions and feel daunted about certain endurances, go use a car much more powerful than your opposition. You may get a negative reaction from others, but at least you feel happy knowing you've brought a car that clearly dominates all of the others.


5.) Use B-Spec and Speed Up Time (GT4 Only).

This advice is for Gran Turismo 4 only. An advantage to Gran Turismo 4 is that you can use B-Spec and speed things up (especially if in a capable car). You won't earn any A-Spec points, but you can still complete an endurance quicker with a capable car. You can run a 24-hour race in B-Spec from start to finish in 10 hours if you run at 3x speed. Just be sure to regularly check on your B-Spec driver in case you need to make some timely changes to your car's setup. Endurance races can be long, but at least you know you don't have to run them in A-Spec if you don't have the time.


6.) Take Advantage of Saves (GT5 Only).

As of this blog post, I have NEVER done an endurance in Gran Turismo 5. All I know is that the latest updates will allow you to save your progress during longer races. So make sure to take advantage of this as you're racing. These saves will allow you to play for as long as you can without fear of you having to do it all over again.


And there you go.





You too can become a champion of Endurance racing in Gran Turismo! This advice is just my own sort of recommendations for all of you in regards to endurance racing in GT. Thank you for reading!

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Sunday, April 15, 2012

City Course Racing Advice

The many urban courses of Gran Turismo games offer up a challenge much different from the permanent and proper race tracks. I personally enjoy racing city courses. Why? I'm such a city person for one. Second off, city courses allow you the chance to go full speed on streets you otherwise would just drive slow and do lots of stop-and-go traffic on. It is almost as if you have a chance to enjoy full-speed action on public roads that you otherwise wouldn't get the opportunity to do almost any other time of the year. Also, there is always the appeal of going full speed on any number of real-world locations. Who wouldn't want to go full-speed down Times Square? Who wouldn't enjoy the opportunity to blast down the streets of London with your car humming at full song? Nothing wrong with enjoying a long drive around downtown Tokyo, right?

This blog post offers up some advice for racing on city/urban courses in Gran Turismo and Tourist Trophy titles.





--- City Course Advice ---

Gran Turismo City Course
^ Urban courses can provide the thrill of racing (legally) on city streets, but they can also be immensely more challenging to race than permanent or semi-permanent race courses.

In Gran Turismo games, racing on city courses can be a daunting challenge. For one- urban circuits can not be practiced on in real life at any time you like. Because this is a video game, however, you can practice on city street courses in games any time you wish. Here is a look at some of the challenges most urban circuits provide:

• no margin for error
Unlike on many permanent race courses, city courses are narrow and don't offer much runoff areas or offer any margin for error. To either side of you are concrete barriers. These barriers may have some catchfences to ensure any vicious crashes don't have too much shrapnel from cars going into where the fans line the barriers. The lack of wide roads on most urban courses means that you don't have enough room to make too many clean passes. So you need to make timely passes at key areas or in any high-speed areas.

• blind corners
Many of these urban courses have blind corners. You will have to properly gauge the right moment to attack the apex of a corner. Try to find the best line around corners without even grazing the outside or inside wall. It is almost as if you have to pretend the barriers aren't there. Can you properly attack the very inside of the apex without grazing the nearby wall?

• bumpy roads
Because urban courses consist of roads that are commuted on daily by city traffic, city courses usually are bumpy and tricky. You may not sense these much in Gran Turismo games, but you have to be mindful of how abrasive the roads can be if you were to race these in real life.

• don't be distracted
It can be easily distracting to be enticed by the scenery of a certain city. The goal, however, is to negate the beauty of a city course and focus on keeping the car on the road and out of trouble. So don't be enticed fully about the bright lights of Hong Kong or the classical appeal of Rome- just race the track as best as you can.

• a good setup doesn't hurt
Urban courses can be more punishing than permanent or semi-permanent courses. Make sure to tune your car or bike (for you Tourist Trophy gamers) accordingly to take on these courses properly.

• watch your head (Tourist Trophy)!
There is a reason why motorcycle racers don't usually race on city street courses- they can be too dangerous. Think about going full speed on a street course in a car and then try to do the same on a motorcycle. You will easily be flown of your motorcycle if you lean too far inside on a motorcycle to where your head hits an inside barrier too hard. Try to find the best way to carve the inside of an apex safely without leaning too far inside.


This was all some advice to help you take on city courses in Gran Turismo and Tourist Trophy. I actually had this only about Gran Turismo but decided last moment to also include Tourist Trophy advice.





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Friday, April 13, 2012

Gran Turismo All-Stars

Gran Turismo All-Stars is a competition whereas past and present compete for speed in an intense battle. The finest racing machines all converge in racing action. GT All-Stars has been a staple championship since Gran Turismo 2. And since GT3, it has been a championship. I think GT All-Stars can be expanded upon to be even more fun. This blog post is a look at Gran Turismo All-Stars. It is not so much about advice; just a specific look at this championship.





--- Gran Turismo All-Stars at a Glance ---

Gran Turismo All-Stars
^ Have you taken part in Gran Turismo All-Stars before? It's the battle for pride in a championship consisting of the fastest cars across multiple generations in Gran Turismo.

Gran Turismo All-Stars made its debut in Gran Turismo 2 as a five-race series. Each of the five races are five laps long and take place on five different tracks. Gran Turismo 3 marked the first time GT All-Stars was featured as a Championship. It was featured as a ten-race championship. Every Gran Turismo since GT3 has featured GT All-Stars as a championship.

The premise of GT All-Stars was to match up the fastest and most popular cars in Gran Turismo in an intense high-speed battle across some of Gran Turismo's most popular tracks. This is a best-of-the-best championship that is almost on par with the Gran Turismo World Championship.


GT All-Stars: Gran Turismo 2.

A victory in each race was worth 50K Credits and a new car. One of the races provided a car that sells for 500K Credits, making it a great race for grinding (continually running a certain level to acquire more credits). Some of the usual cars you will see in this championship include the Toyota GT-One, the Nissan R390 GT1 Race Car, the Ford GT40, Audi TT LM Race Car, Alfa Romeo 155 Touring Car, Jaguar XJ220 GT Race Car, and the Lister Storm V12 Race Car among many others. Among some of the tracks are Super Speedway, Red Rock Valley Speedway, and Rome Circuit among others.

GT All-Stars: Gran Turismo 3.

