- That on a race simulation is most important the "physics":
Here Gran Turismo has always set the standard very high and could even across systems assert as a benchmark for the competition. Neither on other consoles, even on the PC, there was such a realistic driving experience that can be conveyed even without steering wheel with the gamepad. But this is where the developers Polyphony begin to subside slowly. Since the GT-parts 3 and 4, not much has changed at the "ride" of cars. Had they already reached about the ne plus ultra? By no means. Many of the vehicles to be missing a certain individuality, so you can get a majority of the cars in categories such as "rear-wheel drive touring car", "mid-engine vehicle Some models sometimes also comes a questionable performance on, such as a strong tendency to Unstersteuern the new BMW M3 . But (although many here like to hire allegations) should anyway be missing most of the comparison to the originals, this is not so critical. But the fact that it can go much more differentiated and individual show competitors such as Simbin with GTR and GTR2 am PC.
Poor is the behavior of vehicles during jumps, crests and bumps. For large peaks as the Eiger north face, it would every souped up sports car tear the entire underbody diffuser mitt Office. Before braking? Unnecessary. Each car is flying, whether Rally or touring car, across the crest and lands with a dull "Bomp!" again on the asphalt. Even the provocative driving over Kerps and zutief lying car at a bump (if it occurs at all) will not be solved with putting, but with limited grip loss. A damage model there anyway again not (promises of future updates sidelined).
Can the physics Although still left a good impression and still a lot of fun, even without steering wheel, but unfortunately no trace of the announced development of the engine. Thus GT must now accept the fact that the competition has now caught up considerably here and is even passed by in some cases in the fast lane.
- To "playmaking":
Fans of the previous GT-Parts will miss the licenses, primarily. Was here but a certain reference to reality, be first to obtain a national A license before you want to go into a race series, it now falls away completely. I am not informed whether this is to be reintroduced in the full-price game.
The menu is as had and is easy to go through. There continues to be a differentiation in "Arcade" and "event". The drift racing have this done only in the arcade mode, which was probably a wise decision. I maintain GT does not need to bring it bonds with titles like NFS, but here you have to also keep some Japanese background of motorsport in mind, in the drift races are an integral part. In addition to the drift racing arcade mode is also home to normal single-race and just the 2-player splitscreen. What thereto but to be so new, probably remains a mystery of the marketing department.
The actual part of GT, the event mode is again divided into different classes of A, B, C to be de-energized S-Class. Here, unfortunately, is buried the dog. Unlike the arcade mode here is not the AI set on a scale, but the difficulty arises more or less from the "duties" of the individual racing events and the available vehicles. If you start in the A-Class a "normal" race even from middle position and have to go simply finish in the top 3, you have to roll up the entire field from behind in the A and S-Class. If you start with an equivalent vehicle have to be a racing expert to know that an overhaul of the entire field has nothing to do within 3 or 5 rounds with a realistic race. The KI bobs her scripted times down, moves from time to time (also scripted) into the gravel and it is important to find the optimum vehicle that is best suited for the particular route for overtaking Arie. Are these races usually classified as too light and succeed at the first or second attempt, there are a few events that pull the whole bit in the length. So you have, for example in a Ferrari F430, the entire field in a single round to overtake what is almost unschaffbar without jostling and occasional shortening.
Here Polyphony has to put the question: What has this concept to do with realism? Where to stay free practice, qualifying and a race with opponents on a level peers?
- If you do not like the AI, you go up into the "Online mode":
You'd think so. The online mode is not available in a medium catastrophe. It begins with a lack of good structure in lines and rolling stock, the menu seems halfhearted executed rolls, but for a demo still acceptable. So you click on a track and chooses its own fleet an approved car out. Then kick you in the race will be "thrown" at an x-arbitrary starting position, his vehicle can not advance (!) Adjust by fast tuning at the track. The race usually goes down in a hopeless mess, depending on the number of participants. The more vehicles (cast. Up to 12) cavort on the track, the more often you will be used as a front man in front of a curve as "Bremm Bock", cars sit on the inside of the curve, "jump" by poor pings vehicles times from here to there and again you meet once a transparent "ghost car", ie a player who just seconds penalty for shoving loses or touching with the crash barriers and is therefore slow and without collision detection.
This is more like pure arcade running around as something that simulation may call. Taking into account the competition in the online arena as GTR2 (PC) GT can not be taken seriously and needs a major overhaul here to full price game and above all: a damage model!
- An important word for "tuning":
... To this one first looks in vain. Only once you have completed the A-Class successfully is a so-called "Quick Tune" released that allows one for the final race of the S-Class to adapt his vehicle. To this end, nothing has to be bought, as it was especially nice example solved in part 2. No, the Quick Tuning is taken by of each race and screwed around here indiscriminately at horsepower, weight and aerodynamics. It remains incomprehensible like coming precisely the changes to pass. Varying horsepower, weight and aerodynamics just to the extent that a fictional maximum number of "credits" must not be exceeded to ensure that all vehicles have the same conditions for the race (which is not the case). Although it may be linked to details of the chassis "tweak" as fall, spring rate, etc. and also the translation of passages influence, but a differentiated tuning one searches in vain. And also that one individual does not have to buy tuning parts only with credits, and so his vehicle builds steadily, taking the game considerably in depth.
Conclusion:
Holt GT5 but graphically very much from the outside Playstation, disappoint game modes and the now slightly dusty driving physics the PS 3 owners unfortunately. It seems as seats you at Polyphony still too much on the laurels of the first two parts, which caused a sensation in its time. Apart from the graphics are simply too little progress is occurring, suggesting GT5 unfortunately slowly being left behind when it applies to a pure simulation. And a "Real Driving Simulator" it is, after all, what Gran Turismo will be.