GT5: A Neophyte's Impressions
By Hailinel 11 Comments
So normally, I'm not too big on racing games. What few racing games I do play and what little time I spend playing them are generally arcade-style racers like Mario Kart Wii. During the roughly eighteen month period I owned a 360, I tinkered with the demos for a couple of racing sims, namely Forza 3 and Dirt, but neither of them really caught my fancy. All this being said, why in the hell did I pick up Gran Turismo 5?
My only experience with Gran Turismo prior to this latest game consists of a few races in GT3 back in college. Still, my roommates enjoyed it, and I could appreciate what it did so well; simulate the act of driving cars with a ludicrous precision unheard of in previous console titles. After skipping GT4, I watched the news on GT5 off and on again, and lengthy development cycle or not, it sounded to me like the developers knew what they wanted. I'm not going to be one of those assholes that expects unreachable levels of quality based on extended development cycles.
Anyway, I bought the game this past weekend and gave it a shot. After some goofiness in the installation process (It turned out that I was actually short on hard drive space. I didn't realize I had filled that much of my 80GB drive up already.), I got it working and jumped in. As far as first impression go, I love how newcomer friendly GT5 is. The B-Level License Tests weren't anywhere near impossible, the leveling system seems apt to keep me from jumping into races I'm not ready for, and there's a wide variety of vehicles to select from, even in the early going.
As someone with almost zero experience in playing the previous entries, I'm not really broken up over the implementation of certain features. It doesn't bother me in the least that I have to level up in order to access damage modeling, or that the game is still being tweaked post-release. It still feels like a high-quality product end-to-end, and after my previous experiences with the buggy as shit Fallout: New Vegas, I think that more developers could stand to learn from Polyphony Digital's example and actually take the time to work on their games, rather than ship something that's only half-functional. Really, at this point, any adjustments or improvements that Polyphony makes to GT5 feel like gravy.
11 Comments