The GT All-Stars event in GT3 is offered as a ten-race championship. It can be found in both the Amateur and Professional Leagues. This is the only Gran Turismo that has two individual versions of the GT All-Stars competition. Be ready to take on some fast cars and compete on some intense tracks.

GT All-Stars: Gran Turismo 4.

The Extreme Events feature the Gran Turismo All-Stars as a ten-race championship. The vast array of cars both past and present help make for a diversified field of cars spanning decades of racing. So you might say this is the most entertaining GT All-Stars in terms of diversity among cars. You will need to bring a very fast race car to have any chance of winning. Two of the most daunting races in these fast cars includes a reverse run around Autumn Ring and the finale- two laps around the Nürburgring Nordschleife (yes- all 12+ miles of it in cars that can easily reach and exceed 200 mph!).

GT All-Stars: Gran Turismo 5.

Unlike the previous two Gran Turismo titles, GT5's GT All-Stars is only a five-race championship. The five races, though, are all on some pretty intense courses against intense competition. So bring your fastest car. Or you may even invest in one of the really fast cars, such as the Mazda 787B or the Peugeot 908 HDi FAP if you want to remain with Premium cars. A lot of the good Standard Group C prototypes are also very formidable. I would recommend the Nissan R92CP or the Toyota 88C-V (commonly referred to as the Minolta Toyota) if seeking Standard cars for the GT All-Stars event.


The Gran Turismo All-Stars is a great showcase of Gran Turismo racing with a vast array of past and present racing machines. Its further evolution is predicated on fast cars on tough tracks.



--- Future GT All-Stars? ---

For what it is, Gran Turismo All-Stars is a great concept. I'd like to see it extended and expanded. You could have a GT Al-Stars for a number of categories. Imagine expanding upon GT All-Stars to include these:

• fastest prototypes
• fastest GT race cars
• fastest rally race cars
• fastest tuner cars
• fastest cars (by decade)
• fastest cars (by type)

Imagine having these different kinds of cars being represented among the GT All-Stars. I mentioned rally. Rally cars are still race cars. So imagine having rally cars compete on asphalt as well as in their native rally racing environs.

Single-Weekend Invitational?

GT All-Stars could possibly be like real-world events such as the Monterrey Historics or the Goodwood Revival- where you have the All-Star action on one track with multiple classes and divisions racing.

Online GT All-Stars?

Yeah- let the fans race it out with their finest cars instead of have it mostly as a single player event. Maybe invite some GT gamers to compete for cars and money in the game (or maybe even some real prizes). This would certainly make GT All-Stars a fun affair!

An Exclusive Challenge?

Think about the Race of Champions- where you have this racing event held in a certain facility with identically-prepared cars. Think about the 2007 Race of Champions at Wembley Stadium in England. The DTM series last year had its own unique All-Star racing challenge using Munich Olympic Stadium for one-on-one racing action. I would like something like this to be part of a GT All-Stars deal.


I think GT All-Stars would be better if it were expanded and included a few more kinds of racing. Rather than just the fastest cars across multiple generations, why not expand upon it to make a fairly decent showcase of automotive history in an All-Star setting? Let's make it hot!





Have you any ideas regarding enhancing Gran Turismo All-Stars? Feel free to comment. Thank you for reading!

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Thursday, April 12, 2012

Motorsports Makeover - Sportscar Racing

The long-standing premise of racing in Gran Turismo is in sportscar racing. The franchise has come along nicely in adding different varieties of sportscar racing to enhance the range of cars that race in the series. My "Motorsports Makeover" series continues with another post regarding another kind of racing. You all are welcome to share your own ideas on this topic as well as many others of mine. So let's continue my "Motorsports Makeover" series with this post on sportscar racing.





--- Sportscar Racing at a Glance ---

Let me show you a video to showcase the style of racing being discussed in this blog post. Check it out:


^ "Le Mans Series Season Highlights"

Sportscar racing encompasses a broad array of racing. Whereas Formula 1 racing is about sophisticated race cars battling for some 90 minutes of competition on some of the world's most challenging race courses, sportscar racing is about racing battle for hours on end. Most "sprint" races last at or about three hours. Longer races last anywhere from six hours to a full 24 hours. Cars range from production-based cars highly modified for racing to purpose-built racing machines by racing constructors and from actual manufacturers. Racers in sportscar racing range from "young guns" to ex-Formula 1 racers to grizzled sportscar racing veterans. Variety is the spice of life, and nowhere is it more apparent than in sportscar racing.

This post concerns GT and sportscar racing. So a little of everything will be discussed here. Let's take a look at the few series to fit the bill for sportscar racing. Click on the headings to visit the official websites (if offered):


American Le Mans Series.

The American Le Mans Series was created in 1998 by Don Panoz. Its appeal is in being a European-style sportscar racing series with American attitude. Two of the biggest races of each season include the 12 Hours of Sebring and Petit Le Mans. The championship is contested across many road racing venues around America as well as some street courses. The series even includes a Canadian stop at Mosport. Today's ALMS consists of GT and prototype cars and even includes Challenge cars. The GTC class features spec Porsche 911 GT3 Cups, and the LMPC class features spec Courage LC75s.


European Le Mans Series.

Formerly known as the Le Mans Endurance Series, the European Le Mans Series is a championship mostly raced in Europe featuring a handful of big time endurance races. Most of the events last about six hours or 1000 kilometers. Some of the finest racing teams and drivers compete in this intense championship. The 2012 championship all consists of four six-hour races.


Grand American Road Racing Association.

Established in 2000, the GARRA is a vastly competitive sportscar racing series. The primary championship of the GARRA is the Rolex Sportscar Series. Two of the biggest races of the season include the legendary 24 Hours of Daytona and the Six Hours at the Glen at Watkins Glen. The series truly gained its own identity when the Daytona Prototype was unveiled. Daytona Prototypes began racing in 2003 at the 2003 24 Hours of Daytona. In a surreal way, a lone Porsche 911 GT race car won the race outright over the Daytona Prototypes. Over time, the GARRA would get rid of multiple classes to just limit things to Daytona Prototypes and Grand Touring.


FIA GT1 World Championship and FIA GT3 Europe Championship.

