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Gran Turismo 6 • E3 2013 details & information

It's annoying, it sounds awful and sounds far better in Forza

The tyre squeal in GT5 is at a more realistic pitch than Forza 4, which always sounds too low in tone.

The worst part about the Forza 4 tyre squeal is that you can easily tell that it's a sound loop that is repeating. It sounds like shit.
 
Richard Burn's Rally

Ah, thanks. Sorry though, whose AI? GT or LFS?

The tyre squeal in GT5 is at a more realistic pitch than Forza 4, which always sounds too low in tone.

The worst part about the Forza 4 tyre squeal is that you can easily tell that it's a sound loop that is repeating. It sounds like shit.

It is at a more realistic pitch, but in many cars it is too loud. Well, a better way to say it is that the engine is too quiet.
 
The tyre squeal in GT5 is at a more realistic pitch than Forza 4, which always sounds too low in tone.

The worst part about the Forza 4 tyre squeal is that you can easily tell that it's a sound loop that is repeating. It sounds like shit.

That second paragraph of yours is perfect, I wish I was as succinct as you.
Only problem is, that description is PRECISELY how I'd describe the GT noise, not the Forza noise.
Also, regardless of the terrible noise, the controller rumble adds so much to Forza, more of a subliminal benefit.
 
Can't say the tire squeal ever really irked me. Sounds like tires squealing. I'm usually more interested in the racing and handling itself - the FFB even on a low-end wheel like the DFGT is awesome.
 
The one thing I'd like to see, which we probably won't see, is an improvement on the single player progress through the game. The special events in GT5 were ok, but A-Spec feels woefully outdated. It's just this horrible grind against lifeless AI made even more lifeless because there's absolutely no narrative. I would like to see more aspects of the experience gameified. The tuning, for instance, is important and complicated yet there's absolutely no primer on good tuning practices. Instead there's tool tips.

I know GT has always had this surgical, clean-room type of style but a little narrative wouldn't hurt. The special events was a good start. A single player where you evolve as a driver, as opposed to grinding out credits to buy more hp, would go a long way.
 
I totally agree. GT5 A-Spec was boring as hell.

But at the same time I have no problem running lap after lap on the Nordschleife with no other cars and no objectives.

So I don't really know what I want.
 
The one thing I'd like to see, which we probably won't see, is an improvement on the single player progress through the game. The special events in GT5 were ok, but A-Spec feels woefully outdated. It's just this horrible grind against lifeless AI made even more lifeless because there's absolutely no narrative. I would like to see more aspects of the experience gameified. The tuning, for instance, is important and complicated yet there's absolutely no primer on good tuning practices. Instead there's tool tips.

I know GT has always had this surgical, clean-room type of style but a little narrative wouldn't hurt. The special events was a good start. A single player where you evolve as a driver, as opposed to grinding out credits to buy more hp, would go a long way.

Yeah I always wished they would give a better overview of each tunable part, and how it will effect the drive. Pair those overviews/guides with specific challenges to highlight the benefits of the changes you make, depending on the type of track/car you're racing. Those could be an enjoyable part of the main "campaign" themselves.
 
Yup A-Spec is super boring. AI needs an overhaul for it to be fun though. Thank God they had varied events in it though like Top Gear stuff and Rally etc to salvage it slightly.

What a disappointment it was to see no weather at all though outside of the Special Events.
 
Yup A-Spec is super boring. AI needs an overhaul for it to be fun though. Thank God they had varied events in it though like Top Gear stuff and Rally etc to salvage it slightly.

What a disappointment it was to see no weather at all though outside of the Special Events.

I don't think I'd thank God for the shitty Top Gear events in GT5.
 
Load times were improved in GT5 in 2.0, and they seem to be improving them more in GT6 (although the demos shown had less AI cars so it's hard to judge).

http://www.youtube.com/watch?v=2WZxx4XTzFI

That load time doesn't look any different from GT5 Spec 2.0 - still taking around 40 seconds to load the track.

