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GC '07: [UPDATE] Gran Turismo 5 Prologue Hands-On

Series creator Kazunori Yamauchi talks about the upcoming release of Gran Turismo 5 Prologue.

Prologue Preview

Polyphony Digital's Kazunori Yamauchi gives us a guided tour of GT 5 Prologue.

LEIPZIG, Germany--There are two versions of Sony's upcoming real driving simulator Gran Turismo 5 Prologue here at the 2007 Leipzig Games Convention, though it's probably fairer to call them slightly different aspects of the same game. In fact, if you want to be entirely accurate, you could say that there are actually three versions of the Gran Turismo series, if you count the downloadable Gran Turismo demo that's currently available on the PlayStation Network. Nonetheless, as we were roaming the massive Sony space in Hall 3 of the Leipziger Messe in search of all things Gran Turismo, our focus was on the two versions of Prologue.

The first version featured eight racing cabinets set up to show off the game in the way a game like this is supposed to be played: with racing seats (which proved to be nearly too narrow for our frame), a full HD screen, and a Logitech wheel-and-pedal setup. The featured track was Japan's Suzuka circuit, and the game presented us with a roster of 22 cars to choose from. The full list:

  • Nissan Skyline GTR V-Spec '97
  • Acura NSX '91
  • Daihatsu Copen Active Top '02
  • Dodge Viper GTS '02
  • Audi R8 '07
  • BMW Z4 '03
  • Volkswagen Golf GTI '01
  • Alfa Romeo Brera 3.2 JTS Q4 '06
  • Lancia Delta HF Integrale Evoluzione '91
  • Lotus Elise '96
  • Mitsubishi Lancer Evolution IX '05
  • Mitsubishi Lancer Evolution X '07
  • TVR Tuscan Speed 6 '00
  • Renault Clio Renault Sport V6 '00
  • Ferrari F430 '06
  • Alfa Romeo 147 TI 2.0 Twin Spark '06
  • Mercedes-Benz SL 55 AMG '02
  • Audi TT Coupe '07
  • Ford Mustang GT '07
  • Nissan Xanavi Nismo Z '06
  • Suzuki Swift Spark '05
  • Nissan GT-R Proto '01

Not all of the cars were drivable, however; the Nissan Xanavi Nismo Z wasn't playable, which is a shame because it looked like one of the hottest cars on the list. Though we didn't try them all, every car we drove on the list boasted the new in-car cockpit view that will be a big part of the Gran Turismo 5 driving experience. The amount of detail in the cockpits is fantastic so far, from the complex yet elegant interior of the Ferrari F430 (with its different-colored gauges) to the futuristic-looking cockpit of the TVR Tuscan Speed 6. By the looks of things, though, there's work yet to be done. For example, when switching gears, there was no corresponding animation of your in-car driver switching gears with the gearshift. In addition, the rear- and side-view mirrors weren't working properly in the build we played.

After selecting a car and choosing options for things such as transmission, stability control, tire type, and so on (using a menu very reminiscent of that found in the GT HD online demo), you're given a five-minute time attack session on Suzuka to do as many laps as you can.

Though there seemed to be some technical issues with the connectivity between the eight on-hand cabinets, the game was networked in a sense. In addition to racing against a number of cars controlled by the artificial intelligence, you'd occasionally come across cars driven by players in other cabinets. In addition to the eight racing cabinets, there was a separate screen on hand, which displayed a live time sheet that broke down the sector times for all cars on tracks. A camera would periodically switch between all of the different cars on track as well.

The other version of Prologue was found not too far away, in a different part of the PlayStation area. Here, players could plop down on beanbags and enjoy the game with the more conventional Sixaxis controller. While the same car roster was on hand in this version (including the unplayable Xanavi Nismo Z), the race type was a 16-car offline competition, pitting our skills against 15 AI-controlled cars, again on Suzuka.

Racing against such a large field felt odd for a Gran Turismo game, especially after so many years of battling it out against just a handful of cars. The game AI displayed the typical GT tendency to stick to its racing line, and, as a result, the cost of being bumped off the road or making an error in a turn was all the more exaggerated. After all, in older GT games, a mistake meant you were passed by three or four cars; in Prologue a mistake can put you in the back, with 15 aggressive cars to pass to get back to the head of the pack.

Beyond the cockpit view and the large number of opponents, GT 5 Prologue is immediately recognizable by its handling, particular the extremely bouncy feeling of the shocks. Weight transfer between the rear and front wheels in a car is something the GT series has always taken seriously, and you need only slam the brakes before turning into a tight corner and watch the front of the car lurch forward to see that it's still a big focus. Another familiar "feature" for the GT series--a lack of damage modeling--was also in effect. Collision detection seemed spotty in places too but, like the rest of the game, there's time for things to improve before it's released.