There used to be the FIA GT Championship. These days, it is the GT1 World Championship and the GT3 Europe Championship. Both series represent some of the finest in production-based racing. There is no shortage of action that takes place in either the GT1 or the GT3 ranks. The GT3 cars represent some of the better lower-level exotic sports cars. The GT1 class features some of the fastest and most capable GT racing cars with higher-end sports cars. There are driver changes that take place during these races. The racing action can be quite intense. If you've never seen any of these races, you should look up FIA GT1 and/or FIA GT3 on YouTube.


Super GT (Japanese link).

Japan's premier motor racing category is Super GT. It began life as the All-Japan Grand Touring Car Championship (JGTC) in 1993. Over time, its popularity has expanded. Super GT is a GT racing championship with a semi-endurance format. There has to be driver changes through the course of a race. Most races usually last at least two hours.


You now have a little perspective on sportscar racing. How do you pull it all together, though? Continue on to the next section!



--- Sportscar Racing History in Gran Turismo ---

Grand Touring cars have always been at the forefront of inclusion in Gran Turismo titles since the very first GT.

Sportscar Racing in GT1.

Among some of the more notable GT cars were the Kunimitsu Honda NSX LM GT2 that won Le Mans in the GT2 class in 1996. There was also the Viper GTS-R that you could either tune up and Race Modify to, or you could win the GTS-R by winning (a certain championship).

Sportscar Racing in GT2.

The proverbial ante was upped with some faster racing machines. Proving the point was the very fast Toyota GT-One as well as the Nissan R390 GT1. Many other high-powered GT race cars made up the roster of cars in GT2. Some of them were Race-Modified versions of cars, such as the Lister Storm Race Car and the Jaguar XJ220 Race Car. There was one car that was in GT2 but can't be won in any such way- the Mercedes-Benz CLK-GTR.

Sportscar Racing in GT3.

Many of the same sportscar racing machines from Gran Turismo 2 found their way into GT3. Now, the Mazda 787B joined the roster of sportscar racing machines. This four-rotor beast won the 24 Hours of Le Mans in 1991 and remains the only rotary-powered car to win at Le Mans as well as the only Japanese manufacturer to win Le Mans. You could also race the powerful Panoz Esperante GT1 around the courses of Gran Turismo 3. You can even race the Dodge Viper GTS-R from the powerful Oreca Racing team. Perhaps one of the most unique GT racing beasts is the Gillet Vertigo. There were a good number of racing machines to choose from in the realm of sportscar racing in GT3.

Sportscar Racing in GT4.

By Gran Turismo 4, sportscar racing was set to take on a new level of action. For the first time in series history, LMP (Le Mans Prototypes) made their debut in Gran Turismo. Among the many different represented companies is Pescarolo Sport and their two prototypes. These open-top racing prototypes deliver immense speed and were built to withstand hours of torture on various race tracks. After so many "LM Race Cars" in the series, Le Mans finally arrived in Gran Turismo 4 with Circuit de la Sarthe. Many more classic sportscar racing machines were also featured, including a handful of Group C prototypes and a few Can-Am race cars. There were also some low-level GT cars (like the BMW M3 GTR) and some still fast GT racing machines. One could even race 24 straight hours at Circuit de la Sarthe or the Nürburgring Nordschleife, making for some of the longest endurance racing in Gran Turismo history. One complaint, however, regarded the lack of any time cycles. Some really critical types thought of these races as 24 hours of sunlight.

Sportscar Racing in GT5.

The single most important quantum leap in sportscar racing was made in Gran Turismo 5. Certain tracks now had time cycles. One can actually notice the sun go down as the moon and stars fill the sky. The entire package was done beautifully. In addition to time cycles, there were also some dynamic weather for certain tracks. So the possibility of racing at night in rainy conditions was possible. A lot of GT4's cars were carried over, so nobody was really missing anything. On the other hand, you do get new machines such as the Peugeot 908 HDi FAP and the Audi R10 TDI. You also get to race with a few GT and prototype vehicles found in Gran Turismo PSP, such as the Audi R8 LMS and the Oreca Audi R8 among others.


One can only imagine what Gran Turismo 6 will bring to the table in the respect of sportscar racing. I just hope this style of racing can be enhanced further from what GT5 offered.



--- Enhancing Sportscar Racing in Gran Turismo ---

I think a great way to enhance sportscar racing is to incorporate class racing. Class racing is simply about multiple levels of racing competing at once, but each are racing within their own class as opposed to going for the outright win. It doesn't have to be individual levels of GTs and prototypes. A 12-car field can consist of six prototypes and six GT cars. I think about Gran Turismo 4's GT World Championship, where you basically needed a prototype to be competitive, because having any GT-class car guaranteed you defeat against the much faster prototypes. All you would need to do is beat the drivers in your class to win. If you want to make it like GT All-Stars in regards to prototypes, you could set up class racing regarding modern prototypes and classic prototypes (like Can-Am and Group C). You could also set up an all GT race car series.

Another thing to be aware of in class racing is that you have to learn discipline while racing. Don't try to impede the progress of faster cars. An average GT car will easily be overtaken by a prototype. So rather than try to block the faster car, just let him/her pass. Real racing has some blue flags that are waved. Blue flags usually indicate that a faster car is approaching and that you need to let that driver pass you.

Class racing is really the only thing I could recommend... unless you can think of more ways to make sportscar racing more fun in Gran Turismo. Only other thing I may suggest would be more timed races rather than races dictated by laps. Most sportscar racing series usually go by time rather than laps.



--- A Passionate Plea ---

Gran Turismo 5 featured the rights to use series like NASCAR and the World Rally Championship. The FIA GT World Championship and DTM were penned as part of GT5, though neither were truly featured. The lineup of cars in Gran Turismo games is great for what they are. Sometimes, though, I can wish for a lot more. Nothing seems truly complete with featuring cars from a certain series or a certain kind of racing. You can make the case for a good bunch of NASCAR Cup stock cars featuring many of the series' drivers. However, I think offering more different manufacturers and teams would help enhance the car count and add more kinds of racing to the series. Nowhere is this more noted than with sportscar racing. I think PD missing out on the car front with some of the latest sportscar racing machines and prototypes. Case in point- the Lola B09/60, the Epsilon Euskadi, the HPD ARX-03B, and the latest Audis... including the Audi R18 TDI.

So I am making somewhat of a plea to see more sportscar racing machines from various sportscar racing leagues to enhance the appeal of sportscar racing in Gran Turismo...


