Sunday, 27 September 2015

Motorcycles in GT6?

Do you like your Gran Turismo with motorcycles? If it were to happen, motorcycles could return as part of Gran Turismo 6's lineup. Question is- would you want motorcycles to be along with cars in GT6? Or should the motorcycles be available as downloadable content? Allow me to explain my thoughts on the prospect of motorcycles in Gran Turismo 6, as opposed to being in a sequel of Tourist Trophy.





--- Motorcycles in Gran Turismo 6? ---

Some fans are adamant against Gran Turismo- a car racing game- having motorcycles in them. Part of the reason why GT6 would be a candidate for having motorcycles is the simple fact that those who didn't buy into Tourist Trophy would have a more viable and more visible arena for which motorcycles are showcased. Let me give you a blogging example for a moment, just to express what I am trying to explain.

Most of you know of my primary blog- "John's Blog Space." A lot of what I discuss is featured in my main blog because I want the most visibility. Only someone truly intrepid would find "John's Gran Turismo Space" for a Gran Turismo-themed post if I didn't bring it up in my main blog. Before any blog post of mine becomes successful and popular, it needs to be visible. And to be visible, it has to be featured in my most prominent source of views- which is John's Blog Space.

So what does this have to do with motorcycles in GT6? Simple- Gran Turismo 6 will likely be the most visible and most prominent source for anything featured. Many people doubt there will ever be a sequel to Tourist Trophy. And at the same time, there are those who would lovingly want to race a motorcycle against cars. So if there is an outside possibility of motorcycles returning to the surface of Polyphony Digital racing games, the best visibility would be to feature motorcycles as part of Gran Turismo 6's overall lineup of machines. Hardly anyone complained of karts in GT5, so what's wrong with motorcycles being among the racing machines in Gran Turismo 6?



--- Motorcycles in GT6: What to Include? ---

The lazy answer to this question would be every motorcycle from Tourist Trophy- only all totally revamped and pretty. A longer answer would be to include motorcycles from Tourist Trophy while also adding several more new motorcycles. I would also want Polyphony Digital to surprise me a bit. I am normally a fan of Ducati, Honda, and even Suzuki. I'd be interested seeing some more different motorcycles from companies like Moto Guzzi, MV Augusta, Bimota, Benelli (the motorcycle company, not the shotgun maker), Hyosung, Vespa, and others. Maybe even throw in some odd motorcycles like the Campagna T-Rex, the Peraves MonoTracer, the Piaggio MP3, and dare I say- the BRP Can-Am Spyder.

I would be open to see other kinds of motorcycles featured ranging from dirt bikes to sport tourer bikes. Supermoto bikes would also be cool to see. Also possible would be seeing more real racing bikes. And if PD could, I would be interested in doing sidecar racing.



--- Motorcycles in GT6: Bikes as Downloadable Content? ---

Should any would-be motorcycles be featured right from the retail version or be offered as downloadable content (DLC)? If you dislike a Gran Turismo with motorcycles, you would rather pay for DLC motorcycles rather than have them right away. I have never really believed in DLC unless I really NEED to have it. I mostly see DLC as optional material that could or could not enhance any game. Whether or not I'd want some DLC depends on if I think it will make my gaming experience better. And if I had to choose, I'd rather have the material right away because I'm usually too cheap to want to pay for something *optional*.

Now let's say Gran Turismo 6 includes motorcycles right from the retail version, but offers certain exclusive or special motorcycles that you can buy as DLC. Like, let's say GT6 has one of my favorite motorcycles- the Ducati Desmosedici RR, but Polyphony Digital comes up with a specially-tuned and much more powerful racing version of the Demsosedici RR. Or imagine if there is a specially tuned version of the Suzuki Hayabusa that goes up to 240 mph and handles impressively. Would you want these motorbikes as DLC or be available right from the retail version?



--- Motorcycles in GT6: Other Considerations ---

One of the biggest considerations would be to have motorcycle-friendly courses. Think of tracks like Suzuka for a moment. Some tracks have chicanes and certain modified configurations to better suit motorcycles. Some tracks from Tourist Trophy aren't even raced on to include multiple motorcycles on the track, like Seattle Circuit and El Capitan among others.

With power from the PlayStation 3 (or if it shows up on the PlayStation 4), it would be sad to just race have four motorcycles on track. Gran Turismo 5 has had as many as 16 competitors to a track. So I'd feel sad to not have sixteen motorcycles to a track. Having 12 bikes to a track is alright, but I'd love to see sixteen motorcycles to a track. Sixteen motorcycles is a decent number to include. Some of today's MotoGP World Championship grids feature about 16 bikes.

Coming up with races will obviously give GT6 much more in the way of competing in races by adding some more different events and more ways to race. You can separate car racing from motorcycle racing, adding more ways to race and enjoy racing. I wouldn't want to see motorcycle racing be part of the "Special Events," though. It would be A-Spec cars, B-Spec cars, and then maybe A-Spec and B-Spec for motorcycles (which would be a first for motorcycles in the GT/TT realm).





What do you think about Gran Turismo 6 if it were to include motorcycles? Would you still rather see a sequel to Tourist Trophy rather than GT6 having motorcycles? Or do you even care about racing motorcycles in a Polyphony Digital-made game? Share your thoughts and thank you (again) for reading!

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Saturday, 26 September 2015

What If: Gran Turismo and Forza Motorsport... UNITED?

Gran Turismo. Forza Motorsport. Together? What if the unthinkable happened? What if two of the finest sim racers today joined forces? Could such a united effort be beneficial or damaging to racing games in general? Could the sides possibly learn something? This blog post highlights on what would happen if two of the finest racing game franchises today were to unite. Think of if Polyphony Digital's Gran Turismo and Turn 10's Forza Motorsport joined forces and united as one superpower of a racing game franchise. I am not saying they would, but WHAT IF this happened.

So welcome to John's Gran Turismo Space- my blog of and about both Gran Turismo and Tourist Trophy!





--- Gran Turismo and Forza: Brief History ---

Before mentioning what would happen if the two franchises would come together, let me talk about both series in my own way and what each franchise has meant to racing games in general.


Gran Turismo has been a gold standard in console racing games since its inception in 1997 and 1998. A lot of elements from the first Gran Turismo have forced certain developers to step their game up in designing their racing games. Some of these respects came in the manner of car physics, racing, graphics, and more.

Gran Turismo 2 only expanded upon what GT1 started and has ushered in even more material to enhance the Gran Turismo franchise. It also offered rally racing as well as a few more intense races.

When Gran Turismo 3 was unveiled on the PlayStation 2, even with fewer cars and better graphics, GT3 was a progression towards the future. Enhancements in driving dynamics and graphics helped to make GT even better. Some longer and more intense races were part of the GT3 deal.

Now- things were about to get interesting. When GT4 was in the works, a challenger on another console seem poised to challenge Gran Turismo in May 2005 for king of the console sim racing crown. This challenger was named Forza Motorsport. Many thought this would be the start of a new racing game rivalry. Gran Turismo 4 blew many peoples' minds with its many features and enhancements when it was released in December 2004 in Japan and either February 2005 in North America or March 2005 in Europe. However, many others became disappointed with Gran Turismo 4 and became more in love with Forza Motorsport, leaving behind GT. The biggest disappointing element was that Gran Turismo 4 long promised to have an online racing system implemented. When online play was dropped from Gran Turismo 4, this gave even more reason to play Forza Motorsport 1.

What about Forza since FM1? Well, it moved from the XBOX to the XBOX 360; and generated two sequels. Forza Motorsport 2 was released in May or June 2007 (depending on region) and became bigger, better, and more beautiful than the Forza on the original XBOX. Smooth graphics and intense gameplay were what FM2 delivered for the XBOX 360. Other options, like auctions, were offered for Forza fans. Forza Motorsport 3 became even more beautiful and enticing than FM2. Released in October 2009, there is no denying how insatiable it is to race in the realm of FM3. Tuning options became even more expansive. More importantly, the racing career experience became even better pronounced. Two vastly-successful, vastly acclaimed titles surfaced between Gran Turismo 4 and when Gran Turismo 5 eventually was released. Now that I've given Forza its mention, what about that Gran Turismo 5 game that's supposed to be released in the near future?

Gran Turismo 5 would eventually be released in November 2010. A lot of people were pleased that Gran Turismo 5 became available, but a lot of people felt Gran Turismo 5 became a severe disappointment. This, even with this being the first GT to feature car damage as well as cars from various world-class manufacturers (including the inclusion of Ferrari and Lamborghini among others). Such people felt it was sad that a rival released two very successful sequels of a rival racing game franchise while a current juggernaut was losing its steam. It was then in October 2011 that Forza Motorsport 4 was released. This basically meant Forza Motorsport, to some people, has finally overtaken and run laps around Gran Turismo, especially around Gran Turismo 5. With GT6 in the works, many feel Polyphony Digital has felt the pressure of Forza Motorsport and feel powerless to try to create a Gran Turismo to be better than Forza Motorsport.