One other crucial difference between the two versions of Prologue was the appearance of rumble in the racing cabinet version of the game. The rumble feedback was fairly light and noticeable mainly when driving over the rumble strips that line the side of the circuit. Naturally, rumble wasn't present when playing with the Sixaxis-controlled version of the game. Still the fact that it was present in the other version gives us hope that we won't be rumble-free for long once Gran Turismo 5 is released.

Our coverage of GT 5 Prologue will continue this week here at Leipzig as we learn more about this game, which is currently slated for release in Japan in October.

[UPDATE] Today, we sat in on a presentation hosted by Gran Turismo series creator Kazunori Yamauchi as he demonstrated some of the new features that will be present in Gran Turismo 5 Prologue. The game is due for release on the PlayStation Network as a free download later this year.

Yamauchi started by introducing the front-end menu system of the game, which, as we described above, is a good deal different from previous entries in the Gran Turismo series. In addition to your current car appearing front and center in all its high-res glory, gorgeous interchangeable backgrounds from locales such as Germany, Tokyo, and more will also be available. Referred to as "3D wallpaper," these decorative background images will be tied to your profile in the game and you'll be able to change it whenever you like.

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219 Comments

  • brunoboasorte

    Posted Jan 14, 2008 4:12 am PT

    e ae, esse jog sai ou nao sai

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  • Breackneckboy

    Posted Dec 16, 2007 10:49 am PT

    the_el_man they have time to improve their A.I you fanboy!
    The reason why GT hasn't got any customisation is that they cared more about how the cars handled than how they look. So Forza looks better but GT handles better.
    And don't tell me about damage, cause they want to animate every bump, every scratch and every piece of glass flying, so it takes a really long time.

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  • the_el_man

    Posted Nov 22, 2007 4:11 am PT

    Reasons Forza took over and will continue to be better than GT and IS NOTHING TO DO WITH 360 vs PS3.....

    1, AI - Plain and simple GTs AI has always sucked.. they hav eto play seirous catch up to beat FM2's AI.
    2, Customisation - or lack of.... GT5 looks no diff. This is why the cars look better as they dont have to account for differences in programming. Not just visual but real time processing of differences.

    Its all about "the badge". Forza is the new Ford Mondeo, whlist GT is the new Merc C Class. Everyone wants the C Class but the Mondeo is the better car. (AMG version aside)

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    • 1 of 1 users agree
  • Roz2up

    Posted Sep 25, 2007 1:08 am PT

    When i first played GT4 on the ps2 I thought the graphics were amazing but with GT5 having 200,000 polygons per car compared to 4,000 on gt4 and with 1080p HD and 60FPS this game WILL be the best looking game ever made

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  • jboonzaier

    Posted Sep 18, 2007 12:29 pm PT

    Why are people complaining about A.I. and damage modelling since those will be improved and added. GT5 is without doubt the greatest racing sim. Graphics aside even but should say 1080p / 60fps!!

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  • Haku_Ryushi

    Posted Sep 10, 2007 3:14 pm PT

    I'm so getting this game when it comes out. This would be the best racing game out there.

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  • bihboy69

    Posted Sep 8, 2007 3:42 pm PT

    if we get car damage in GT5, ill wait as long as it takes

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  • GR33DY83

    Posted Sep 3, 2007 1:53 pm PT

    ahhhhh how much longer must we wait....GT5 HD and now Prologue stop tormenting us

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  • bihboy69

    Posted Sep 3, 2007 2:13 am PT

    yep, shoulda let stig drive, no fear

    i heard we get prologue free on the PSN, that true?

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  • leadlefthand

    Posted Sep 1, 2007 11:30 pm PT

    to stistyle13:

    Yeah, Jeremy Clarkson was 10 seconds away in real life than his game time in GT. Although Clarkson also said that he believes that he wasn't able to push the nsx to the limit because of his own fear (especially because of the cork screw). I think it would have been a more accurate comparison if they just let 'The Stig' drive.

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  • adam2987

    Posted Aug 31, 2007 7:13 am PT

    GT has more pedigree than forza. I think Sony know what they're doing Cruzadr

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  • Cruzadr

    Posted Aug 30, 2007 5:30 pm PT

    I havn't enjoyed playing GT since the very first one this will not make me rush out and buy a PS3 like Forza made me get a 360. Sony better pick up their game because Blu-Ray isn't enough.

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  • stistyle13

    Posted Aug 30, 2007 2:33 pm PT

    to answer HAAS599's question, the british motoring show Top Gear did just that. Jeremy Clarkson drove a honda nsx around laguna seca in gt4 and real life and could not match his game time

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