ALMS in Gran Turismo?

The game series doesn't need to have every last venue and car that the ALMS and/or LMS races on or races with. I would most be happy to see a handful of the real-world racing venues to make a proper set of cars to compete in this level of racing. The hottest of-the-moment cars from this form of racing doesn't need to occupy the majority of the cars for GT6. However, I would like to see a presence by either/both the American Le Mans Series and the Le Mans Series. Having cars from FIA GT1 and FIA GT3 would sweeten the pot.

The reason why I am making such a plea is because I have been mostly impressed with what the Forza Motorsport series has provided with various ALMS cars and tracks. I just want to see a more complete sportscar racing package for Gran Turismo 6 so it can be a better package in the long run.

If you especially want to knock down the big races, Gran Turismo can benefit from having Sebring and Road Atlanta. Imagine having the 12 Hours of Sebring and Petit Le Mans as some of the different endurance races you can run. It would be a GREAT addition for GT.


Rolex Sportscar Series in Gran Turismo?

If you can't get American Le Mans Series support, then the Grand-Am's Rolex Sportscar Series would be a nice consideration. There are number of people who love or loathe Daytona Prototypes. Certainly the new Corvette Daytona Prototype would be nice to look into if DPs are considered as part of Gran Turismo's vast array of cars.

Many people were probably disappointed that Daytona's road course isn't offered in a 24-hour cycle, especially those who are fans of the 24 Hours of Daytona. I wouldn't mind a Gran Turismo version of the 24 Hours of Daytona. You can especially have this as an endurance back before Daytona Prototypes came along. Think back to the days when companies like Porsche, Jaguar, Alfa Romeo, Ferrari, and others were riding the high banks of Daytona battling to win this prestigious endurance.

The only real concern is if PD would be intrigued enough to feature Daytona Prototypes. If you want a deeper discussion about Daytona Prototypes in Gran Turismo, please visit this blog post: "Daytona Prototypes in Gran Turismo?" - John's Gran Turismo Space.


European Le Mans Series in Gran Turismo?

I would most hope for some cars from the Le Mans Series if you can't lock up ALMS or GARRA sportscar racing. I just want a more coherent sportscar racing series package for the Gran Turismo. I want to see a good number of prototype and GT racing machines to make a well-balanced lineup of cars for Gran Turismo.

You'll need some good European courses to have yourself some endurance racing. Tourist Trophy had Valencia (Ricardo Tormo Circuit). I say that while none of these tracks are part of the 2012 ELMS championship, try to get tracks like the following: Silverstone, Bugatti Circuit, and Istanbul Park. GT5 already has tracks like the Nürburgring Grand Prix course, Monza, Spa-Francorchamps (as downloadable content). Including Paul Ricard would be a nice addition to GT's lineup of tracks.


I just want to see a little better selection and variety in regards to sportscar racing in Gran Turismo.





But for the most part, I want to see a lot more to make sportscar racing more fun and authentic. I am deeply sorry that I haven't been working on my "Motorsports Makeover" series much. I'll do what I can to improve things on this end. Thank you for reading my posts! More material to come for JGTS in the near future!

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Monday, March 19, 2012

Would YOU Have Waited?

In the development of Gran Turismo 5, there was word that Kazunori Yamauchi wanted another two years to develop GT5. He wanted FIA GT and DTM to be included in GT5. Would YOU have have waited an extra two years so both series could be in GT5? Or would you feel agonized by having to wait just a little bit longer for GT5? This blog post shares my ideas on this matter.



--- FIA GT and DTM in GT5: Would YOU Have Waited? ---

Allow me to begin with a picture to help set the tone here (along with the customary Amethyst Purple gradient background and Moonlight Silver sparkly stars, of course):

FIA GT and DTM in GT5
^ FIA GT and DTM were planned for GT5. Would you have waited longer for GT5 just to include these two forms of motorsport?

FIA GT and DTM represent two of the most popular forms of motorsport in the world. The inclusion of both series will entail many more cars and perhaps even more tracks to race these cars on. These series would coincide with other real racing series featured in GT5 including NASCAR and the World Rally Championship. Authenticity, however, could depend on just how much Polyphony Digital would capitalize on using licenses for both FIA GT and DTM if featured in Gran Turismo 5.


FIA GT (GT1 and GT3 World Championships).

The FIA GT series (GT1 and GT3 World Championships) represent the pinnacle of production-based sportscar racing. This is where production-based sports cars heavily-modified for racing compete in frenzied road racing competition. This is where cars such as these are driven in anger across a worldwide array of tracks ranging from Formula 1 Grand Prix circuits to various other international racing circuits. To me, I initially thought of the FIA GT1 World Championship as the only part of the FIA GT package. However, I would be open to the possibility of FIA GT3 World Championship racing. The difference being that the GT1 machines are all world-class sports cars and supercars, and the GT3 machines as the lower-level (yet still competitive) sports cars.

Since the inception of the Gran Turismo franchise, GT racing has always been the cornerstone of racing in Gran Turismo. Featuring more of these real GT cars would truly enhance the greater scope of racing in Gran Turismo games with more GT cars.


DTM.

DTM, especially today's DTM (Deutsche Tourenwagen Masters, not the former Deutsche Tourenwagen Meisterschaft), represent some of the most hard-fought racing with super-sophisticated super touring racing machines. You still get DTM-style racing machines, but many of them are mostly the carry-over cars from Gran Turismo 4. In fact, there are no real Premium DTM racing machines unless you count the Lexus IS-F Racing Concept. I even will admit that I'd love to race either a recent Mercedes-Benz or an Audi DTM race car.

It was announced in 2011 or so that BMW would make its return to DTM. A BMW DTM car for GT5 would probably be based on the concept that was unveiled in Munich in 2011. This car was the BMW M3 DTM Concept.

IN CASE YOU'RE INTERESTED: You can read more about the BMW M3 DTM Concept being unveiled, here is an article for you: "BMW Unveils M3 DTM Concept Car in Munich" - thecheckeredflag.com.


So now you have some insight on both FIA GT and DTM and why they would be welcome additions to GT5.



--- Gamers' Impatience/Acceptance of Delays ---

A lot of gamers are impatient. They are mostly the "gimme gimme gimme!" crowd who does not want to keep suffering through delays, almost as if getting a game as quickly as possible is more important than living life. A game delayed for too long runs the risk of not being as good. Two game examples include "Malice" and recently, "Duke Nukem Forever." Some people critical of delays for Gran Turismo games think that the wait for a Gran Turismo game is too long to come out not living up to certain lofty expectations set by certain gamers.