All the while, both Gran Turismo and Forza Motorsport have shown to be the two finest sim racing games no matter what the PC realm offers. Yes- neither game could hold a candle to any SimBin racing title or something like Project C.A.R.S., but GT and Forza represent the two finest racing game franchises on the market today. Many Need for Speed fans probably would argue that NFS is better than either GT or Forza. However, that's why I mentioned "sim racing," not racing in general, because NFS is mostly an arcade racing franchise.

Now that some history has been laid out, it's time to ask the main question.



--- What If: Gran Turismo and Forza: UNITED? ---

There would have to be some sort of agreement and some sort of goal(s) to be accomplished for some common ground to be established. The goal here would be to have the best racing game experience- let alone sim racing experience- on any console. It would be as if Gran Turismo and Forza Motorsport feel threatened by the likes of Need for Speed or Burnout as far as the best-possible console racing game experience, that GT and Forza would need to join forces to set themselves apart. Then again, why would GT and Forza need to set themselves apart when both have done so respectively for their consoles and for their brands?

What about a different aspect? Polyphony Digital moved their studios from Tokyo to Fukuoka. Some people would think that GT is slowly dying as a franchise going on Gran Turismo 5. So what if in a surreal sense, PD wanted to seek some extra help to help better develop and make GT better in a few respects?


What Could Forza Motorsport Offer to Gran Turismo?

Forza Motorsport has been a franchise about cars and connecting gamers with those dream cars. That has been its mindset and its character since the series' inception. It is also why many people who have played Gran Turismo and Forza would prefer to play Forza more than Gran Turismo.

• The series has always been about cars people care about and hard-fought racing. Many feel these elements are severely lacking in Gran Turismo titles. So even if to (and I mean no disrespect) shut up whiny Gran Turismo fans who think their opinions or wants don't matter or are unanswered by Polyphony Digital, this insight by Forza would help make Gran Turismo better.

• In addition to cars, more important elements- like sound and car physics- could seriously help Gran Turismo. A lot of people have absolutely complained about the sound in Gran Turismo games.

• The customization element would be incredible for Gran Turismo based on all the various machines Forza car artists have created.

• Forza, to me, also offers a much better racing career element than Gran Turismo games. So be ready for more intense and exciting racing. There is much better depth and variety in racing events in Forza than in Gran Turismo, so that would be a plus for GT moving forward.

• Speaking as an American, I think Forza could also offer better depth of American cars to Gran Turismo instead of just muscle cars and sports cars. Forza does offer a good deal of American economy cars other than just muscle cars and American sports cars.

• Actually, Forza Motorsport is more forgiving and a bit easier for novices than Gran Turismo. This series is meant to be a sim racer that doesn't have as steep a learning curve. So this can help those not usually into racing games or aren't as adept with racing games.

• Car performance is better categorized and utilized in Forza than in Gran Turismo. This would also be a plus.

• The physics model and driving model of Forza games could help make Gran Turismo more interesting to drive and race.

These are things I think Forza could offer Gran Turismo.


What Could Gran Turismo Offer to Forza Motorsport?

Gran Turismo has long been touted as "The Real Driving Simulator." Many people, however, feel that while the driving element is solid, its racing lacks. Racing games that lack in the racing department... doesn't usually make for a great racing game experience. So what could Forza take from Gran Turismo?

My Forza experience is very poor. What you are about to read is based almost purely on impressions.

• Speaking as an overall car fan, Gran Turismo could offer some Forza fans more kinds of cars. I know Forza types would hate on me or look at me funny in saying this, but part of the reason why many people flocked to Forza from GT is because some GT fans felt like the cars they wanted meant nothing to PD. You can argue about 50 Nissan Skyline/GT-Rs or 25 Mitsubishi Lancers, and none (or not much) of what most other car fans like; but GT has better overall DEPTH of car types than Forza. There are more everyday driver cars and cars not meant to be speed demons in GT than Forza. Part of the dream of having everyday drivers is to turn them from day-to-day cars into racing beasts. A Ford Focus ST likely isn't the racing machine of your dreams, but it doesn't mean you still can make it as pure of a racing machine as you'd like.

• Better tuning depth would be a great offering for Forza.

• I would say that offering things like rally racing would be great for rally fans.

• I am unsure as to whether people would prefer gaming with GT or Forza. But for the most part, more people tend to connect better in sim racing with Gran Turismo than with Forza Motorsport. The more hardcore sim racing set (from whom I've been around) tend to do their sim racing more with GT than Forza.

• More interesting endurance racing would be a plus for Forza. Forza games are mostly tailored for racing game fans ranging from casual racers to the hardened elites. There are not as many who can make time for some of GT's endurances. So therefore, the endurances from GT will be great for Forza gamers.

These are things I think Gran Turismo could offer to Forza. Please note that I have VERY little Forza experience, so I don't know everything there is to know about Forza.



--- Advantages and Disadvantages of Uniting GT and Forza ---

So you want to unite Gran Turismo and Forza Motorsport? Here would be advantages and disadvantages of doing so:

Advantages.

Sharing of tracks and resources would be a big advantage. Can you imagine racing the Grand Valley 300km or any other classic Gran Turismo event using Forza? Could you imagine racing Maple Valley using Gran Turismo? A unified roster of cars means that fans of both series can enjoy some of the most interesting cars in the world, and all with no compromise.

Most of all, you would need not compromise or feel you have to choose between the two- both are available with the most unique experience gaming can provide.


Disadvantages.

The biggest disadvantage is that you've monopolized the console sim racing market for the most part. And in essence, you kill off competition. And as we all know- no competition is bad for business. Do you really want to monopolize sim racing games for consoles much like EA Sports has essentially monopolized certain sports?

Also, how would you be able to tell GT and Forza apart? Both games have their own respective identites and qualities that make them different from each other. Putting both together would unite the two and share their qualities, but their respective identities and characters will be killed off.


Indifferent.

How do you make the game accessible to both platforms? Would a Forza-type game run smoothly on a modern PlayStation? Would a Gran Turismo-type game run smoothly on a modern XBOX? Could you seamlessly bring the united experience to both consoles? Also, what would you call its united name? Forza Gran Turismo? Gran Turismo × Forza Motorsport? Finally, could you make this game accessible and fun across both Sony Entertainment Network (or is it still called PlayStation Network?) AND XBOX Live?


Just some things to think about...





Why did I create this post? Why did you bother reading this? Simple- presenting something interesting to the Internet while also offering my own unique commentary. I just wondered what it would be like if Gran Turismo and Forza Motorsport came together. In a way, I also presented this blog post in this manner to share what I think Gran Turismo can do and use to become better than it is. I am a GT fan; I just don't want GT to fall into any obscurity and insignificance. Just hoping for something to help me get over the disappointments of Gran Turismo 5. If it means taking or learning from rivals, so be it.

Again- what you just read is a "What If?" post. I am pretty sure there are no plans in the immediate future for both franchises to want to come together. I surely want to know your thoughts regarding what a GT-Forza collaboration would mean and what you think one game would offer to the other.





This blog isn't "dead"- I just haven't updated it with anything useful lately (until now, of course). Thank you for reading!

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Thursday, 24 September 2015

Racin' Force

In 1993, Konami created "Racin' Force." This arcade racing game featured four tracks as you race with GTP prototypes. This game was unique in that it used voxels to lay out the environment for each track. This gave tracks incredible depth that few racing games of its time could match or better. Konami has made quite a few racing games in its time, but this one is fairly rare to a lot of people. So allow me to shed light on this arcade title.

Since I've never played it, my opinions on this game are based on impressions. Let's begin!





--- Racin' Force ---

Racin' Force is rather rare and unknown in Konami's long history of racing games. This game was NOT Konami's first foray into sportscar racing. Many people remember may remember "WEC Le Mans 24," which has you take on the grueling 24 Hours of Le Mans complete with time changes. Racin' Force, however, is simply a fairly technical racing game offering four tracks. Unique to the creation of this game was the fact the landscape was all made of voxels. In case you don't know what a voxel is, think "volumetric pixel." It is essentially a three-dimensional pixel. Having these voxel layouts made the tracks more realistic and offered a level of depth never before seen in racing games. There are still sprites used in the creation of Racin' Force. You will see pseudo-3D trees and such. The cars are all sprites also. Since the technology was so expensive, there weren't too many games that utilized such technology.

Racin' Force has you race as only one car. Your only option is Automatic or Manual/Standard transmission. Try to cross the checkpoints to extend your time. Can you win the race? The game seems to run like Virtua Racing in the sense that there is no in-game music except for when you clear checkpoints or complete the race. Racin' Force is one of the most rare racing games ever made.


Tracks.