I'm not sure there's much more they can do to improve that aspect though. I'm sure the logical order and layout of menus will be improved.
 
Why all this hate? I think GT5 is a great and enjoyable game :).

PS. Not a joke... I'm serious and everybody here needs to play GT5 with wheels... controller kills the experience :(.
 
Itty bitty graphic details and sound don't really matter too much to me, but GT needs some better gameplay that isn't just a grind bore. Hard to pinpoint what Forza gameplay nailed, they just did.

GT6 is still a must get. Damn fine sim.
 
Nice air time Kaz.

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Probably the best news coming out of E3 is that Kaz has revealed that we're going to see a greater focus on fictional tracks going forward

One of the new original tracks announced was Matterhorn. How has your approached to original track design evolved over the course of the franchise? How do you do things differently these days?

KY: “The tracks in GT1 and GT2, most of them were just designed by myself. It was just me designing those tracks, so I could do whatever I wanted!

“Looking at it now, I realize it is really tricky or strange terrain that we often laid the track on. I still like the tracks like that, but now, we have several teams of people working on a single track. Of course, with the photo realism of the tracks we build now, the requirements are much higher than they used to be.

“I think that’s one of the reasons why even though it’s an original course, we started basing them on real-world environments. The Yosemite course we had in the past was like that, because when you work with a very large team, it’s a lot easier to work if you have a single clear goal you are all working towards.

“But I think that, for myself, that’s not enough. I would like to see more fantasy tracks, and I think we will make more fantasy tracks in the future as well, and bring up the level of the tracks so they are more photo realistic, so it’s fantasy but looks real.”

One of the interesting things at E3 this year has been the proliferation of companion mobile and tablet applications, and that’s one of the features you’ve already announced will be included with GT6. What are some of the things that you are hoping to accomplish with the mobile apps, and where do you want that functionality to go in the future?

KY: “I can’t really go into details yet, here at E3, but in GT5 there were a lot of online features of which just the community feature was missing. We really want to support that well in GT6, and we realize that in managing and interacting with the community, you don’t necessarily have to be using a PS3 for it.

“I think a smartphone or a PC or a tablet is much more suited for this purpose. That’s why we want to support that.

“I’m also concerned about balance when we actually implement these features, because GT6 is not a “social game” – it is a driving simulator. We want users to be satisfied with these features and appreciate them without screwing up the balance of the game.

“We’ll go into more details on this at another opportunity.”

http://www.gtplanet.net/kazunori-yamauchi-interview-track-design-bad-piggies/

And Kaz reveals a game that he's been playing at the end of the interview. You'll probably never guess what it is. :P
 
It's one where you build your own car, because that's what he's been hinting at lately.


Also we got confirmation that he reads GTplanet lol


I looked, but now I understand his previous interviews about making something like a course creator, but for cars, lol
 
Fuck the fictional tracks. Up the number of real world courses first then you can focus on fictional tracks. There are waaaaaaay too many great real world tracks that's missing from GT for them to be even thinking about boosting the track count with made up garbage. More real world tracks or gtfo.
 
Fuck the fictional tracks. Up the number of real world courses first then you can focus on fictional tracks. There are waaaaaaay too many great real world tracks that's missing from GT for them to be even thinking about boosting the track count with made up garbage. More real world tracks or gtfo.

Why not have both? The fictional tracks of GT are awesome. Well most of them. Like El Capitan mentioned in the interview.
 
If El Capitan and Grindlewald would make a return that would be amazing. Real tracks are great, purely fictional tracks are great, I dislike their city tracks that they make on a skinny narrow little route then make you race LMP cars there.
 
all the new to gt5 fantasy tracks were terrible compared to past efforts, the matterhorn track from the videos doesn't seem that good either - polyphony focusing on these is a mistake.

i hope the gps creator is up to scratch.
 
all the new to gt5 fantasy tracks were terrible compared to past efforts, the matterhorn track from the videos doesn't seem that good either - polyphony focusing on these is a mistake.

i hope the gps creator is up to scratch.