--- Would I Have Waited Longer for GT5? ---

Would I have waited a little longer to get Gran Turismo 5 just so FIA GT and DTM get included in GT5? If it meant making GT5 better (even if by a small percentage), then I'd wait. I want the best-possible model for GT5 with as little compromise as possible. FIA GT and DTM would make a great impact on GT5's car and racing lineups. If including these two series could improve GT5 by a substantial degree, then do whatever it takes to make your game great. Don't release a substandard, rushed title to represent the future of your franchise. Make the game as great as you can with all of your efforts. Other people will likely complain to the high heavens, but I'll wait. In fact- I never got my PlayStation 3 until June 2011. I got my PS3 along with GT5 on the day I got my PS3. It may not be likely I would have gotten my PS3 if I wasn't influenced that GT5 was released.





So what do you think? Would YOU have waited a little longer for GT5 for the opportunity to race FIA GT race cars and DTM race cars? Feel free to comment. Thank you for reading!

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Friday, March 16, 2012

What If... Gran Turismo for Kids?

Remember "Gran Turismo for Boys?" It was to be a concept to get kids into Gran Turismo. I obviously feel offended in it being called "Gran Turismo for Boys" because you assume by its title that only boys love cars. So I call it "Gran Turismo for Kids." Educating children on things in a unique and fun way is a great way to get kids to love and/or appreciate something. And in the case of cars in the realm of Gran Turismo, it would be great to know how to educate kids better on cars and help them appreciate these machines more. I am not sure if PD is even still looking at this thing. For the purpose of this blog post, I will ask "What If?" And here- "what if 'Gran Turismo for Kids' actually materialized?"

If you want to get some insight on this before I discuss this topic, I invite you to read "Gran Turismo For Boys in 2005" on ps2.ign.com. "Gran Turismo for Kids" will be the hypothetical name I will use in discussing this concept.





--- What If: "Gran Turismo for Kids?" ---

Gran Turismo for Kids
^ What if Polyphony Digital created a more kid-friendly Gran Turismo? The 2005 concept of "Gran Turismo for Boys" is being revisited by me and given a different name.

I will use "Gran Turismo for Kids" rather than "Gran Turismo for Boys" in describing this concept. GT for Kids would be a concept in which all that made Gran Turismo so fun is made to be more accessible to kids.
If you follow the history of the Gran Turismo series, one of Kazunori Yamauchi's first games was Motor Toon Grand Prix. This was a cartoonish racing game with a cartoonish feel. So to say that such a kid-friendly racing game has never been developed by Kazunori Yamauchi would be an absolute lie. There is certainly potential that with a well-designed package, it is possible that a more kid-friendly racing title can surface within the realm of Gran Turismo. A number of challenges would await Polyphony Digital in case PD actually went ahead with and marketed this concept. Among other questions to ponder about GT for Kids:

• Can a simulation-type racing game be made more accessible and fun for kids?
• Can such a game teach kids about cars in a unique and fun way?
• Can this concept be executed from top to bottom the way only Gran Turismo knows how?


I'd say the risk-reward would be interesting as simulation racing be made more accessible and fun for kids. It would be a great way to pass on simulation racing games to a (much) younger generation. An already accessible sim like Gran Turismo would be even more so by providing children a fabulous gaming experience only GT can provide.

Let's face it- while simulation racing can be fun for all, this kind of action may be too daunting for some children. So it would be great to make this style of racing more fun and accessible. You have to speak in a kid's language to showcase racing to them and to teach it to them in a way they will understand. And because I'm offended with calling such a project as "Gran Turismo for Boys," I decided to call it "Gran Turismo for Kids." Just saying it's for boys notes that only males (let alone boys) care about cars. While it may be true that automobiles appeal more to boys than girls, I feel this should be a fun learning and gaming experience for girls too. There are even girls who learn all about cars and in taking care of them. So let's make the same experience fun and accessible to boys AND girls. That's why "Gran Turismo for Kids" is more fitting of a name.

Because tuning cars and racing in Gran Turismo games is fairly tough, a more kid-friendly GT would be great fun. I will explore the many different ways this project could thrive if everything were played properly.



--- Gran Turismo for Kids: Building the Game ---

How would you design GT for Kids? For one thing, you have to find the middle ground between traditional Gran Turismo gameplay and kid accessibility. How would you show kids the world of cars while also making it fun for them? I think it is important that the game still remains a simulation-type racing game. However, don't make the action too serious.

Most of what I am trying to visualize pertains to this principle:

"How can we make Gran Turismo more fun and more accessible to children while keeping the same Gran Turismo look and feel?"

Having said this, let's look at a number of ways to make this game come alive to be something magical.


Make it Fun!

Let children flex their creative muscle by coming up with a variety of cars and tuning options to make the action fun. Paramount to any racing game (let alone Gran Turismo) is a host of cars from around the world. You would have to have an interesting array of cars ranging from production cars to race cars.

On the car front, I think it is important to teach kids about certain cars in a great light. I find great importance in learning about and showcasing classic cars. Most people probably care more about today's cars than past cars. However, I find it to be immensely important that kids learn about and appreciate classic cars in addition to most of today's cars. This could be a challenge. However, I think it is a challenge PD could take on and succeed at. Imagine if a child could appreciate a Ford Mustang Mach 1 or a Ferrari 250 GTO as easily as he/she could a Bugatti Veyron or an Audi R8 Road Car. If PD could nail down the importance of classic cars to children, that can go a LONG way towards making this title fun for kids.


Make it Creative!

Children love being able to let their imagination run wild with all sorts of modifications and edits.

You also need a creative way to teach kids about tuning cars and working on cars. Don't just install parts on a car- let a child know about that part of the car and what is actually being upgraded. For example, let a kid know about performance brakes before he/she installs them onto a car.

Along with this, creativity should also pertain to tuning. Encourage kids to tinker around with car settings to help them learn about cars and racing. Teach them about properly tuning a car in a way that kids can understand and comprehend.


Put the Cars on Fun Tracks with Fun Races!