Here are descriptions of the game's four tracks:

• Circuit Course (Beginner)
This beginner-level course is fairly simple and does not have any seriously intense corners. The track features a crossover as part of its layout, similar to the crossover at Suzuka Circuit. There are no checkpoints here- each checkpoint is basically one lap around the track. It won't take too much for you to win at Circuit Course. (Honestly... was this the best Konami came up with for a name for this track?)

• High-Speed Circuit (Beginner)
Despite the course looking so twisty, you will be able to drive at top speed for extended periods of time here. There are still some tricky corners despite the high speed nature of this course, so make sure you don't lose focus on clearing each corner effectively. There are both flat turns and banked turns here as part of this course's layout.

• Enduro Circuit (Intermediate)
This is a technical race course where the time changes as you go along. This course has you racing from day to night and back to the day. Be careful taking on some of the hairpins and other slow corners.

• Country Road (Advanced)
Unlike the other courses, Country Road is an open circuit. Based on what I saw in a YouTube video, this track essentially combines elements of this game's three other tracks and puts it all into one long track. You aren't exactly racing every portion of every track here, but you are racing on what seems to be a mash-up of elements of the other three courses in one long course. This race consists of eight checkpoints. Clear all eight checkpoints to finish the race.


Racing.

With the exception of Country Road, every race is four laps long with eight cars to a track (including yours). Clear the checkpoints to extend your time. Try to work your way through the pack as best as you can. While this is not a simulation racing game, the game has a simulation driving feel. Drive carefully and precisely to stand the best chance of winning. If time runs out, your car will slow down until it eventually comes to a complete stop.


Video Preview.

Here is a sample video of Racin' Force and what this game is all about. Take a look:


^ "RACIN' FORCE Circuit Course
"


Cross-Promotion/Other Reading.

I mentioned how rare of a game this is. If you love my blog, be sure to read this post if you haven't already:

"Little-Known or Forgotten Racing Games" (John's Race Space)
^ Learn more about racing games that are either little-known or forgotten by visiting this blog post.


That concludes another post here.





As of my initial post, I have never played this game. I wouldn't mind playing it if I were in an arcade room that had this game. Anyhow... thank you for reading! I hope you have a great day and continue to stay with my blogging work for more goodness from me. Thank you so much for visiting. Subscribe/Follow my blog(s) if you haven't already done so and if you love my blogging work. Take care and be well, everyone!

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Al Unser Jr.'s Turbo Racing

There are some family names you just don't mess with. One of those names is Unser. And in "Al Unser Jr.'s Turbo Racing" by Data East, you engage in a world tour of 16 races pushing you and your skills to the limit. Abuse your turbo boost and go incredibly fast while trying to drive your way into Victory Lane. Are you ready for the challenge? This blog post takes a look at this classic NES game.





--- Al Unser Jr.'s Turbo Racing at a Glance ---

"Al Unser Jr.'s Turbo Racing" features a variety of racing venues around the world.


Modes.

There are three modes of play for Al Unser Jr's. Turbo Racing:

• Time Trial Mode A - time trial with other cars on track.
• Time Trial Mode B - time trial without other cars on track.
• World Grand-Prix Series - compete for the World Championship.

The difference between the two Time Trial modes is that Mode A has you racing against other cars in a time trial, and you race solo in Time Trial Mode B. The meat of this game is in the World Grand Prix Series, where you engage in this world tour. Each event in the World Grand-Prix Series race features advice on how to take on each course. You can practice and qualify for each event. Afterwards, you take on a Grand Prix event to try to finish as high as you can. Get enough points to become World Champion!

The game features four songs you can choose from to listen to while racing. Or, you may opt to not have any music play. It does have a pretty good soundtrack.


Locations.

Just about all of the race tracks are real. Of course, there are no officially-licensed courses; but you know what each track resembles if you are understanding of real-world courses. Your racing takes place all over the world across 16 tracks on five continents, ranging from the streets of Long Beach to legendary Spa-Francorchamps and going to the likes of Suzuka Circuit and the streets of Adelaide. Since this game was made in 1988, one country in the game is West Germany, which features the Hockenheimring in this game. Of course, it's all Germany today now since the Berlin Wall collapse.


Racing.

As you perform your racing, be ready to battle hard. Your car has three gears. When you reach the top of your third gear, you can utilize your turbo boost for a wicked speed advantage. You can use your boost for as long as you like. Be warned, though- because while you have a lot of boost to use, you don't have unlimited boost. So use it wisely- especially in proper races. You can go ahead and use that turbo boost to get an advantage and shave seconds off your lap times. More importantly in races, you want to stock some of your turbo just so you can better overtake opposition in races or when you are in a pinch to try to make some last-minute moves. Maybe the best usage of boost can be applied during qualifying.


Final Thoughts.

I played this game before and think this is one of the most fun racing games on the Nintendo Entertainment System. The rush of speed is quite cool, and there's nothing like boosting like crazy in a balls-out race car. Enjoy this fabulous game if you have an NES.


Video Preview.

Here is a video preview of the game I've mentioned all along:


^ "Al Unser Jr.'s Turbo Racing - NES Gameplay"

I hope you enjoyed this post on this fine game.





Stay tuned to "John's Race Space" for more material of mine from the realm of racing games. Thank you for reading!

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Wednesday, 16 September 2015

Enthusia Professional Racing

Enthusia Professional Racing was never a direct threat to Gran Turismo. What this game was, however, was a surprising racing game that has its fair share of positives despite some lofty negatives. Many people severely overlooked this game while most sim racing fans appreciated the level of driving realism this game provides. This may be one of the most underrated racing games of all time. This was only available for the PlayStation 2, meaning its primary rival was Gran Turismo 4. I'm going to offer my own review of this game and my own personal feelings about this game. This will launch a new blog label- Enthusia Professional Racing.

What game? Here's the box art:

Enthusia Professional Racing
^ from: www.amazon.com - Enthusia Professional Racing, exclusively for the PlayStation 2.


BEFORE I BEGIN...

This blog post was initially created on my main blog- John's Blog Space- on April 4, 2010. It has been extensively edited to suit this blog.


About the Label: "Enthusia"

Enthusia Professional Racing will be shortened to "Enthusia." Each post under this label features either resources or commentary regarding EPR. I want to try to offer as many different resources and other material regarding Enthusia under this label.





--- "Enthusia Professional Racing" at a Glance ---

While Enthusia looks nowhere as pretty as Gran Turismo, and while it doesn't have damage, Enthusia is fairly solid for a racing game. Enthusia is more along the lines of a solid driving experience than even Gran Turismo provides. The game features a very interesting driving system. There are a nice variety of cars, more than 200. These consist of everything from mini cars to vans to sports cars. Some race cars are also available. Every track is fictional except Tsukuba and the Nürburgring Nordschleife. Speediapolis Ring is obviously the Indianapolis Motor Speedway in configuration, only that this track has scenery MUCH different from Indianapolis Motor Speedway.

The racing is all about solid driving.



--- Complaints About Enthusia ---

Everyone had a bone to pick with Enthusia Professional Racing. Here are some of many complaints:

• "The cars handle like they're on ice."
• "The game is ugly-looking."
• "The game has an ugly menu."
• "Leveling up cars is (homosexual slur)."
• "Attack of the Minivans!"

Then came something that got me really upset about what two people said about this game. Victor Lucas and Tommy Tallarico, hosts of former G4TV show (back when G4 was more about video games than trying to be Spike TV Jr.), "Judgment Day," compared Gran Turismo 4 to Enthusia Professional Racing. This was the verdict these two guys rendered on Enthusia vs. Gran Turismo 4:

(indirect quote)
"Both games are disappointing, but Gran Turismo 4 is less disappointing."
-Victor Lucas and Tommy Tallarico, on one episode of "Judgment Day"


It infuriated me once I think more about this game because this game wasn't as disappointing as people say it is. More people cared about games like the Burnout games. But hell, at least Enthusia and GT were about RACING and not about persistent crashing like the Burnout games.


My Responses to Common Complaints.

Each complaint is in bold so you remember what I am counterattacking with. So here you go:

• "The cars handle like they're on ice."
When it comes to cars "handling like they are on ice," don't worry. There's a track called Wintertraum which will make you eat your words when you say these cars handle like they're on ice. Enthusia's driving model is actually much better for drifting than Gran Turismo games. I sometimes wish I had better control of my drifts in Enthusia, but some would say that Gran Turismo gives you too much control.

• "The game is ugly-looking."
Enthusia is not Gran Turismo 4, and I get so sick of people talking about Gran Turismo games like they're all show and no go. Okay, we get it. Enthusia is not beautiful-looking. Let me tell you why you're wrong, though. Enthusia has some beautiful graphical touches. Maybe the loveliest is when you race Marco Strada at night. You can see visible rain drops falling from the sky onto the road. You see lots of light sparkles on the metallic items. It's really a beautiful sight. A lot of the graphical effects are beautiful. Not even Gran Turismo 4 could match some of the nice visual touches in Enthusia.

