By on May 12, 2009

Yes, it’s a post about something other than the feds getting the US taxpayer to squeal like a pig to save Chrysler and GM from the uncomfortable lesson that actions have—OMG—consequences. In fact, the closer we get to the Big Kahuna of GM’s C11, the more determined I am to provide car-related posts. After a regrettable hiatus, car reviews, both large and small, are back. “Piston Slap” and “Hammer Time” continue apace (thanks, guys). And I’m bound and determined to get some more product reviews headed your way. In that spirit of “Oh, yeah, life goes on long after the thrill of living is gone,” here’s the inside dope on GT5, via, after le jump. Spock! Damage control! It appears we are not digitally configured for damage, Captain. That’s a relief. Indeed. Bones. Dammit, Jim, I’m a doctor, not a videogame producer. I can’t just add source code like that! The whole game could lock up and crash. Do what you can.

While discussing the dynamic weather effects in the game, [GT5 producer Hymie] Yamauchi also hinted upon GT5 including night time racing. The talk of model damage is the most interesting bit though, as the franchise has notoriously been promising the feature for years and was planning to include it when GT 5: Prologue was released over a year ago. Rumblings of a collision damage patch for Prologue have been empty as well. It still remains unclear if the car model damage will in any way affect the car’s in-game handling. Amongst the major racing franchises, Gran Turismo is the only one that still does not feature any degree of car model damage.

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18 Comments on “Gran Turismo 5 Promises Collision Damage. Still....”

  • avatar

    I thought they didn’t have damage models in Gran Turismo because the game uses licensed cars. The marketing people from car companies insisted on a “no damage” mode because they didn’t want the shiny polygons that represent their brands to crumble and fall apart on screen. Car damage certainly isn’t hard to implement and other games have done it for a long time, although usually with unlicensed and renamed “replicas” of famous real-world cars.

  • avatar
    bumpy ii

    I think the license thing is a herring. You could crunch the crap out of everything in Forza 1, and I have a cameragrab of a Tiburon doing a doorslide on the Nurburgring. Heck, I played some Nascar game in the mid-90s that let the cars wreck and tear up those sponsor paint jobs.

  • avatar

    Do any of you guys remember Driver 3(Driv3r). The game wasn’t that great but the way you could damage the cars was the only thing that I haven’t seen repeated. Very realistic, I remember driving a car several blocks with no front end dragging the undercarriage and engine until it finally blew up.

  • avatar

    The damage physics in Driv3r were probably the only redeeming feature of the entire game, nevermind some of the car selections there :)

    But personally, I would rather have Kaz finish the damn game with the driving dynamics and car selection intact rather than see him spend another year or two trying to finagle collision damage in the codeworks.

  • avatar

    At this point, I’m more excited for Need for Speed Shift, if only because of the cred of the devteam behind it.

    Of course, there’s also the wild card known as Forza Motorsport 3…

  • avatar

    GT4 had a tire damage option if you hit something you’d get a blown tire (but no other damage).

  • avatar

    John Williams

    I’ve been waiting for this full release for way too long. I even bought a steering wheel and PS3 just for this game. At least it works fine with Midnight Club.

    If they don’t at least release some new tracks soon I’ll be selling my GT5 prolouge and not buying the full version. If they try to charge me for the new tracks (outside of a full release on DVD) the same will happen.

  • avatar

    They have been promising drag racing since the super buggy GT2 ’99 holiday launch… still waiting. GT1 had night racing (the R-series tracks) but never had weather effects despite Test Drive having it on the Sega Dreamcast system, so yeah its been a LONG wait.

    I’m a huge GT fan, but PolyD has constantly over-promised and under-delivered. They lost the plot a long time ago, recently I’ve been playing Ferrari Challenge and it has variable weather AND damage, too bad the cars have no feeling of weight and 130 mph feels the same as 30 mph. GT still has the “feel” of driving down pat (especially with a wheel setup) and has the eye candy to sell millions of games. However its a driving game and not about racing, GT’s biggest short comming (from day 1) has always been its terrible AI. Likewise, their online mode is a joke compared to Burn Out Paradise for example.

