We sit down with Blizzard to discuss the return of the Old Gods in Hearthstone, the fascinating new PvP mode Duels, and the spooky carnival that is Warcraft’s Darkmoon Faire.
Hearthstone Interview - Darkmoon Faire, Old Gods, and Duels!
DualSensing a Seismic Shift in How we Play and Develop Games
In Conversation With Sony - Astro's Playroom and the PS5
We sit down with Xbox Game Studios’ World’s Edge and Melbourne developer Tantalus to discuss the creation of Age of Empires III: Definitive Edition.
The Making of Age of Empires III: Definitive Edition
Where we fall in love with the turn-based RPG combat and new protagonist Ichiban Kasuga.
Yakuza Goes Full RPG In The Brilliant Yakuza: Like a Dragon
TGS 2010: Gran Turismo 5 New Details Revealed
Post by Steve Farrelly @ 10:05am 17/09/10 | Comments
AusGamers had a chance to get in-depth with GT5 and Kazunori Yamauchi at this year's TGS. Read on for more...

The complexity of GT5 is kind of like the Apollo project... But we're almost ready to launch.
- Kazunori Yamauchi

While I don’t even actually own a car, even a leg-user like myself couldn’t help but get all hot and bothered under the covers at the new list of features, and expanded knowledge of existing features Kazunori Yamauchi outlaid for us at this year’s TGS for the hotly anticipated, and long-coming Gran Turismo 5.

It was a pretty straight up affair of pure information being offered in a very uniform, and well-presented way; much like the game he’s been working on for what feels like a millenia. But rest assured, the wait will have been worth every second after what we saw today, which should get pretty much every racing/driving game fan more than buckling at the knees.

Yamauchi started things off at New Courses, of which he announced Lacuna Seca, Trial Mountain (for fans of the first Gran Turismo) and Circuit de la Sarthe (which we also saw at night, and it looks incredible), while in the next category, “New Cars” we saw VW kicking it old-school with the likes of the Kubelwagen, the Schimmwagen and the classic Samba Bus along with the Isuzu 4200R which we were told was actually a concept car unveiled at the 1989 Tokyo Motorshow, and finally the Citroen GT by Citroen Race Car (Polyphony apparently designed the car’s interior).

Next up Yamauchi jumped right into the game’s social community features, which are robust to say the least. He also revealed information about being able to not only log in to your account via a simple internet browser, but also be able to compete. But before we get into that, here’s the full list of menu options from your My Home list:
  • Message
  • Logs - your race records and recordings
  • Mail
  • Profile
  • My lounge - where you get together and race with friends or opponents
  • Photo album - where you share photos
  • Course album - as above
  • Gift - recieve or arrange to send gifts here
  • Friend hopping tabs
The ability to log in to your account from anywhere gives the game’s My Home feature a Facebook element in that you can pretty much manage everything and stay in touch - in real-time - with what all of your friends or other GT5 enthusiasts are up to. We’re told you can log in to your account remotely from day one of the game’s launch in November, no matter where you’re situated.

Further to this though, was news you could access your PS3 (provided it was set to Remote Mode) and use it as a server for browser-based access. Details on this were somewhat brushed over though, but the words “Remote Races” were thrown about, along with screens of real-time race data to keep track of basically everything going on. You can even access your own videos and play them remotely to show your cousin who lives in Uruguay that you know how to really drive a fast car (don’t tell him it’s a videogame though).

A host of new Special Events were also unveiled, which include the Gran Turismo, the AMG, Top Gear - The Stig Challenge, NASCAR Sprint and Sebastien Loeb events (as appropriately Red Bullified). Rally mMode is also a neat feature that will generate a brand new rally track for you every single time you start a new race. The idea here is you can’t get to ‘know’ a rally circuit; it’s about being a quick thinker in the driver’s seat and this mode comes replete with virtual co-pilot warning of your twists and turns, even before you’ve gone through them (this mode, because it’s randomly generated though, it must be said, didn’t look quite as good as the stationary, more polished areas of the game. Still cool though). You’ll deal with all the normal rally features though, such as delayed starts and cumulative time trials and you’ll be able to play both on and offline.

The next major feature unveiled was Dynamic Weather which, as you would guess, means the game will throw varying weather systems at you, and you’ve only minimal control over it (like a ‘suggested’ weather type, ranging from Sunny to Cloudy and finally Stormy. These changes simulate everything from temperature and humidity to pressure and beyond. There’s rain, snow, hail, sun, dirt, wind - the works, and it’s all dynamic and may of may not happen at night. So surface conditions will often change and depending on the time of day and your skill level, you might need to brace for impact.

Finally Yamauchi ended on a bit of a teaser dealing with Project “X1 Prototype” which was built around a single question.
What would a racing car, freed of all technical regulations look like?
The car itself was actually built; designed by Polyphony Digital with input and technical advisery by Adrian Newey, paid for by Red Bull. The end result, we’re told, is a car that managed to beat the all-time lap record at Sezuka by a full 20 seconds. Looks like this baby might be making an appearance in the game too (though exactly how you get it, or how much it will cost in in-game currency will remain to be seen).

That was it from the guys, though during the Q&A at the end, Yamauchi revealed a funny nugget of info where his engineers apparently cry every day that they’re working on a game of this nature to solid specs of 60 frames-per-second and at 1080p, but when asked if it was actually all that solid, he candidly responded that, ultimately, there wasn’t always going to be a perfect run of things, and that if everything was dialed up on-screen at one time, ie full, crazy weather effects, multiple cars etc, we might very well see the slightest drop in frame-rate. He also said that for that, he hopes we forgive him.

I’m sure we will.

Latest Comments
Posted 10:51am 17/9/10
I can see this game taking over my life =S
Posted 11:09am 17/9/10
Can't wait for GT5!!
Posted 12:05pm 17/9/10
this is going to dominate so f*****g hard

still reckon it's going to look s*** on a console martz ?

hint: those pics were taken from a ps3
Posted 12:10pm 17/9/10
It's not that it looks s*** on the PS3, it's just that it'd look better on a PC :) TEE HEE
Posted 12:51pm 17/9/10
looks pretty f*****g slick to me
Posted 01:25pm 17/9/10
It's not that it looks s*** on the PS3, it's just that it'd look better on a PC :) TEE HEE

Not on my pc =S
Posted 02:48pm 17/9/10
I dunno the screens look pretty damn good, I love my PC but this is the 2nd game to make me actually want a console.
Posted 02:53pm 17/9/10
I'll play it when someone figures out a way to make it work on an xbox or pc so I don't have to buy a ps3
Posted 02:54pm 17/9/10

guess you're s*** out of luck
Posted 05:55pm 17/9/10
The damage modelling on the cars in GT5 looks soooooooooooooooooooo bad, saw some screenshots of it a few weeks ago, looks like the cars are made out of plastic and they've been heated up and melted.

Edit: Found them

More over here in the post on kotaku
Posted 05:57pm 17/9/10
lols, gran turismo
Posted 06:57pm 17/9/10
Looks like gt5 is going for the MORE MORE MORE approach to hide the fact that their physics engine will again be s*****.
Posted 02:59am 19/9/10
...and hopefully the cars don't sound like vaccuum cleaners
Posted 12:08pm 27/9/10
agree with fpot
damage modelling is irrelevant to the quality of a driving sim
Commenting has been locked for this item.