• "The game has an ugly menu."
Enthusia's menus aren't all that ugly. If you want something ugly, go try selecting a mode in the very first GTR.

• "Leveling up cars is (homosexual slur)."
The "homosexual slur" is "gay." I didn't want to use "gay" in that section because I hate using that word to mean something bad. I also don't want to offend my gay/lesbian/bisexual/transgendered/intersexed audience. I'll get to more detail about what the leveling up of cars is all about later in this blog entry. I do think the level up process lacks any serious purpose, but it's not that bad.

• "Attack of the Minivans!"
See,this is what happens when people look at one aspect of the game that doesn't mean anything significant to the overall game. It's like when I've had to debate with people on GTPlanet about how people couldn't stand being "forced to race" kei cars and vans and stuff. There are no Ferraris, Porsches, Lamborghinis, or any real big name car companies, but the game is just fine without the presence of those makes.


Now you know how I feel about some of the various complaints people have had about this game.



--- More About Enthusia Professional Racing ---

Enthusia Professional Racing tries to offer its own formula to Gran Turismo-style games.


Modes.

Among the many different things, it has its own Career Mode, called "Enthusia Life." This is where you are involved in a ranking system. Going up in the ranks is achieved by winning races. Doing things like changing cars, losing races, and taking a weekend off to rest can hurt you in the rankings. The "Enthu Points" is more like your HP. Enthu Points go down when you go off-course or hit something (walls or cars). If you run out of Enthu Points after a race, you will not be able to compete in next week's events. You will have to Rest to make ready for the next week of racing action. A variety of races will be available to you. Select an event, then select a car as a favorite to win or place very well (even if you choose yourself). The real key is to be among the top 6 racers in the RS series of races to compete in the King of the Year Grand Prix at the end of the year. The odds system can be very confusing, so I will not go too much further with this.

Driving Revolution is like a different approach to License Tests. There are no license tests whatsoever, but these Driving Revolution exercises are there to test your abilities to drive a car properly around a set course. It functions a bit like another Konami title- Dance Dance Revolution. You run through these markers scattered around the track. These markers have horizontal bars that go up and down. If the horizontal bar goes up, you are going too fast. Conversely, if the horizontal bar goes down, you are going too slow. The way to score the best possible score is to clear every marker with a Perfect score. Missing markers and hitting the wall result in penalties. If you fail a test, you will get some advice to help you when doing your next run.

Free Run allows you to simply do a race around any course in the game. This will give you a chance to engage in racing action. You can unlock new tracks and cars to race in Free Run with. You can even freely set a track to race and opposition to choose to race against. If you want to get more tracks, you'll need to have great performances in Enthusia Life. If you want to earn more cars to race with in Free Run, here is what you need to do. You need to race at Normal Difficulty (or higher), run the default number of laps (three laps or more), and win the race without hitting anything (cars or walls) or going off course. If you do unlock more cars, you can only unlock the cars you raced against in an event. So if you need certain cars missing in your collection, you'll need to win the race against cars not in your collection. If you change your car's settings or modify the grid (including placing your car some place other than 6th for circuit races or 1st for rally courses), you will not get to earn any more tracks or cars until you win a race at Normal Difficulty at three or more laps.

• Practice your driving skills by going solo in Time Trial mode. This is where you can choose from a variety of options including practicing a certain section of a track.

Library allows you to look at replays and read more about every car company featured in the game.

Modes for options and Versus speak for themselves.


Tracks.

Most of the tracks in this game are fictional. Most of them are city street and country road courses. Some real cities are featured in this game. Those cities include London, Paris, Venice, and San Francisco among others. This game even has a desert track and a touge course. The desert course, called Mirage Crossing, mimics the Dakar Rally. The route will change depending on what course you're given when you race it. If you travel outside the boundaries of the course, your car will be stuck in the sand, forcing you to retire. The touge course is called Dragon Range. Dragon Range is essentially a tarmac mountain road. You can race it downhill or uphill. It is a great track to test your drifting skills.

The most exciting course in the game is Löwenseering. This track is Enthusia's answer to Gran Turismo's Grand Valley Speedway. Löwenseering is an exciting course that looks like a lion and features a little of everything. The most treacherous track is Wintertraum. Wintertraum is the only icy venue in Enthusia. You will have a tough time trying to maintain grip on the icy and snowy roads. And of course, no course is more treacherous than the Nürburgring Nordschleife.


Cars.

Cars are divided into multiple classes and categories. The "E" class features the slowest and least powerful cars. The highest class of road-going car is the "A" class. There is also the "R" class reserved for race cars. Car types are divided nicely. You have classes like Realsports, Multipurpose, Premium Sedan, Compact, and Competition among others.

The best aspect of this game is that this game has a quite realistic transmission model. Cars can come in Automatic, Semi-Automatic, Shift Assist, and Manual/Standard. The cars have interesting handling models. The most notorious aspect of this game is how rear-wheel drive is featured in this game.



--- Enthusia Life ---

Enthusia Life is the career mode of Enthusia Professional Racing. It is here where you go from zero to hero. Progress in this mode will help you to add cars to your garage that you can race. Each month consists of four races for you to take part in. You shouldn't worry about these specific races until you reach the RS class.

You begin racing in the RN class. You go from this class to the RS class. Your ranking determines your class. You can be promoted to higher classes with greater progress, and demoted if your ranking is low. You earn ranking points that help you to move up in the rankings. A race win grants the most points. You can choose whatever race you want to enter. If you want to have a chance to earn the most points, choose the event in the far left. They are the most difficult, but yield the most points.

When you reach the ranking of 50 or more in your Enthusia Life career, you are invited to the RS class. Don't worry about the Calendar feature until you reach the RS class. RS features all the events for each month. Some months may have different focal points. For example, there may be a month where you will only be allowed to race rear-wheel drive cars. You will need to change cars to fit the specifications of cars for that month. Remember that changing cars or resting COULD impact your overall ranking.

With the points you earn, your car levels up as well as you leveling up, improving the performance characteristics of your car. Leveling up yourself in the game allows you to have more Enthu Points available and improve your recovery time between races.

In the various classes, various races are set up for you rather than to have you race in a specific championship. It isn't like Gran Turismo or Forza where the races you should run are right there in front of you to race. Instead, random races come your way based on what car you're using. For example, you may races based on car type, car displacement, car nationality, and things like that.

Enthusia Life has no true garage. You can somewhat tune cars based on certain settings. There are no exact settings for cars. All you have are sliders to adjust for every car. You can set certain aspects that determine how the cars handle. You can also test the car at various courses on your own.



--- Enthusia Professional Racing vs. Gran Turismo 4 ---

Gran Turismo 4 is a much better game overall. However, Enthusia Professional Racing has a number of features and aspects which make this game much better than what people say it is. People have given up on this game and considered it an also-ran. It's probably the reason why this game will never have a sequel any time soon.

Disappointments.

The biggest problem I have in Enthusia Professional Racing is that you just can't have as much fun as you like. You can't do any aggressive racing or go off-course. Even running out of bounds on a street course leads to penalties. This game is just too much of a pro-minded game to where you can't really enjoy driving as you could in Gran Turismo games. It's also too complicated a game to understand right away. You really need to be patient and get a pretty good understanding of the game to grasp all the nuances of this title. This game doesn't have any real personality, though it has a LOT more personality than the Sega GT games. There's only one other thing I'm disappointed about with this game- not a lot of race cars. For a game that prides itself so much on "re-creation of real physics," I wish more race cars were in the game. I'd really be happy to see something like a formula racing car (Indy car, F1, etc.). I do also wish there were some more interesting cars to race with.


Besides this, I recommend you get Enthusia Professional Racing if you are any kind of racing game fan. Don't let its misses draw you away from playing this title. Don't let its budget-like price tell you it is a boring or uninteresting game. You're in the right place regarding racing games- add this to your collection if you haven't already.





Overall, I love Gran Turismo 4, but there are a lot of features which makes Enthusia Professional Racing MUCH better than what people say it is. Give it some time and effort, and it will reward you with a solid racing experience. Want to give this game a try? You can purchase this game through Amazon by clicking on the graphic below. I think you really need to play this game if you love simulation-type racing games.


You may purchase Enthusia Professional Racing from Amazon. And here it is below:



And here is a strategy guide for this game, if you need more help:





I hope this blog post has been of help to you. I also hope to possibly offer more resources to all of you in regards to Enthusia Professional Racing. Thank you for reading!

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California Speed

California. The Golden State. One game is all about burning rubber all over the state of California. That game is called California Speed, and it was released by Midway in 1998. Race a part of California (or do the state), pick a car, and go. From San Diego to Los Angeles, San Francisco to the Silicon Valley, and various points in-between... California Speed is more reason for Californians to brag about their state. But how is it at a game? That is the subject of my game review here.