It would be great to see all or most of Gran Turismo's tracks made for this GT for Kids package. I think tracks don't have to be completely detailed or extremely long. The game should be fun for kids without being difficult or intensely intimidating. Maybe some longer tracks should be made a lot more condensed.

So imagine condensing longer tracks like the Nürburgring Nordschleife and Circuit de la Sarthe to make them more kid-friendly.


Kid-Friendly Versions of GT Pastimes.

Car collecting (and hunting). Races. Championships. Endurances. Rallies. And yes- even license tests. How do you take the GT experience and make them fun and accessible for kids? The goal is more about how you can change up the GT formula to make things more child-friendly. Is it possible? Only PD can answer that.


These are just a few of many different issues in making this game happen and making it great.



--- Gran Turismo for Kids: Working the Details ---

If you're going to make this game, I would favor a cell-shaded game with some unique graphics. Cell shaded racing games that come to mind include titles like "Auto Modellista" and "GT Pro Series." I'll look at as many different aspects of the game that I can think of and comment on. I willeven ask questions pertaining to specific elements of GT for Kids. Just because I'm presenting this information to all of you doesn't mean I there are elements even I am curious about.


Cars.

The cars don't need to be ultra-realistic GT5 Premium models for a game like this. To maintain a cartoonish appearance, I'd look at chibi racing car games like the Choro-Q series or even look to the popular Facebook game, Car Town. It may also be possible to make the cars and the racing more like in ModNation Racers. Designing the cars all depends on how PD wants to showcase cars in their game. Do they want to make the cars realistic and believable, or do they want to make them very cartoonish?

If Tim wants to paint his 2011 Ford Mustang in green with white stripes, or if Julie wants to paint her Lexus LFA in pastel pink with little hearts and flowers; let that sort of customization happen. Certain exterior options would be lovely for kids. Imagine changing the wheels to any sort of interesting options. Children can have immense imaginations. Why not allow immense imagination to be possible for kids in this game when customizing? I think the changes should be realistic. Not exactly thinking about equipping cars with rocket boosters or laser turrets or anything. Remember- this is Gran Turismo; not Mario Kart or ModNation Racers.


Tracks.

Accessibility is always a key word for any game. I don't think making such a game accessible to kids means you should have intensely long and difficult courses So condensing some of the longer tracks would make things fun for kids. And rather than impressively-detailed versions of tracks, some fun cartoonish renditions of classic GT race tracks. The tracks may be detailed with a lot of decorations to make them fun-looking, or they may even look a certain way that makes them fun for kids.


Driving Dynamics.

Gran Turismo has a driving model that is suitable for almost everyone. However, for this title, the driving model should be more forgiving for kids. Allow for mess-ups to happen while not offering severe consequences. I am not sure if you even go for a driving model that is more towards arcade rather than simulation. How deep of a driving model do you want to offer for children?


Avatars?

How do you dress up avatars? Should they be realistic-looking models, or do you make them cartoonish like in ModNation Racers? It would probably be best to have chibi-style characters just to offer unique Japanese flair. I also wonder what helmet and suit options would be offered.

Also, could it be possible to have unique characters you encounter in the game? Since this is a kid-oriented title, you may want to change things up a bit and offer a different experience from the usual Gran Turismo realm.


Races - Offline.

The races shouldn't be terribly long. I don't think championships should be very long either. Everything SHOULD be engaging and fun, however. A well-balanced number of series and championships would be great. The typical sort of races would make up the basic set. You know, drivetrain-limited races, engine aspiration races, nationality/region races, etc. Don't forget about rally racing as well. Make rallying fun for kids as well.

The one concern area would be long races, especially endurances. Endurance racing is as much an experience of Gran Turismo as any other. What would be an appropriate length for children to race an endurance in Gran Turismo for Kids? Or maybe do you have long races that can easily be saved to race again at later times? Long races are my biggest concern.


Races - Online.

While parental permission would be required to do get online, I don't know if the quality of racing online would be as good as offline racing. And I am not sure there are kids who would casually log minutes to hours near where most in the 18 and up set would log playing games.


Music and Sound.

The music surely has to be stuff kids will love to race with or listen to in menus. I probably wouldn't bother with the sounds too much. Speaking of menus...


Interface.

This would rile up most of us older GT fans- imagine if there was a free roam model in GT for Kids where kids can freely go around and visit various places. Maybe even imagine visiting showrooms. I wonder how you showcase cars to kids. Do you show them off like Premium cars or like Standard cars? What would Demo runs be like?

Or... do you go for a model similar to GT4 or GT5's rather unattractive GT Mode menu? You certainly want to make the game accessible and clean for kids.


These are all among many different elements to make "Gran Turismo for Kids" an enjoyable game.



--- How Might Critics Review This Game? ---

Since this is a game suitable for children, critics would have to consider that kids will likely be playing it and enjoying it, so games would have to be reviewed accordingly to what kids look for in a game.

NOTE: The following reviews are only demonstrations.

(sample magazine review)
"Polyphony Digital has done a great job downsizing Gran Turismo to be more kid-friendly. While there are kids who love traditional Gran Turismo action, at least this is a GT that can be just as fun and just as enjoyable as the major GT titles. It's too bad some of this game's features are what some of us older GT gamers wished we see in the big GT titles."


(sample online review)
"This kid-friendly Gran Turismo is a great game for teaching kids about cars while also keeping the classic Gran Turismo flair. It is really a different kind of racing game for kids to where it isn't another Mario Kart clone. Then again, why would an iconic franchise like the Gran Turismo series emulate any other racing game? Kids will absolutely love it... and even us big kids will too."



So I would think that the reviews would be very positive. Whether or not the title becomes a success depends on how much effort PD puts into actually putting the game together and making it fun and accessible.





What if Polyphony Digital made "Gran Turismo for Kids?" How would they market it? Could it be a success? Feel free to share your thoughts in this blog post and in my others. Remember to consider children would play this game, so your comments about improving this should be relevant to what a kid would want in a racing game like a Gran Turismo. Thank you for reading!

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What If... Polyphony Digital F1 Game?

Polyphony Digital would have loved the chance to make their own Formula 1 racing game. When those F1 game hopes were dashed and given to Codemasters, it made me wonder- what if it was PD who made the latest F1 game series and not Codemasters (or anybody else)? Would it be any good? Would it be authentic? Would it be praised? What kind of touch would PD put on its title to make it stand out? These items and more will be discussed in this blog post.

