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Forums - Sony - Gran Turismo 5 Hands-On: ( Doin' Damage Ain't Easy )

I thought simulation was reversing time and trying the corner again if you mess it up first time.

I will spend 99% of my time on the SP mode or 2 player arcade mode, so damage doesn't matter that much to me, as I don't intend to crash. But the graphics... OMG!!! Best graphics ever!



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greenmedic88 said:
Seeing as how no one's played the final version of Forza 3 either, it's a bit premature to be smugly claiming victory for something one doesn't even have any affiliation with beyond being a common consumer with a preference (not an industry insider, not a developer).

I'd ask that everyone stop trying to do PR for a company they're not getting paid by, but I know that'll never happen.

Personally, I can only judge by what I've played and what I bought. And frankly, the damage in Forza 2 was about as arcade-like and unrealistic as any other game with damage.

Until I play the retail version of Forza 3 and am fully impressed by the vast improvements, it will not get the benefit of the doubt from me. Turn 10 has blown the hype so far out of proportion with their PR, nothing short of a miracle will deliver. In other words, something that is completely the opposite of Forza 2, which while excellent for what it was, was not anything approaching the definitive word in racing sims.

The worst case scenario for GT5 will be that the damage comes off as being an 11th hour add on feature, which simply wouldn't fit in as a balanced game play mechanic as true to life damage literally defines real life racing once the fundamentals of motorsports driving skills have been mastered. GT games have had the same bumper car physics since the beginning and changing that is not something that can simply be added as an afterthought. If that's the case, I hope there will be an option to shut it off or dial it down.

As for the dialed in percentage numbers (which turned out to be the equivalent of a "life bar" for your car parts), etc. for Forza 2, they were a poor substitute for mechanical damage, so I hope that's been appropriately reworked from scratch along with the crumple can damage models.

When I "blow" an engine past red line, I want to see an oil slick and con rod pieces all over the tarmac. When I hit an object at full wheel lock, I want to see tie rods snap and steering completely disabled. And if I don't see that, I don't want to hear another word about life-like realistic damage from Turn 10.


Best post in the thread. As long as cheats are punished, I couldn't care less about damage. PS The game looks fantastic. My G25 awaits.

PSN - hanafuda

kanariya said:
wtf racing sim? there is no true racing sim.

when there's a game that u can die from a 150mph crash. let me know. that's a true racing sim.

Play Richard Burns Rally. You can get unconscious with some "luck". That's at least something isn't it ?



Sigh, yet another GT5 thread that turned into a fistful of GT bashing and some GT vs Forza comparison. We already know that console racing games don't even come close to the actual simulation physics that PC racing games have accomplished. Even the damage and racing physics that Forza 3 and GT 5 have shown thus far don't even come close to the kind i've been playing since Grand Prix 2 days, and that was way back in 1995.

The point is that GT, throught all it's iterations, has been the only console racing game that has offered the best driving experiencie thus far, and I can say that confidently because i've played the majority of console racing sims. Some games handle one specific part of racing simulation better than GT does, there's no denying that, but in the grand picture of things, GT has been the best to bring out almost all features to console racing simulation to the table.

Maybe when both GT 5 and Forza 3 are released, we can do a better comparison of what they will actually bring out, but right now, it really is annoying to see people trying to downplay both games, because, in the worst case scenario, each of those games will be one of the best games of the year, and let us leave it at that for the moment.



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They built the game for no damage, and now they're having to add it it. I guess they never realized how important it was. It's hard to make it mesh retroactively with so many cars, so...they might have to delay the game to get it right, or just release it as is, which would be disappointing. Let's hope they get this part right.



I don't need your console war.
It feeds the rich while it buries the poor.
You're power hungry, spinnin' stories, and bein' graphics whores.
I don't need your console war.

NO NO, NO NO NO.

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The thing is that even carmageddon 2 did it better.

http://www.youtube.com/watch?v=nk7DLCLhTDs

Fully deforming cars, you got it. Cars splitting half in very powerful crashes, you got it. Flying deformed splinters & stuff flying around when crashing, you got it.



CGI-Quality said:
Deneidez said:
The thing is that even carmageddon 2 did it better.

http://www.youtube.com/watch?v=nk7DLCLhTDs

Fully deforming cars, you got it. Cars splitting half in very powerful crashes, you got it. Flying deformed splinters & stuff flying around when crashing, you got it.

And what would be your point?

Whats my point always, Pinky... trying to say that consoles simplify games! :D

(Btw, did you watch the video? :) )



Deneidez said:
The thing is that even carmageddon 2 did it better.

http://www.youtube.com/watch?v=nk7DLCLhTDs

Fully deforming cars, you got it. Cars splitting half in very powerful crashes, you got it. Flying deformed splinters & stuff flying around when crashing, you got it.

Then again, Carmageddon 2 was not exactly a praised technical achievement as far as textures and graphics technology goes and had a lot less cars (a whole lot, 1000 vs 25-30?) that handled in a seriously unrealistic setting in a most unrealistic way (like driving soap on a mirror). The whole concept was simpler and more base and was meant as a kind of car mash up game, kind of like Twisted Metal. Comparing Carmageddon 2 to Gran Turismo 5 is... strange at best.

Basically, they could add anything and everything in Carmageddon 2 and people would still take it for what it was (a humorous smash and grind game that I have myself spent countless hours on) and have fun playing it while Polyphony are trying to make a huge and broad, realistic racer with customization options and "hardcore" appeal and those two are miles apart whichever way one looks at it. The only thing they have in common is that they both have cars and surfaces upon which the cars are driving (allthough in Carma games you spend half your time flying about in Lunar gravity or Pinball mode... ).