--- California Speed ---

California Speed
^ from: www.amazon.com - Ever wanted to race all over California? California Speed gives you that opportunity!

California Speed is a game made for the arcade as well as with a Nintendo 64 version. I've played (and almost beaten) the Nintendo 64 version. This is just a game that's all about going full speed in a number of vehicles across a number of different California locales. All of the cars are fictional, but you can sort of make out what each one basically resembles. Everything from sports cars to golf carts can be raced in this game across the many different venues. The graphical details are all enhanced by 3DFX 3D acceleration for that extra visual polish.

The cars are all fictional. Most of the action takes place on roads and highways. To make things more interesting, you take on some of these tracks in interesting settings, such as being on the deck of a Naval carrier in San Diego, a roller coaster in Santa Cruz, and even through a mall in Central Valley. Try doing all the individual stages. Or if you REALLY want to prove yourself, Do the State! This is where you race every course in the game in a tour of California.

Each race features ten cars to a track, including yours. Pass through the checkpoints to extend your run. The arcade version lets you have the next race free of charge if you win the current race. What is different about California Speed than, say... the Cruis'n series, is that there are closed circuits in addition to the open road circuits. The closed circuits are all three-lap long races.

Enjoy your romping around California already!


Final Thoughts.

Needless to say, California Speed is a very boring racing game, which is a shame considering games like the Cruis'n series and the RUSH games. The environments and settings have character and are unique. So it isn't like you are racing in locations that are boring and lifeless. However, the racing is very mundane. On the other hand, California Speed is more of a proper 3D-style game in graphics than the first two Cruis'n games. There is an actual sense of perspective when you view the various tracks and cars. Sounds are very poor, and the music is so-so. I've rented (and almost beaten) the Nintendo 64 version of this game. It is still worth playing at an arcade store or where there are arcades, but it is very boring. Want to know why this game didn't get as much hype? Good reason- it is just not good.


Video Preview.

Let me show you what California Speed is like. View this video here, or click to open in YouTube if you can't view embedded media. Thanks to the creator of this video for allowing it to be embedded (NOTE: This video is an emulation of the arcade version of California Speed):


^ "California Speed - Do the State: Playthrough Part 1 "


That concludes this post. If you have a Nintendo 64 and want to get this game, click on this item below to buy on Amazon:



Have yourself a great day/night!





If you've played this game before...

What do you think about California Speed?

I appreciate you for visiting my blog and viewing its content. I hope you have yourself a happy and safe day/night. I also hope you can return to this blog (and my others) for more blogging madness from me. Make sure you're Subscribed and Followed to catch my latest posts! Take care and be well. Thank you for reading!

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Monday, 14 September 2015

Standard vs. Premium - 200+ Cars or 1,000+ Cars?

UPDATED: October 12, 2011)

The debate over Standard vs. Premium cars in Gran Turismo 5 has led many to feel like there are much fewer cars than what the game already has. I stayed away from this debate because I simply don't know and don't want to cause an already huge firestorm. Here are two trains of thought as far as the car count for Gran Turismo 5 is concerned. The first is that there are 200+ Premium cars. Premium cars are the highly-detailed and vastly customizable models. They also suffer great damage and include interior views. In addition to the 200+ Premium cars, the remaining 800+ cars are Standard. Standard Cars are essentially re-worked cars from Gran Turismo 4 and Gran Turismo PSP. Standard cars don't have as much attention to detail or any interior views. The simple thought process of why Polyphony Digital didn't take their time making ALL cars Premium has led to most fans being infinitely disappointed. And because of this, many who are disappointed with the Standard cars think there are 200+ cars (the Premiums) rather than 1,000. Or for most people, 200+ cars... and 800+ leftovers.

Do you see this as 200+ cars or 1,000+ cars in GT5? Just because I can't incredibly damage or take advantage of interior views for Standard cars doesn't mean I still won't enjoy racing. An argument I get tired of is that the PlayStation 3 is a next-gen console, so next-gen consoles should be extremely realistic than the previous system. Almost as if serious evolution is REQUIRED to some people. Here's an example why I graciously disagree with this. I remembered playing the demo to "MotorStorm" when the PlayStation 3 first started showing up in department store kiosks. I noticed the grass structures were pseudo-3D grass sprites. There are also people who have complained about trees not looking realistic and believable. It is tough to model trees and leaves and stuff. Therefore, that's why you see some flat-looking trees even in this day and age in gaming.

Time to go to work!

Before I Begin...

This post about Standard vs. Premium cars in GT5 was taken from "John's Blog Space" and edited with some more content. I hope you enjoy this edit made exclusively for this blog.





--- The Standard vs. Premium Debate ---

GT5 Premium Standard
^ A Premium car (top) and a Standard car (bottom). Which do you favor in Gran Turismo 5?

All of what you're about to read concerns the Standard vs. Premium debate on cars in Gran Turismo 5. Feel free to read and offer your own commentary if you so choose.


Analyzing the Standard/Premium Debate.

What does all of this have to do with car counts for GT5? It took over six months to do each Premium car. Meticulous detail like this for this game would make this game take even longer. If you want to assume that it takes five years to make 200 Premium cars, then it would take 25 years to make every car Premium. It would probably be the PlayStation 5 (at least) that GT5. And in hindsight, Gran Turismo 5 would be the racing version of Duke Nukem Forever. So therefore, I thought it was a smart move to (1) carry over cars from Gran Turismo 4 and GT PSP and (2) re-work the carry-over cars to make them PS3-acceptable.


An Analytical Look at the Premium Details.

As a top-tier game series and a top-tier developer, you have to establish top-tier status by pushing the limits of the hardware you're working with. The fact that Polyphony Digital and Gran Turismo are Sony-specific, you have to not only make a quality product using Sony products, but you also have the secondary task of promoting and exhibiting what Sony entertainment is potential of. That's why I think Polyphony Digital tried out things like 3D and making racing action playable up to 1080p (1080i) resolution. Sony is not just a game system maker. Sony makes MANY things- including my recently-bought Bloggie MHS-PM5 camcorder. And so when you are a top-tier, Sony-exclusive game franchise like the Gran Turismo series, your primary goal is to make (and consistently make) great titles to not only promote your franchise, but also the system. Why do you think Sony-exclusive franchises like the God of War series, Little Big Planet, the new ModNation Racers, all the PlayStation Move games, and stuff like that are consistently featured and marketed? It's because they demonstrate what all the PlayStation systems are capable of.

Look at it from Microsoft's perspective as an analogy. You are probably viewing this blog right now with some Microsoft operating system. If you game with XBOX Live, you are probably aware of what Microsoft provides as a game maker and as a software maker. Gran Turismo is as much a promotion of Sony and the PlayStation as much as games like the HALO series, Fable, Forza Motorsport, and countless other XBOX-exclusive franchises are for the XBOX systems and for Microsoft.

All of this may sound like corporate B.S., but this is just one way of looking at this issue.


Now on to a more relevant idea of the Premium cars in GT5. Since Gran Turismo is a top-tier franchise exclusive to one console series and company, one goal is for Gran Turismo to further showcase what is possible with the PlayStation (the PS3 in this case) systems. What they are capable of in taking full advantage of the system and its capabilities will showcase just how much a top-tier developer and franchise is capable of with a system. So therefore, one way to show what the PS3 is capable of along with the fruits of Polyphony Digital's labor is by making material that pushes the limits of the PS3. One of those ways is in making Premium cars. For many people, Premium means PREMIUM, so many don't want to see Kei cars or oddball cars get excessive detail while other real cars get GT4 or GTPSP treatment. That's why people have complained that the Bugatti Veyron should have been a Premium car rather than a Standard carryover from GTPSP. It is also why people have been so hateful that a car like a VW Type-II is a Premium car rather than a much more deserving car.

If it is one thing I have learned in studying racing games, part of racing games is in providing racing. But also, you have to promote something outside of racing to give it its character. You sometimes have to provide unusual and unexpected content to appease to fans while also showing what is possible from the developer and the game. Premium cars, then, are not so much about deserving cars getting full treatment, but rather a showcase of two different things: (1) what PD can actually try to make as realistic and believable as possible and (2) how much attention-to-detail PD can provide to cars. Premium cars are just what Polyphony Digital is capable of if they pushed all the limits of designing and creating cars for Gran Turismo 5. If it has taken this much time to make 200+ Premium cars, imagine what they would probably be capable of if they took their time with 1,000+ cars (or with a much larger network of designers and developers in addition to Polyphony Digital's crew). Those who have played Forza Motorsport 3 and compared it to what Polyphony Digital has worked on for at least five years question how Forza Motorsport 3 was able to give great in-car views for all cars as opposed to GT5 having only roughly 20% of cars with Premium treatment. Think also about the diversity of Premium cars as well. The Premium treatment goes from mini/Kei cars to the fastest race cars. Premium cars can be thought of as promotion within promotion. Is it sad that an uninteresting car gets Premium treatment while more interesting cars are given Standard treatment? Absolutely. Does it take away from the joy of racing these cars? Absolutely not. What we are forgetting is that the driving model has mostly been improved from the ground up. We are seeing the most vicious crashes and most intense racing in GT history. And unlike in Gran Turismo 4, there are cars you CAN race along with all the others.

