So grand − and it’s in 3D

Gran Turismo 5 is a whole lot racier, writes Craig Duff

Herald Sun - Motoring - - Indusry News -

REAL-WORLD driv­ing moves a gi­ant step closer to the games world when car rac­ing sim­u­la­tor Gran Turismo 5 goes 3D in Novem­ber.

The Gran Turismo fran­chise has crafted a rep­u­ta­tion for un­matched ve­hi­cle pre­sen­ta­tion and driv­ing re­al­ism — world-class rac­ers and week­end war­riors all use the game to learn the tracks— and the lon­gawaited fifth model prom­ises to lift the stan­dard again.

A boot­load of tech­ni­cal in­no­va­tion trans­lates into the most re­al­is­tic driv­ing ex­pe­ri­ence this side of a track day — and there’s a chance to win a Mercedes-Benz SLS ‘‘Gull­wing’’ su­per­car.

There are 1000 — yes 1000 — photo-re­al­is­ti­cally ren­dered ve­hi­cles ready to roll on 70 tracks, rang­ing from rad­i­cal rally cars to reg­u­lar pro­duc­tion mod­els. The list in­cludes more than 800 cars, with many from pre­vi­ous ver­sions of the game, along with 200 ‘‘ pre­mium’’ mod­els that faith­fully de­pict ev­ery­thing from driv­ing dy­nam­ics — data log­gers cap­tured the ac­cel­er­a­tion, brak­ing and han­dling of the real cars on the real tracks — right down to the in­te­rior fab­ric and plas­tic tex­tures.

That level of de­tail in­evitably will drop a frac­tion if you play the game in 3D, but it’s still high enough to en­cour­age mak­ers such as Fer­rari to li­cense their cars for dig­i­tal reproduction.

Then there’s the dirt. It sticks. That mightn’t be a big deal to av­er­age gamers, but the ac­cu­mu­lated grime, wa­ter spat­ters and scrape marks re­flect the level of com­mit­ment the game’s cre­ator, Polyphony Dig­i­tal’s guru Kazunori Ya­mauchi, to gen­er­ate near true-to-life de­tail.

Ve­hi­cle dam­age also will make its mark. There will be vis­ual and me­chan­i­cal con­se­quences in a crash, with the game cal­cu­lat­ing the speed and an­gle of im­pact to de­ter­mine the de­gree of dam­age.

The stan­dard cars will take ‘‘ba­sic’’ dam­age, but the pre­mium mod­els use a more de­tailed sys­tem, down to tear­ing pan­els off the cars.

Other in­no­va­tions in­clude on­line play for up to 16 rac­ers; night rac­ing, with the op­tion of switch­ing be­tween high and low-beam head­lights on the pre­mium cars; and the abil­ity to look around (if us­ing a PlayS­ta­tion Eye).

The game will launch in three flavours: a stan­dard ver­sion, a col­lec­tor’s edi­tion with spe­cial art­work and five ‘‘ChromeLine’’ per­for­mance-en­hanced cars and the sig­na­ture edi­tion. The sig­na­ture ver­sion will be pack­aged in a steel case fin­ished in Mercedes-Benz SLS ‘‘ Ob­sid­ian Black’’ paint­work, with a cof­fee-ta­ble book and six ex­tra ‘‘Stealth’’ cars, in­clud­ing the McLaren F1 and SLS Gull­wing, along with a scale model of the SLS Gull­wing and a USB key with a video show­ing the col­lab­o­ra­tion be­tween Mercedes and Polyphony. For more de­tails on the game and how to win the ‘‘Gull­wing,’’ visit www.granturismo.com

Ex­tra racy: the Mercedes-Benz SLS ‘‘Gull­wing’’ su­per­car as it ap­pears in GranTurismo5 and, be­low, a real wheel (left) and the same im­age ren­dered for the game, which will come in three ver­sions.

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