Wednesday, March 09, 2005

Video Game Review: Gran Turismo 4

This is the Holy Grail, the game all gearhead geeks were waiting for. I sat on a Best Buy certificate for more than two months to use to purchase this game, which I then picked up on its first day of release.

Is it worth the hype? It depends on what you're looking for, and whether you are willing to accept its particular culture.

First, the biggest flaw is the lack of a damage model of any kind. Bang over curbs, sideswipe your competitors, run straight into a wall ... you might lose some time, but the car will be undamaged. This is a huge void in a game billed as a "simulator." However, the Gran Turismo series has always operated on this basis, and within its world, the lack of damage makes some sense, because the simulation is aimed at something else.

Gran Turismo has always been about driving real cars on real tracks, and modifying those cars in realistic ways to simply make them go faster. It's about a competition of speed, rather than a fully realistic and ultimately frustrating battle with fragility. This is part of the GT "culture" that the gamer must buy into. Races then become a series of lessons in getting around the track faster rather than repeated trips to the garage to repair the banged-up car.

The GT physics engine makes up for the lack of a damage model (again, if you buy into the concept of speed for speed's sake). The game drives extremely well, with very accurate and lifelike response to controller input and game environment conditions. The game is also brutal in its punishment of sloppy driving, which for me excuses its lack of damage. If you are not on the racing line, or you carry too much speed into a corner, you will not do well. Learning takes place through losing races, one corner at a time, rather than busting up the car.

Another "culture" issue with the GT series is its heavy concentration on Japanese cars. Although the game includes numerous European cars you would never see in the US, and a variety of US cars as well, the heart of the game (not unexpectedly) is Japanese, with a dizzying array of Japanese models available. Not that there is anything wrong with that, as Seinfeld might say, but considering all the interesting products made in other parts of the world, the balance seems a bit off. However, if you simply accept this as part of the local culture, it's not a hinderance to having a good time. The lack of Porsche and Ferrari, though, is a major blemish (those manufacturers have licensed their images and trademarks to other games; GT makes do with Porsche-based RUF).

GT4 is not the leap forward in visual landscape that GT3 was. However, the visuals are improved, and tremendous. Playback still looks a little wonky, but the environments are rich, detailed and, often, beautiful, with a variety of weather conditions and sun angles (which can be very difficult at times).

Gameplay is essentially the same as in GT3, although it has been enlarged with more tracks and significantly more cars. The player still must pass licence tests, compete in beginner race series in a variety of cars, and collect enough prize money to win or buy cars to compete in higher level races. A notable addition to the gameplay is the B-spec mode, in which you direct an AI driver in your car. I was unsure about this feature ... until I used it. Far from an uninvolving cheat mode, as I expected, B-spec is actually extremely handy for progressing through the game. B-spec can be used to rapidly progress through a race series to gain prize money and reward cars (which can often be sold for more cash), which is the process necessary to proceed early in the game. Frankly, it's pretty boring to keep running the same races over and over just to gain enough money to get away from the beginning races. B-spec both automates and accelerates the process (up to 3X real speed); the gamer directs the driver to go slow, steady, fast or push, with appropriate consequences. If the car is not up to snuff, it will not win. The driver will sometimes make mistakes, especially if it is inexperienced (yes, that matters) or it is being asked to push too much. B-spec is a great time saver, a good way to collect the money needed to try new areas of the game, and even engrossing competition. To preserve my own sense of fair play, though, I won't go to B-spec until I have run and won the race on my own.

So far, I have made it through 3% of the game, so I've go some work to do. I've finished three of the beginning level race series and one Miata-only championship. I'm now working up the courage (and cash) to tackle one of the world's great tracks: the Nurburgring Nordschleife.

I'll be sure to keep all of you (that is, all five of you) closely updated on my progress. I know you can't wait.

1 comment:

Dave said...

Because I'm a car and racing nut, I have the patience for this game, even though I actually didn't get very far with GT3. Part of the reason for that was my frustration with accumulating enough dough to progress to other races. It just became too tedious, even for me. That's where B-spec is a great innovation. It's not an automatic win, so there's still some excitement, but it's three times quicker and the AI driver is sometimes more proficient than I am (but not always).

I played the prior version of Burnout; the big crash mode is a riot, but it doesn't feed my need to drive a car well at the limit.

I'll put up another post later about my steering wheel ...