At least, I am looking at the Standard/Premium debate from perspectives other than simple gameplay elements. You have to imagine that there are MANY more dynamics to games besides gameplay. Even things we don't think usually about or regard are all elements to what makes games what they are.


Standard vs. Premium: a Gran Turismo 4 and Tourist Trophy Study.

What do cars like the Caterham 7 Fireblade, Toyota MTRC, and the Nike One (among others) have in common? They are all "Special Cars." These are cars that cannot be raced against the other cars. The "Special Cars" make up less than 10% of all cars in Gran Turismo 4. These Special cars in GT4 have much more detail to them that makes them too advanced in complexity and design to be raced in almost any event among five other cars. In addition, do you realize that you race with convertible tops down if racing in a convertible in Time Trials? If you want to follow this logic, then you can say that the experimentation of Premium probably began with Gran Turismo 4.

Why don't we take the Premium discussion to a non-related title? You might have played a game called Tourist Trophy, where every motorcycle had an interior view. One thing you probably should have learned from Tourist Trophy is what this game has to offer aside from being a great motorcycle racing game. A few ideas include visible racers, detailed on-board views, and vicious crashes (though bikes don't have vicious damage in this game). Keep in mind that this game ran on the Gran Turismo 4 engine, so there were great limitations- like only four bikes to a track. For what Polyphony Digital was able to do with GT4's engine in making Tourist Trophy, it was pretty impressive.

We've seen/played GT4. We've seen/played Tourist Trophy. Where does Gran Turismo 5 finally come in? Simple. What we could imply or speculate from material so far is all coming to form? The detailed interiors and other details provided greater details to better connect sim racing purists. Part of realistic games like this is to re-create realism and detail. How you execute this varies by the game developer and what the developer is capable of doing. We certainly know what PD is going for, and they'll do all they can to evolve their content.


Should Polyphony Digital Have Gone Premium All the Way?

It depends. You have to take gambles and try new things. This game would be out MUCH later if this game had every car Premium. Then too, many would complain that they wouldn't care about seeing certain economy cars and Kei cars getting Premium treatment. I don't think Premium cars are about deserving cars getting high-end treatment as it is about serious attention-to-detail to cars. I also don't think it is inexcusable for only 20% of all cars to be Premium while all the others are carry-over cars from GT4 and GTPSP. Twenty percent of 1,000 is still very solid for Premium cars regardless.

Also, if we are talking about Premium cars in terms of what DESERVING cars should get Premium treatment, this is as convoluted an argument as arguing to have more supercars in GT games than economy cars and Skylines/GT-R's. The Ferrari Enzo Ferrari is still an Enzo Ferrari regardless of whether it is Standard or Premium (and I think the Enzo is a Premium car). Premium just means much more attention to detail in its design and tuning than Standard cars. Those who base Standard vs. Premium on what cars should be deserving of it are probably thinking cars are Standard because they aren't interesting enough to Polyphony Digital. I think if cars weren't interesting enough (or if people/manufacturers didn't want to see them in Gran Turismo), they wouldn't even be in Gran Turismo to begin with. People have to remember that even daily driver cars are cars people want to see in Gran Turismo games. Even if you own a Honda Odyssey, you want to trick out your Odyssey as badly as any middle schooler in his/her middle teens want to trick out a Ferrari 599 GTB Fiorano. Making a performance racing machine out of a car/truck/van not meant to be any kind of track star is one reason why we enjoy playing these games.

People are very bitchy (pardon my choice of words) on playing games right away or as soon as possible. Anything to add to delays is treated by more people as the world coming to an end at any given moment. If PD could have found more ways to more efficiently design the Premium cars, they'd probably take and execute those actions to make more cars Premium than the roughly 20% of all cars in GT5. I still see Premium as a learning experience. Gran Turismo 6 will probably have many more Premium cars. Conversely, there may not be ANY mention of Standard vs. Premium for Gran Turismo 6 since all cars would be as detailed as the Premium cars in GT5 (perhaps even more so if GT6 has some features to really blow away GT5).



--- What to Take Away From the Standard vs. Premium Debate ---

Be thankful you have many more cars than the 200+ Premium cars. You feel like you've already raced every car when you don't have as diverse a lineup of cars like we've experienced in Gran Turismo 3. Some people don't even want to race Standard cars in GT5 just because, "we've raced them before," or because they aren't up to Premium quality. What would you rather have- 200+ Premium cars ONLY, or having 1,000+ cars (roughly 80% of them Standard)? Would you rather have a racing game with only so many cars (200 doesn't seem like a lot for most people) or a car with a diverse array of cars, including cars from GT4 and GTPSP? More cars mean more machines to go race and tune. Just because you can't tune Standard cars as vastly as you can Premium cars doesn't mean Standard cars are worthless. Standard cars are only worthless if you feel you should ALWAYS be racing Premium cars and shouldn't be "forced to race" Standard cars.

That's my problem with some fans of the Gran Turismo series. Some people get easily excited and have unrealistic and unfathomable expectations, then become disappointed as quickly as they have been excited. People expect perfection and become disappointed when [at some times] just ONE element is short of perfect. Some people just need to be more realistic and mindful rather than have unrealistic expectations. Face it- it's one-thousand cars. EA Sports usually re-hashes their material, and hardly anyone says a damn thing about things looking no different from the previous title. So why hate on PD this way? And don't give me that thing about GT5 taking so long with no real evolution from GT4. No real evolution to me would be porting over GT4 while adding some here-and-there modifications. GT5 is NOT going to be GT4.5 or GT4.25 or some crap like that. It took years to work on and enhance the Gran Turismo experience from GT4. There IS evolution. GT5 is a SERIOUS evolution from GT4 and of other GTs past. Boo-hoo, cry me a river if this game is bad just because not every car is Premium. Even more laughable a comment is if GT5 is somehow GT4 with online play. You want perfection? You're not going to get it. Let's be realistic with GT5. We are discounting a lot of bare essentials as to what makes games REALLY good rather than hating on a game just because a few details not seriously important. I am an old-fashioned thinker and don't have sky-high expectations. The only expectations I have is that I hope to be living and be able to play the game regardless of how good or how bad it eventually is.

And one last thing... you can race Premium cars against Standard cars. Unlike GT4, you can have more-detailed cars along with the Standards racing on the same track. So racing with Premium and Standard cars is very possible. A picture from my friends on GTPlanet shown a Photo Mode picture of some Standard cars in the lineup in addition to Premium cars.



--- Gran Turismo 5: Standard vs. Premium ---

This blog post was initially made some time before GT5 eventually came out, so in this section, you will read certain thoughts of mine regarding the Standard/Premium debate.

One thing I've been disappointed with in GT5 is how Standards and Premiums are handled. Here are some talking points:

• How can you call carryover cars from GT4 and GTPSP as "Used" cars? That's even considering how there are older cars that have the Premium treatment!

• Premium cars are given lavish views from the Dealership, and Standard cars look more like, "you've already raced this car before, so there's no need to make this look any better."

Cars are even broken up between Premium and Standard. Standard cars are still worth driving and racing in this game. The real trouble is that Standards are treated so poorly. Almost as if Standard cars are just sharing spotlight reserved for the Premium cars. If you are going to make an effort to have Standard and Premium cars, the least you can do is make all cars customizable. It's the first time I used this to describe a Gran Turismo, but I think PD just got lazy with the Standards. There are a number of things you can't do with Standards that you can do with Premiums. I just wish more could have been done to make Standard cars more fun to race and customize. You can't even take Standard cars to take photos of in Photo Travel. Even some of the Standard cars you use in photos sometimes ask you to move away further. This takes away your ability to take really good close photos with Standards.

On the Premium front, I do wish there were more Premium race cars. The Premium cars include a vast array of machines of many categories. I look at the Premium cars as a demonstration of the depth of car design made by Polyphony Digital. Some people tend to think that PD can do more outsourcing to allow for more detailed and more enhanced coverage of Premium cars in Gran Turismo.

The biggest thing to take away is that you can still race these cars in Gran Turismo 5 with little or no penalty. Standard cars just feel like added extras rather than relevant and legitimate machines that are every bit as fun as any Premium car. I just wish the Standards could be better respected and treated. Someone on GTPlanet even petitioned that Standard wheels from Gran Turismo 4 should be offered for Standard cars (what do you make of that?). I mean, more could have been done with Standard cars than what Polyphony Digital has done with them. At least be thankful you could (for example) race your [Standard] Caterham in the FR Challenge.



