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About the product
- The award-winning Gran Turismo franchise returns with its 5th installment, exclusively for PS3. With its signature realism and physics, it continues to blur the line between simulation and reality.
- Race more than 60 meticulously detailed cars from worldwide manufacturers, including Ferrari, BMW, and Nissan in stunning 1080p at 60 frames per second.
- Each car features an all-new interior dash view with driver animations and gauges that track vehicle performance in real-time.
- In addition to racing with up to 16 players online, it features Gran Turismo TV, a new dedicated online channel that delivers motorsport and automotive content from around the globe.
- Get a jump on the competition. You can transfer your Gran Turismo 5 Prologue progress to Gran Turismo 5 when it releases.
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The award-winning Gran Turismo franchise returns with its 5th installment, Gran Turismo 5 Prologue, exclusively for PlayStation 3. With its signature realism and unrivaled physics, this highly anticipated precursor to Gran Turismo 5 continues to blur the line between simulation and reality."Prologue" is defined as an introductory or preceding event or development, and true to every letter, Gran Turismo 5: Prologue treats both long-time fans of the Gran Turismo franchise as well as those coming to it new, with a generous sampling of what they can expect to see in Gran Turismo 5 later in the year and further releases on the PS3.
Polyphony Digital is the developer of the Gran Turismo franchise, led by creator Kazunori Yamauchi. Polyphony Digital is known for pushing the limits of the PlayStation hardware, and with its realistic graphics and physics, Gran Turismo 5: Prologue is no different. In addition to receiving CAD data from the auto manufacturers, they have taken thousands of photos to model each car (and track). As an example of the level of detail, a car in Gran Turismo 4 has the same number of polygons as a headlight in Gran Turismo 5: Prologue. Polyphony works even closer with the automotive industry to make sure that the cars look and drive just as they do in real life. In fact, Kazunori Yamauchi designed the on-board computer for the real Nissan GT-R. If youre lucky to buy one when it releases, you will notice the Polyphony Digital logo when you start your car.Take Your Cars and Tracks Online and Off
Gran Turismo 5: Prologue features over 60 stunning cars including vehicles by Lotus, Mitsubishi, Nissan and Ferrari for you to race on seriously realistic, real-life tracks: including the Eiger Nordwand, the London City Track and Suzuka all rendered in incredible High Definition graphics. There's also all-new driving physics for the most lifelike driving experience ever and new, improved opponent artificial intelligence for the toughest race challenge yet.But that's not all for the first time ever in the history of Gran Turismo, players will now be able to race online. Up to 16 players will be able to go head-to-head on some of the world's best racetracks on PlayStation Network. All you need to get racing is a broadband connection and PS3. Once you're up and revving, Global Online Rankings and the My Garage homepage feature will leave the world in n o doubt as to just who is the best at Gran Turismo.And then there's the Online Dealership, providing a wealth of information on cars and manufacturers and also Gran Turismo TV a dedicated online channel available exclusively from PSN and packed with some of the greatest content that Motorsport, car manufacturers and TV has to offer. Key Features:
- Race over 60 cars from worldwide automotive manufacturers, precisely modeled both inside and out.
- All-new interior dash view, featuring full driver animation and working gauges.
- Compete on 6 tracks with 12 total layouts, including Fuji Speedway, Suzuka Circuit, and for the first time ever, Daytona International Speedway.
- Online racing with up to 16 players, complete with detailed rankings, plus downloadable ghost cars and race replays of top racers.
- New online community features including Gran Turismo TV, featuring worldwide automotive and motorsport programming.
- Tune vehicle performance, from suspension and tires to gear ratio and engine modifications.
- Rendered in stunning 1080p at 60 frames per second with crisp, realistic lighting and camera effects (replays rendered in 1080p 30fps).
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That said, as a prologue sampler it's not surprising that it's not at all perfect...not by a long shot. You start with a tidy sum of credits to buy a car to start racing with. There are three base skill tiers made up of ten races each where each race is considered successfully completed when the gamer has achieved a podium finish (1st, 2nd or 3rd place). Credit awards are earned based on race results, and are to be used to purchase additional cars as needed for subsequent specific races, or just for the heck of it because you just want to try them. Once the ten races of a tier are successfully completed the next tier above is unlocked and its races are available for the gamer to run. Once all of the three lower tiers are completed, a special bonus tier is unlocked. All fairly basic in principle and execution.