    I can only assume that GT5 (whenever it comes out, around 2015 on the PS4 I bet) will continue this tradition – it will look ultra realistic with a superior physics engine, but will be 10 years behind other games in just about every other area (weather, damage, online content, etc).

  • avatar
    night driver

    By the way, the image that RF posted above is from the ’70s arcade game “Night Driver”. Hence my username :)

  • avatar

    RF: Thank you for labeling the game as a racing game and not calling it a ‘simulator’ as the Gran Turismo franchise has tried desperately to do for quite some time…it’s just a game and fails at simulation for a multitude of reasons. After GT4, where the effects of understeer and oversteer were programmed into the game backwards and the PS2 ate my disc, I converted to Forza. Gran Turismo used to be great, but they sadly no longer hold interest due to their major blunders. Not that surprised that they can’t manage the damage to be honest. :(

  • avatar
    John R

    meh. damage is overrated. i could take it or leave. i just want GT5 to come out already.

  • avatar

    Meh, GTA IV is a better simulator than GT.

    Not only do the GTA cars get damaged and (eventually) screw up their dynamics, you can get out and do something other than running around in circles (or amoebas) all day. And if someone has a nicer car than yours, have at it. Escapism!

  • avatar
    Jordan Tenenbaum

    I don’t care about damage, just give me 900 cars to choose from with a lot of tracks and I’m happy. I think my PS3 is getting tired of just playing Top Gear episodes.

  • avatar

    Just give me driving physics that don’t suffer from terminal understeer. I could care less about whether the car looks beat to hell after 40+ laps of rubbin’

  • avatar

    Meh +3. I was hoping that the full version would have been released by now (which is a thought I recall having last year) so I can have an excuse to get a PS3. I’ll probably have bought Forza 3, finished the single player career and be well into the second or third racing season online with the league I’m racing in before GT5 is released. Might as well wait for the PS4 at this point and make it a launch title.

  • avatar

    PS3: The world’s 1337est blu-ray player.

  • avatar

    BTW, OutRun Online Arcade is awesome. That is all.

  • avatar

    GTAIV’s driving model is like driving dune buggies on ice… realistic, it is not.

    GT5P has cured some of the low speed glitches of the GT4 engine, and physics are actually pretty good, even compared to the current Forza build. GT4’s issue was never about oversteer or understeer… the understeer and oversteer were realistically modelled based on the real cars. (Like we say on the track… if you think your car doesn’t understeer, you’ve never driven it hard enough…) The problem is that the patch that keeps cars from flying off the track and flipping over was severely limiting oversteer due to tire-skipping (thus beefy rear anti-rollbars, hand-brake usage and threshold braking could not initiate oversteer). GT5P’s engine now allows somewhat realistic hand-brake turns and allows more neutral-steer and oversteer for non-mid-engined cars. It’s still not perfect, and I wish GT5 would eliminate the anti-roll-over script completely, but it’s 100% better than GT4.

    Too bad there’s no Sarthe (LeMans) track bundled with the game, as I’d like to see how high speed bumps are implemented here (high speed physics have always been a GT strong point). The AI is also much, much better now. Still not perfect, but they react to you, don’t always barrel into you at a corner (only sometimes) and really dice with one another. I just wish they’d add a “bravery” modifier that would elicit random apex-cutting dives from the AI drivers, to make it feel more like an actual track-day or weekend commute. And they should add horns. We need horns and flashers, and possibly black flags. Hell, add oil slicks and bits of broken glass and bumper on the track, as well.

    Damage… meh. I’d rather they just finished the game first. It’s quite easy to put in damage, but to do it in a realistic manner while not overloading the physics engine is another story altogether.

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