Just so you know... I am not any kind of F1 fanatic or fully understanding of Formula 1. I am only going on as much as I know about Formula 1. I don't know what Polyphony Digital would call the game. So therefore, I won't even attempt to name this project.





--- What If: a Formula 1 Game by Polyphony Digital? ---

Formula One Polyphony Digital
^ Would you buy and enjoy a Formula 1 racing game made by Polyphony Digital?

Why such a big deal about Formula 1? Simple- Formula 1 race cars are the most sophisticated and most capable racing machines ever to take the grid. The races themselves offer a great deal of drama and intrigue. Some of the world's finest race car drivers all contest a long season across several continents and many countries. Obviously, Formula 1 is a huge deal. And of course, who DOESN'T want to battle to become Formula 1 World Champion?


Early Hints?

The first hint towards formula car racing in the Gran Turismo realm began with Gran Turismo 3 A-Spec, where you could race F1 race cars later in the game. These F1 cars are all fictional but based on actual F1 cars. One such example is the F686/M, based on the Lotus 79. There were a few other F1 models that could be obtained in GT3. Gran Turismo 4 carried on the Formula 1 charm; but this time, offering their own model- the Formula Gran Turismo. It is a formula race car built to specifications of current (at its time) F1 cars. You need one to compete in the Formula GT championship in GT4. Beginning with Gran Turismo 5 Prologue, history was made as the first real Formula 1 race car was featured in any Gran Turismo game as the Ferrari F2007 can be raced. It would be joined in Gran Turismo 5 with the Ferrari F10. You unfortunately can't race the Ferrari F2007 or F10 in any races. There used to be a Seasonal devoted to the Ferrari F1 cars.

Gran Turismo games have included a host of tracks Formula 1 has either raced on or used to race on. There was probably evidence PD would lovingly make a Formula 1 racing game because of the many F1 tracks GT5 has. Tracks like Monza, Suzuka, Nürburgring, Cote d'Azur and others comprise a stacked deck of current or former F1 tracks. You can even add Spa-Francorchamps to the mix. If not as a standalone game, even the number of tracks would suggest PD was probably hoping to make their own F1 game.

So with these things said, the ambition was surely there that PD would probably make a Formula 1 game if given the opportunity.


--- How Would This Game be Made? ---

Such an F1 game would require a great deal of concentration in trying to make everything as authentic as possible. Of course, PD would put its own spin on things to make their own unique product. The latest cars, drivers, teams, tracks, and races would all have to be considered in developing such a game. Let us now look piece-by-piece on each item:

Cars.

The current crop of F1 cars make up today's form of F1 racing. You have to take advantage of all the technologies and handling limits of all F1 cars to make the experience unique. Part of me says that PD would want to take the experience further. How do you do that? Imagine if you could race a history of F1 cars... even before today's Formula 1 was established. Imagine if you could race the Lotus 49 or the Mercedes-Benz W196 Streamliner. Imagine if you could drive the Williams FW14B to the limit on today's F1 courses. Providing that PD would actually secure the rights to use such cars and offer such an experience, it would be a great way to not only offer the deepest F1 experience, but also offer history lessons. What would make things interesting if PD included their own Formula Gran Turismo cars in case you want to make your own F1 team to take on the real F1 teams.

Various technologies are what make F1 racing unique. Today's F1 cars have features like regenerative braking (KERS) and drag reduction system (DRS). There are even other features like traction control and the ever-popular active-ride suspension. Part of featuring past and present cars is in advances in aerodynamics, technologies, and more. PD's ability to replicate these effects would make the cars completely authentic.

Oh, and have you forgotten about the Red Bull X2010 and X2011? Imagine an F1 experience with just THESE cars on the grid!


Drivers.

To take the experience further, having actual drivers would make the game a touch more insatiable. You of course need the standard thoroughfare of current F1 drivers, but also imagine if you could race against past drivers. Here's one for you: could Aryton Senna in his prime beat Michael Schumacher back in his prime? Could Sebastian Vettel hang with the likes of Damon Hill, David Coulthard, Nigel Mansell, Nelson Piquet, Keke Rosberg, and names like that? One can also try to cement his/her own legacy in Formula One racing with a robust Career Mode. Whatever the case, a solid lineup of drivers current and classic would be great for such a project.


Teams.

All of the teams in Formula 1 are among some of the wealthiest and most experienced. Even the lesseer teams are still capable enough to take on the bigger and better teams. Teams still around and no longer around would be great in helping shape this game. Long-standing teams include the likes of Scuderia Ferrari, Williams, McLaren, and others. You have other teams in F1 like Red Bull, Scuderia Toro Rosso, Renault, and Force India among many others. There have been so many teams that have competed in Formula 1 with a host of different driver and engine combinations. While it may not be possible, imagine being any of these past teams: Sauber, Petronas, Simtek, Footwork, Larousse, Ligier, Toyota, Honda, Arrows, Minardi, Jordan, Stewart, Benetton, Tyrell, and countless other past teams. An interesting package for this game would bring together various teams past and present.


Tracks.

A racing game, no matter how complex or deep, means nothing without tracks to race on. A modern F1 racing game obviously needs to have the latest F1 tracks. This would mean that Polyphony Digital would have to go out and model all of the tracks of the Formula 1 World Championship. The many contemporary courses of today's F1 would be great to see feature. Something else PD could do is perhaps feature past F1 venues. Put current F1 cars on classic circuits. Put classic F1 cars on modern circuits. How would a current F1 car take on tracks like Kyalami in South Africa? What about if you could push a powerful turbo F1 car around Sepang or Buddh International Circuit? Imagine being Niki Lauda or Sir Jackie Stewart taking on today's Nürburgring Nordschleife in their classic F1 cars. Or here's something I know a lot of people will agree with- what if you could race today's F1 cars around the old high-speed Hockenheim (before Hermann Tilke screwed up the track severely)?

Part of me says that since this is a Polyphony Digital product, it would HAVE to include Grand Valley Speedway. And why not? This track is the signature race track of Gran Turismo and VERY much a Grand Prix-type race track with its length and complexity. What I think would be interesting is if the game also included Tokyo Route 246 and Special Stage Route 5 (or even Special Stage Route 11). PD may even add Cape Ring (full course) or even the Ricardo Tormo Circuit from Tourist Trophy. Can you imagine racing Singapore or the Yas Marina Circuit in a PD-made racing game? Loads of possibilities!