There are only six venues to run on, and all are tarmac courses; in reality it seems a bit shorted even at the original $40 retail price. While each circuit provides two configuration variations, it's hardly anything compelling to be considered diverse and enticing enough for repeated game play while waiting for the full version of GT5 to arrive. The AI of the computer-controlled cars is disappointingly predictable and rather monotonous, further degrading gameplay. As with past GT titles, accident damage is not present for any amount of contact; instead, for the early and easiest rounds you can drive rather maniacally and get away with it. After one has firmly developed some rather nasty driving habits, the developers toss in a curve for the final 'bonus' tier races, relying on using a rather unsatisfactory system of penalty time that's assessed immediately after the act of infraction by the game player, though conversely not applied to the computer-controlled opponents, which at least initially makes for considerable frustration (at the perceived "unfairness" of it all).
But this frustration eventually passes; even the penalty assessments become oh-so-predictable; it's easy to figure out just how much contact, rough driving or cutting corner apexes I can get away with without invoking a penalty, and actually use this to my advantage. There are even times where it's actually less costly (in terms of gaining track position) to roughhouse it and take a penalty through a section of a race course than to properly slow down and drive through at the rear of the procession of cars. Again, it's not a very satisfactory solution, nor is it very realistic. Evidently it seems, in their real-life research the game's developers--Polyphony Digital--never watched a Porsche SuperCup race (then again, there are no Porsches in GT5P, either)...where there the real-life racing takes the meaning of "incidental contact" to a whole new level of appreciation (and battle damage).
For all of its self-insinuation that GT5P is more simulation than game, despite all 'official' disclaimers to the contrary, this title is still very much a 'game' in its construct and execution. From the single-file flying starts to the too-short race lengths to the too-small field sizes (for any given track) to the fact that it's even easy to successfully score a podium finish with the PS3's basic handheld controller, each 'race' feels more like a training exercise to be mastered than a convincing, realistic car racing event. And it's here where at least for me I have to wonder at just how good the full game will honestly be when it finally arrives.
But at least it'll sure looks pretty...
Since this is a much talked about topic, let me state that I do not find it to be 'small' or 'an extended demo'. If anyone can show me a $30 PS3 racing demo with dozens of cars, half a dozen race tracks and online capabilities then... I would consider calling this 'a demo'. On the other hand, I never played the previous GT's so, when the 'real' game becomes available I just MIGHT be able to understand why some aren't happy with this game's size.
- graphics are super-excellent
- sound is great
- control (with a racing wheel) is as close to reality as you can get
- online is challenging but a race with 12 cars in it can get quite chaotic
- car customization is okay, but all options other than 'color' become available only in the super-advanced level
- the race tracks difficulties ranges from 'very easy' (Daytona) to Super Hard (Suzuka) to fun (London)
- the AI gets better and more aggressive as you advance to the higher classes
- the simulation is quite good for a $30 game
- the 'challenges' range from 'very easy' to 'next to impossible'
- collisions and crashes never result in 'damage' but, at the higher classes, the cars involved in collisions may temporarily turn into 'ghosts' - meaning that the other cars can pass through them
- the penalty system consists in having your engine cut for a number of seconds, whenever the God inside the PS3 decides that you were guilty of getting off the track or bumping into your adversaries. I don't always agree with the way this is administered - YOU usually a 'ramming penalty' when someone hits you from behind... oh well
What's not to like? What I like the least about this game is that I conquered the 30 challenges of Classes C, B, A each and I am only 2 wins away in the S-Class from actually earning the right to using my $2 million (which I have) to buy that great Ferrari. I just can't seem to be able to win those 2 - Suzuka and Fuji, I believe. What makes this more frustrating is that the makers of this game made these races MORE DIFFICULT, following an 'update', back in early August.
If anyone has good POST UPDATE configurations for the 2 'impossible' races, please post them here as 'comments'. I ran that Fuji race a thousand times already but, somehow, no matter what car I use and how I customize it, it's still underpowered when compared to the computer-controlled competition. All help will be greatly appreciated.
When i received the game the case was damaged. it was sold "new" but was clearly used.
I'm not sure if it was during transit it got damaged or not but better packaging than a bubble wrap envelope would of saved it. or at the very lest place some cardboard in between the bubble wrapping of the envelope and the game case. seriously....