--- Gran Turismo 5: Standard vs. Premium (Spec 2.0 Update) ---

(ADDED: October 12, 2011)
Have you downloaded the Spec 2.0 update for Gran Turismo 5 yet? If so, Standard cars now have interior views, but they are all silhouette views except for a few cars. Most of the open-top Standard cars have somewhat nicely detailed interior views. One example of an open-top Standard car is the lone Caterham in the game. Every other car has rather interesting interior views. Many people have considered it laziness to have all of these cars and not have all of them with a decent interior view. On the other hand, would you rather want these blacked-out interiors or no interiors at all? I've actually become fond of the interiors for most of the non open-top Standard cars. For Christ's sake, you even get a proper interior view of the Formula Gran Turismo (which many think should be Premium)!

So make sure to download and install the Spec 2.0 update on your PS3 to be able to race with interior views for Standard cars. It's better than nothing in my view.





So there are my views on Premium vs. Standard in Gran Turismo 5. Those are my views, not the definitive views for Gran Turismo 5. In other words, I could not care less what sites and companies like Gamespot, IGNore (IGN), X-Play, or any major company or publication thinks about GT5 because we are all our own best reviewers. Just because my ideas are left of the mainstream doesn't mean I have crappy commentary on Gran Turismo or any other game. It just means my thoughts are different from what most mainstream people and "fanboys"/"fangirls" complain about. Who cares if my comments are a bunch of crap? A difference between myself and some other people is that I can logistically and realistically back up my comments with relevant comments rather than go on an angry rant. I hope my comments and ideas have been to your liking. Regardless, these are MY comments. May not be your ideas, but this is how I perceive things.

Thank you for reading!

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Wednesday, 9 September 2015

Indy and Champ Cars in Gran Turismo?

The first Gran Turismo to feature actually licensed series was Gran Turismo 5. Rally cars were nothing new to GT, but the actual featuring of the World Rally Championship was enough to draw some attention. A completely new experience to the Gran Turismo universe was NASCAR. While people would complain that NASCAR's appeal in GT5 wasn't severely intriguing to most racing fans (let alone hardcore NASCAR fans), at least stock car racing finally has a proper mode and arena for which to commence racing battle. And at least there is a way to enjoy stock car racing in Gran Turismo.

Besides the WRC and NASCAR, open-wheel racing has seen its share of action in the Gran Turismo realm. It began with the fantasy Formula 1 cars in Gran Turismo 3. That would be followed by one "spec" Formula 1-type racing car for GT4. Those cars would return for Gran Turismo 5 followed by two actual F1 Ferraris- the first time actual F1 cars have been featured in a GT game. But if there is a kind of formula car that has never been featured (among others), it would have to be Indy cars. While there is an Indy 500, it would have been much more interesting and intriguing if you could race Indy cars to the limit in racing action.

This is an old blog post from John's Blog Space that was originally created on June 3rd, 2009 at 11:17 PM Pacific Time. It has since been completely re-worked and made appropriate for John's Gran Turismo Space.





--- WRC, NASCAR,... IndyCar Next? ---
The World Rally Championship- awesome racing action in some of the world's toughest tarmac roads, gravel roads, snow roads, and more. NASCAR- wheel-to-wheel, take no prisoners, hard-fought racing. Featuring the Indianapolis Motor Speedway offers hints that COULD lead to the IndyCar Series being featured in a future Gran Turismo. I think there's a strong likelihood that the IndyCar Series COULD eventually find its way into Gran Turismo. It would be silly to not to have the Indianapolis Motor Speedway and NOT have Indy cars racing this course.

On average, you're looking at about 18 or 20 cars to a track. With the IndyCar Series, 16 cars is definitely possible. How many cars can race at a time in Gran Turismo 5? Well as we've seen, 12 cars usually fill the grid for races in GT5. The Indianapolis Motor Speedway may not have the allure of 33 cars to a track in GT5, but still being able to enjoy full-on racing in the realm of Gran Turismo is worth the price of admission. And while F1 cars are a nice diversion from sportscar racing, there's still nothing like racing an Indy-type formula racing car. Could we be racing the cars Dario Franchitti, Marco Andretti, Tony Kannan, Will Power, and others in a future GT? Why not? We're racing some of NASCAR Cup's biggest stars, so why not some of IndyCar's biggest stars?

One of the most possible deterrents is the new body styles for the IndyCar Series for the 2012 (or even 2013) seasons. It may just come down to using some of today's machines rather than go years down the road with the newer body styles. I didn't mention Danica Patrick because she'll jump to NASCAR for the 2012 season. However, I still wouldn't mind being Danica in a Gran Turismo title. A neat bonus would be to race the black/teal #7 car Danica Patrick used to win at Motegi on that historic weekend that saw Champ Car's final race at the Long Beach Grand Prix.

Video Insight.

So what do these series have to offer? Here is some real-life insight in these videos. Have a look at these videos and be inspired:

IndyCar Series oval racing:


IndyCar Series road racing:


Champ Car racing (NOTHING beats the sound of these things!):


Champ Car Racing (from the "Champ Car World Series" days):



Insight complete. Let's move on, now!



--- Regardless of Indy Cars, Will (Then) CART/Champ Car World Series Follow? ---
Before becoming an IndyCar Series fan, I was a fan of what used to be called CART. These were the days I'd watch Michael Andretti, Juan Pablo Montoya, Paul Tracy, and drivers thereforth take on a world tour of racing. With the final-ever Champ Car race at Long Beach in 2008, it was farewell for all that made the Champ Car World Series fun- option tires, push-to-pass, and the lovely Panoz DP-01. Or... we could relive those days with some of the classic CART and CCWS machines. It would be an amazing bonus for GT5. I usually think of Champ Car at Laguna Seca as far as enjoying Champ Car racing in the States. And of course, classic venues like Burke Lakefront Airport, Mid-Ohio, Toronto, Vancouver, and Surfer's Paradise among many other venues. I think the Gran Turismo series is in need of courses in Canada and Australasia (mainly Australia and New Zealand, because I don't know of any race tracks in Papua New Guinea, which is also part of Australasia).





While there's nothing wrong with Formula 1-style open-wheel racing, Indy Cars and Champ Cars have an appeal all their own that sets themselves apart from F1. Indy and Champ Cars may lack the ultra-sophisticated appeal of F1 racing, but these cars are still immensely pleasureful to race and race to the limit. Is there any chance these kinds of cars FINALLY get some face time in the GT series? Only time will tell.

Please comment on my post and thank you for reading!

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Daytona Prototypes in Gran Turismo?

Daytona Prototypes have been love-or-hate among many racing fans. While I still fancy Le Mans Prototypes than Daytona Prototypes, I still respect and honor the Daytona Prototype. Considering we have the Daytona International Speedway for Gran Turismo 5, would the option for Daytona Prototypes be open for a future installment of Gran Turismo?

NOTE: This was a blog post from my primary blog, "John's Blog Space," and fully revised to fit John's Gran Turismo Space. This is essentially a brand-new post of an old blog post.





The Prospect of Daytona Prototypes in Gran Turismo.

For many people, Daytona Prototypes are ugly and aren't meant for great racing. These prototypes, however, give Grand-Am its identity. I think the Grand-Am Road Racing Association would think that it would be just another ho-hum sportscar racing series using the cars it has used between 2000 and 2002. For what these cars are, Daytona Prototypes are basically the GTP cars of the 21st Century. These Daytona Prototypes just aren't the fire-breathing Group C beasts of a previous era of sportscar racing.

The ability to expand upon a vast majority of racing series and real racing cars does nothing but enhance the appeal of a game's car lineup. To that end, however, you could add some race cars most people probably wouldn't care to race just to add to a lineup.


Video and Picture Insight on Daytona Prototypes.

Here is a picture of a Daytona Prototype as well as a YouTube video featuring Daytona Prototypes:

Daytona Prototype
^ from: krohnracing.net - This is an example of a Daytona Prototype. This model is by one of the Rolex Sportscar Series' most popular teams, Krohn Racing.


And this is a demo of Daytona Prototypes in action on YouTube:


Now you have a little idea on what Daytona Prototypes would be like.


Would I Want Daytona Prototypes in Gran Turismo?

If Gran Turismo 5 opened peoples' eyes to NASCAR, could a future GT showcase Daytona Prototypes? Or, is it that these cars haven't made too much of a dent on a global scale of motorsports to even be considered relevant? Some people who have played GT5 have been disappointed that while there are time-cycling of certain tracks, there is no time-cycled version of Daytona for which to have the 24 Hours of Daytona. You may even say that this may be a great opportunity to showcase these machines if no other game or game company wants to focus on these machines. I am an American Le Mans Series fan, but I also respect the Daytona Prototypes. So I would be very interested to push a Daytona Prototype to the limit within the Gran Turismo realm if given the opportunity.