Cape Ring and Eiger were the only two new fantasy tracks, both were okay, Cape Ring was ugly but has some nice sections, Eiger is way too short, and the rally section is woefully ignored.
 
eiger: the downhill dirt section is the only good part of the whole location, it should have been one big tarmac course with reduced track width, for a mixed surface course el capitan is superior.

cape ring: the low point in gt fantasy tracks, it's just not fun to drive at all.

london short: all the roads in london and we get this crap? where's the long version kaz mentioned?

madrid: an ok track, the mini route is the better of the two.

rome: gt2 rome is the series peak, that track should have been remade, the flow is superb.

toscana: forgettable.



i'd nix all of these tracks for gt6.
 
eiger: the downhill dirt section is the only good part of the whole location, it should have been one big tarmac course with reduced track width, for a mixed surface course el capitan is superior.

cape ring: the low point in gt fantasy tracks, it's just not fun to drive at all.

london short: all the roads in london and we get this crap? where's the long version kaz mentioned?

madrid: an ok track, the mini route is the better of the two.

rome: gt2 rome is the series peak, that track should have been remade, the flow is superb.

toscana: forgettable.



i'd nix all of these tracks for gt6.

I liked Rome quite a bit, particularly as the surface changes a couple of times. And

Toscana would have been far better with more elevation changes and perhaps a small village or some structures at some point.

I agree Cape Point is pretty weak.

But Eiger could be glorious with a different road surface and a longer version.
 
now that its 2013 im hoping GT6 wont have ANY ps2 assets in it, but is this the case?

or any plans to include a filter where you can setup races with ONLY premium cars?

this is going to be a dealbreaker for me
 
now that its 2013 im hoping GT6 wont have ANY ps2 assets in it, but is this the case?

or any plans to include a filter where you can setup races with ONLY premium cars?

this is going to be a dealbreaker for me

You'll probably have to wait for PS4. Sounds like they're hiding the premium/standard concept more than they did last time, but there's still cars without cockpits.
 
join us

Super GT party

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Everybody is welcome to join.
BUT: practice and make sure you know the track and the car before the race, clean racing is a must in the weekly races.

Race starts in:
Next Sunday or Sunday​

Allowed cars:
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Tuning allowed:
yes
Tyre Selection
All Tyres​
Track:

Le Mans​
Laps:
10 laps
Pit Stops:
Yes
Damage
Light​
Assists
TCS, ABS
Lounge Settings:
Tyre/Fuel wear: On
Slip stream: Weak
Tyre grip reduction: Real
Players Participating (4 / 16):
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Race procedure:

Lounge opens - 7.00 PM GMT
Lounge reset - 7.55 PM GMT
Qualifications start - 8.00 PM GMT
Race start 8.15 PM GMT
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Additional rules:
Always make sure at least one pair of wheels are inside the white lines! Using the run-off areas as "long-cuts" or short-cuts is not allowed and will be strictly enforced.
Missing a brake point and thus overshooting into run-off areas is ok, but when you rejoin the track you must wait until cars close behind you has passed.
Missing a brake point is a mistake and should lead to you having less speed out the corner, not more.​

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Races will be held in the GT5NRL lounge, please add this account to your Friends list. Practice sessions will also be held in the same lounge.
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http://www.neogaf.com/forum/showthread.php?t=443226&page=86
 
You'll probably have to wait for PS4. Sounds like they're hiding the premium/standard concept more than they did last time, but there's still cars without cockpits.

i dont care about cockpit view as i only use external

but in GT5 you couldnt create races and specifically filter out standard cars, so you were stuck viewing the ugly standard cars in your races which was really noticeable
 
I'm not to big on the GT fantasy tracks, though they have made some good ones in the past. Grinderwald, Rome Night, Costa Di Amalfi, Seattle, and Citta di Aria are a few of my particular favorites.