Races.

The Formula 1 World Championship is campaigned across a massive schedule spanning several continents and many countries. The drama and unpredictable nature of F1 lends itself to the crazy nature of F1 racing. Getting pit stops and various technologies working will make the racing fun. Racing in the rain has to be an importance since F1 racing



--- What Might Critics Say About This Game? ---

The following are key points to me in how this game is reviewed:

• I think one thing people will say about such a game is that PD would be very Japanese-biased. Yet, no one would complain of British bias with Codemasters. I've always believed some people have an "Always Hate Japan" mentality about things. Because of Japanese bias, I don't think this game would be too much appreciated by some gamers.

• Another thing that COULD be a factor is the artificial intelligence. People have complained consistently about bad AI from Gran Turismo games. But really, "bad AI" is a vague point. AI involves things like aggression, intelligence, and things like that. AI is too vague to describe just as good or bad. You have to define what makes the AI good or bad if you're going to use such adjectives.

• I also wonder if the game's driving model could impact whether or not this game is successful. You will need a hardcore driving model to truly please even the most discriminating racing game fan. This driving model has to be as good of a model to accurately represent F1 cars.

• Sound is also important. Can the sounds be as accurate and as precise as possible?

• The only other thing I can think of is of any online multiplayer. Can the online element be as satisfying as the non-online elements? Could there be some downloadable content (DLC) to enhance the experience?


These are just some of many different aspects of such a game. Many more aspects could have been discussed here, but most of these are among some of the real key areas.


How Would Reviewers Take This Game?

I am going to pretend the game is out and give some mock reviews of this game. This is only a demonstration.

(Sample Magazine Review)
"Polyphony Digital's attempt at making an F1 game is not bad, but it's not very good either. The game could have been much better rather than be Gran Turismo 5 with F1 cars."


(Sample Online Review)
"While this game offers its great points, this game falls flat in really appealing to the Formula 1 fan. Polyphony Digital must think the average F1 car handles as easily as a Super GT car."



Of course, this would be the first game. So if this were to continue into a series of games, it could be a chance for PD to try to make it a better game than what the initial title may provide. Or it may be a one-hit wonder like Tourist Trophy (at present) or Gran Turismo Concept. If it does just become one game devoted to Formula One, Polyphony Digital will probably do it their own way and put their own unique spin on the game.





Do you think Polyphony Digital would have themselves a great game if PD created the next F1 game rather than Codemasters (or anybody else)? It was recently reported that Codemasters will be making more F1 games in the near future, as Codemasters and Formula 1 have inked a deal to keep making F1 games. This "What if?" was about if PD made an F1 game as they had initially hoped. So what do you think? Also, what do you think the game would be called? Remember that you can comment on anything you see here. Don't just come in and leave- get involved!

Thank you for reading!

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Wednesday, March 14, 2012

Super Speedway

Before being succeeded by GT4's Twin Ring Motegi Super Speedway (which it is based on), Super Speedway was the first true oval featured in Gran Turismo history. I say true superspeedway because it is a proper oval unlike Test Course. Super Speedway brings oval racing to the forefront. In GT3, it was the first-ever Endurance race on an oval with the Super Speedway 150 Miles endurance. There would be another endurance in GT4 for this track (as Twin Ring Motegi Superspeedway). It would be succeeded in Gran Turismo 4 (and in oddly enough... Tourist Trophy) by the track for which its layout is based on- Twin Ring Motegi Superspeedway. This blog post is a look at Gran Turismo's high-speed playground (besides Test Course)- Super Speedway.

NOTE: This blog post concerns both Super Speedway AND its successor, Twin Ring Motegi - Superspeedway. However, most of the focus is on Super Speedway. They are essentially the same track.





--- Super Speedway ---

Super Speedway Gran Turismo
^ Get your high-speed rush around Super Speedway! (original picture credit: Gran Turismo 2)

Super Speedway is only four turns as its layout is based on Twin Ring Motegi's oval. Despite this, this is a tricky oval. There is modest banking in the corners and hardly any banking on the straights. This, then, feels more like a road course than any average oval. A good general setup for this track will have to involve both horsepower and top speed. Here is where going for the high-end NA or Turbo upgrades will mean a whole lot here. Those high-end horsepower upgrades are okay because you don't have to worry about any super-tight corners. A transmission setup for top speed doesn't hurt here, either. You also have to consider suspension and aerodynamics options as well to make the most of your runs here.

Racing this track (or Twin Ring Motegi - Super Speedway) is very simple. Turns 1 and 2 do not require any braking since these the radius of these two corners are wider compared to Turns 3 and 4. A fast car with good grip can hug the absolute inside without needing to lift off the throttle. The toughest part of the course is Turn 3 because that sets up the lower-radius corners of this oval. A poor entry into Turn 3 will really take away your speed. This is an oval, but you have to treat it like a road course. A good exit out of Turn 3 will help you to get a good exit through Turn 4 and on to the Start/Finish line. Be careful not to tag the outside wall coming out of Turn 4.


Lap times will be fairly quick. So therefore, you'll be running this track for just about anywhere between 27 and 35 seconds in most cars. You will also be running for a large number of laps.



--- Super Speedway Over Time ---

Let's take a look at Super Speedway. This track did not exist in GT1 and is not in GT5 (in fact, no Twin Ring Motegi tracks in GT5).


Gran Turismo 2.

In an interesting way, GT2's version of Super Speedway had a unique layout where Turns 3 and 4 were covered by some high covers. The track itself has some lines in the road kind of like a highway. See for yourself how a lap around Super Speedway looks like:


Gran Turismo 3.

Gran Turismo 3 looks more like a proper oval with the surroundings and with the road textures than GT2's version. The track has taken on a different character as well:


Gran Turismo 4 (as Twin Ring Motegi - Super Speedway).

The same mechanics and techniques of Super Speedway apply, but the proper race track Super Speedway has been based on has finally been featured in GT4. Here is the track:



Unfortunately, this track can NOT be found in Gran Turismo 5. GT5 does not include Twin Ring Motegi Superspeedway, but you can race Daytona and Indianapolis in GT5. It's a shame, really, because NASCAR would have its intermediate oval to compliment the superspeedways of Daytona and Indianapolis.





Thank you for reading! More JGTS insanity to come in the future!

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