But the real question is... would YOU want to see Daytona Prototypes in a Gran Turismo game? If you want some virtual insight on Daytona Prototypes and what they can bring to a racing game, here is a video of the popular online racing simulator, iRacing, to prove the point (no in-game sounds, just music):


^ "Over Limit" - Daytona Prototypes in iRacing

Now imagine something like this in the Gran Turismo universe. Would it be as satisfying an experience as any of the better GT racing experiences to you?





Would you be open to seeing Daytona Prototypes in a Gran Turismo game to accompany Daytona? Feel free to comment at will! Thank you for reading!

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Friday, 4 September 2015

Free Roaming in Gran Turismo?

(UPDATED: October 17, 2013)

Why would you want free roaming in a game series like the Gran Turismo series? For some people, the reasons are understandable- the feeling of an open world, an expansive realm, exploration, simply being able to cruise, and things like that. Gran Turismo has, and always will be about racing. GT is one of few racing game series where one can enjoy just casual driving without feeling the need to race all the time. Think about some other racing-centered games for a moment. Anything besides doing full-on racing seems boring because the focus is squarely on racing. When not racing, you're probably testing out a setup for your car or practicing your skills on a certain track. Therefore, an idea of free roaming makes little to no sense. Why would you want to explore some realm when the focus should clearly be on racing and driving? As you know, there are people who'd rather try some new things out rather than stick to old practices. As a Gran Turismo fan, I often times think Gran Turismo should try some new things to keep its long-running franchise strong. So this blog post is an opinionated and detailed look at a free-roaming environment and what if Gran Turismo had such an environment.

Welcome to John's Gran Turismo Space (if this is your first-ever time here)!


About the Label: "Free-Roaming"

This is a series of blog posts related to the ideas of a free-roaming environment in the Gran Turismo series. There will be more posts devoted to specific aspects of this topic.





--- Free-Roaming at a Glance ---

What defines free roaming? Here is my dictionary-like definition of free roaming:

Free Roaming: a gaming concept that allows one to explore an expansive space where players have free access to just about all of the game's facilities.

Free roaming suggests a realm where people are free to explore all of a game's facilities with little or no limitations. It is where you feel free to do almost anything within the boundaries of a game. A racing/driving game like the Gran Turismo series obviously suggests you will mostly be driving and racing. As any Gran Turismo fan would know, however, GT is also about car collecting. So making a free roaming environment would also mean you can look for cars as well as





--- Gran Turismo Retrospect: GT/Simulation Mode ---

If you have played all five major Gran Turismo games, you may be familiar with each game's GT mode. If not, here is a look back at the GT/Simulation modes of each title.


Gran Turismo 1's Simulation Mode.

Gran Turismo 1 Simulation Mode
^ Welcome to the world of Gran Turismo, all within a big city.

Gran Turismo 1 featured a city that resembles Tokyo. In it, there are ten different dealers (eleven if you count Honda/Acura), Go Race, the License Test place, car wash, machine test, and of course- your home. You have all the facilities in one big map. Just point to wherever you want to visit and press "X" to visit. You did not drive from one point to another- you just basically pick a location on the map and go there.


Gran Turismo 2's Simulation Mode.

Gran Turismo 2 Simulation Mode
^ Gran Turismo 2 categorized everything. Cities help separate the nationalities of car.

For Gran Turismo 2, there was an Arcade Mode disc and the Simulation Mode disc. All of your Simulation Mode goodness was done on the Simulation Disc. GT2's map categorized the nationality of cars into cities. East City featured Japanese cars, West City features French and Italian cars, North City featured British and German cars, and South City featured American cars. The only new facility added to the host of options for Gran Turismo was the Wheel Shop, where you can purchase new wheels for your car.

Perhaps it is GT2's Simulation Mode that has the most potential for a proper free roaming environment. Can you imagine traveling from city to city and exploring all the different facilities? GT2 tends to offer the best model towards a proper free-roaming environment.


I'm sorry I don't have any further pictures to explain the other modes.


Gran Turismo 3's Simulation Mode.

[~~~ no picture ~~~]

Three major changes were made to the GT Mode map starting with Gran Turismo 3. (1) Rather than cities, GT3 featured all cars as an all-in-one Car Dealer. Each nationality of car were broken up by nationality, and the represented makers are all sorted alphabetically. (2) There was now one Tune Shop as opposed to individual tuning shops. The need to find certain individual aftermarket dealers now came down to visiting just one Tune Shop for all of your tuning needs. (3) Rather than a Wheel Shop and a Car Wash, a new GT Auto was established to handle other tuning aspects of cars. This allowed you to wash your car, change wheels, but also change the oil. This is all a dumbed-down version of GT's Simulation Mode.


Gran Turismo 4's GT Mode.

[~~~ no picture ~~~]

Starting with Gran Turismo 4, Simulation Mode was now called "Gran Turismo Mode." A massive map featuring various dealers any facilities were offered. Car dealers were sorted out by nationality rather than by individual makes. New to this model were individual Used Car Dealers as well as a new Tuning Village. The Tuning Village featured tuner cars as well as parts for various manufacturers. Also new to GT Mode were individual facilities for practicing on certain categories of race track, Driving Missions, testing facilities, the Replay Theater, Music and sound, and Photo Travel. There were also separate facilities for races with the introduction of three series of events, regional events, and endurance events. GT4's Photo Mode is by far the most expansive of all.


Gran Turismo 5's GT Mode.

[~~~ no picture ~~~]

Many people felt disappointed at GT5's GT Mode because of its layout. GT5's GT Mode is simply a mosaic of pictures linking to various aspects of the game rather than an environment that resembles a city or a world. If you considered the previous four GT Mode models to feel like you are part of a world, then GT5's GT Mode is disappointing.

Despite the disappointing all-in-one menu, some cues from other GTs were taken. You can purchase cars from two different dealers broken up between the Dealership and the Used Car Dealer. It was also possible to buy cars from a new Online Car Dealership. The Used Car Dealer and Online Car Dealership feature only Standard models while the primary dealership feature only Premium cars. There is a new Special facility devoted to the game's seven (one has to be unlocked) special events. You can also play online with facilities offered there. Rather than one just racing facility, there were separate facilities to race for both A-Spec and B-Spec.

GT5's model has the absolute least potential at a proper free roaming environment. It is just too basic and plain for a menu.





Now, you have an idea as to past Gran Turismo titles and the GT/Simulation modes. Here is a preview of what the free-roaming discussion entails in further posts:

• a detailed post regarding Free Roaming in Gran Turismo
• what should a proper Free Roaming model should entail
• things to consider when making a free roaming model

I think you GT fans may enjoy this discussion. Feel free to share this blog with others and contribute by posting comments.





--- Free-Roaming in Gran Turismo: Series Preview ---

Here is a preview of the rest of the "Free Roaming" series will feature:

• What would be the ideal environment for a free-roaming environment?
• How do you pattern a free-roaming environment?
• What could/should you do or be able to do in a free-roaming GT?
• What facilities should a free-roaming environment have?

To decrease the workload, I will consider posting on this topic by separating my posts into a few different individual posts. This section is a preview of the topics I have considered. As I make new posts, expect the headings to feature links to the proper blog posts.

Free-Roaming Environment: Cities?

Should a free-roaming environment for Gran Turismo be denoted by a city? Drive around a massive city as you interact with a living, breathing city. Could this be the ideal environment for a free-roaming GT, if there ever was one? Could the city concept be extended further like what Gran Turismo 2 attempted?

Free-Roaming Environment: Island or Country?

Similar to the Test Drive Unlimited Series (and certain other games with environments surrounded by water), should the free-roaming experience be indicated by traveling around a massive island?

Free-Roaming Environment: Virtual World?

The most diverse experience would be if you did your free roaming around a massive country or a virtual world. In this virtual world, the challenge is not so much in trying to find everything, but also in trying to interact with various other virtual environments. As an example, you can be in one environment that resembles traffic laws and driving styles in the United States in one part of the massive area, but another area may resemble most European nations. You will encounter driving on massive roads and highways in major cities, but then have to deal with driving down European country roads. You also have to get used to other driving conditions and roads like in some other places. Imagine having to deal with an environment similar to African jungles or Japanese mountain passes. It would be something to enjoy for both racers and cruisers alike.





These ideas and more will be discussed once I put together all of my posts. I invite all of you reading this blog to offer me your ideas so I can make this more fun and engaging for all of my readers.

If you see that I am not posting anything for a while, remember that there are other blogs I run as well as the fact I'm thinking of new posts for this blog and my others. I am also trying to slowly remodel "John's Gran Turismo Space" by remodeling my primary blog, "John's Blog Space." Thanks to all of you for visiting. Please take care and have an amazing day! Thank you for reading!

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