Cape Ring was a huge disappointment. And i agree with the post above that the Eiger rally track would have been far better as a tarmac course.

At the end of the day all I really need is the Nordschleife... and Bathurst (which it seems will be in GT6).
 
the nurburgring is pretty much the only reason i play gt5 nowadays. i don't have the time and willpower to play the a-spec mode anymore (they really need to do something different with it).
 
I am fine with fictional tracks as long as they are good for racing. Sadly that doesnt seem to be the case lately.
 

another location where the layout is weaker than previous version, polyphony should be splitting their dev time between real tracks and course maker.

let us build our own fantasy tracks and not some random garbage based on a few parameters.

this gps map thingy is going to be a massive disappointment :(
 
I am huge fan of all GT Original Courses and I will agree how *legacy* courses are much better than those in GT5.

Original Test Track, SSR11 underpass version, Tahity Road, Tahiti Maze, Tahiti Dirt Route, Grundelwald, Midfield, Apricot, Rome Night, original Rome daytime, Smokey Mountain, Swiss Alps, Complex String, El Capitan, Citta di Aria, original Chamonix (asphalt, snow, ice), New York, Seoul, Hong Kong, Cathedral Rocks, Seattle (even Short), Red Rock Valley, Grand Canyon, Paris Night & Opera, Costa di Amalfi... even Motorland.. all of those are PERFECT race tracks and I really hope we will get majority of them either in GT6 or through GT6 DLC.

Original Courses are something that should be transferred through generations of series and I hope PD will deliver on that area.

BTW Despite it was too dark to be driven, one track (course) from GT5 have a special place in my book. It is the original Toscana Night challenge from World Tour from release-version of the game (driven with Lamborghini Murcielago). It is basically a point-to-point track, but it ends in the same straight where it begins I think - and since it is basically a Course Maker course, it was not available anywhere elase in the game.

That particular layout and design was PERFECT IMO. Track had perfect rhytm, dynamics and flow. I would so love to be able to get in in some form in the future as standalone course, preferably with option to choose time-of-day.
 
I am huge fan of all GT Original Courses and I will agree how *legacy* courses are much better than those in GT5.

Original Test Track, SSR11 underpass version, Tahity Road, Tahiti Maze, Tahiti Dirt Route, Grundelwald, Midfield, Apricot, Rome Night, original Rome daytime, Smokey Mountain, Swiss Alps, Complex String, El Capitan, Citta di Aria, original Chamonix (asphalt, snow, ice), New York, Seoul, Hong Kong, Cathedral Rocks, Seattle (even Short), Red Rock Valley, Grand Canyon, Paris Night & Opera, Costa di Amalfi... even Motorland.. all of those are PERFECT race tracks and I really hope we will get majority of them either in GT6 or through GT6 DLC.

Original Courses are something that should be transferred through generations of series and I hope PD will deliver on that area.

BTW Despite it was too dark to be driven, one track (course) from GT5 have a special place in my book. It is the original Toscana Night challenge from World Tour from release-version of the game (driven with Lamborghini Murcielago). It is basically a point-to-point track, but it ends in the same straight where it begins I think - and since it is basically a Course Maker course, it was not available anywhere elase in the game.

That particular layout and design was PERFECT IMO. Track had perfect rhytm, dynamics and flow. I would so love to be able to get in in some form in the future as standalone course, preferably with option to choose time-of-day.

Spot on. I personally thought Cape Ring was a horrible track.
 
I think Kaz has some sort of fetish with mountains or something, first eiger and now matterhorn...
but seriously, Kaz you dont need majestic scenery to make a good fantasy track.
 
Here's to hoping there are some newer GT cars in the game. Would kill to see one of the new Viper GTS/R's in there.
 
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