Gran Turismo 5 Prologue

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Comieodor

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May 13, 2008
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Day two and another review. Really appreciated the feedback on my last one. Again always open to constructive criticism. Thanks in advance guys. Without further ado:

Gran Turismo 5 Prologue

Value for money is being increasingly forgotten in my country of late (read: last 10 years), as always seems to happen once the new generation of consoles assert themselves as the driving force behind video game development.

In times like this it is perhaps not so unusual to find Polyphony Digital in a position where-by they are able to successfully market Gran Turismo 5 Prologue (that's GT5P to the "hip kids").

Essentially a really big demo, while we the impatient buggers while away our time waiting for the full game, it has now made its release across all territories and has helped the Gran Turismo franchise reach a worldwide sales figure of over 50 million units. But does it offer us value for money?

Where I considered in some way an authority in video gaming I would answer "Yes" and be done with it. Unfortunately I'm not however; rather just some Australian bloke angry at paying over 100 bucks for a video game who signed up to am internet forum a couple of days ago to vent. This being the case perhaps a more detailed insight is warranted.

A Confession

Before kicking things off it should be declared that I am a GT fan boy. Whilst I have never argued on a forum as to why Gran Turismo is more important than religion, this is only due to the technicality of being glued to my TV whilst the argument raged elsewhere. With minimal exaggeration my Playstation 2 has probably spent at least 50% of its total operation running Gran Turismo 4.

But in the spirit of professionalism, I will endeavour to remain critical of the newest (partial) instalment. So let's start with what's wrong with it.

This is rather hard for me, no doubt due to my great love affair with the series. Whilst most would put down lack of vehicle damage, limited visual customisation and paying actual (partial) money for a demo; I feel I can I can mount a valiant defence on behalf of the (partial) game. This however is the role of a fanboy, not a reviewer but what it effectively comes down to is this:

? If you believe a car can take a barrier hit a 150mph and continue a race with only slight hindrance; play Fortza or Need for Speed: Pro Street.

? If you believe that the visual customisation is all important in a racing game; play Fortza or Need for Speed: Pro Street.

? If you desire only the most hardcore realism; Buy a PC, Logitec G25 Racing Wheel and a copy of GTR2. Then farewell your social life with a sombre memorial.

? If paying for a demo bothers you, rest your worried head. I personally found many more hours in front of this (partial) game and counting than I did in Need For Speed: Pro Street at half the cost.

Now a lack of damage deserves further investigation. No doubt my above statement will enrage the Fortza faithful. In a perfect world, all racing games would have the option to be scaled from utmost realism (GTR 2) through to arcade (Ridge Racer) with GT5P's settings somewhere in the upper middle. Those who demand damage modelling had best get an Xbox and Fortza. Those with a PS3 who demand damage modelling are shit outta' luck, and should of thought about it a little earlier. Grid should look after you kind folk soon, albeit with a much smaller line-up of toys to play with.

Racing games are plentiful; you will usually find one you like. In this way people who want to play GT5P will probably already know. Thus essentially, weather or not to buy comes back to the almighty dollar, pound, euro, rupee or first born daughter.

So, what do we get for our AUD $60 RRP ?

With 75 cars GT5P can hardly be accused of coming up short. Whilst many in the list are simply variations of other, you would be hard pressed to find a motoring enthusiast whose interests are not catered for (perhaps someone with an odd Lada fetish?). Japanese Sports cars, European Exotica and American Muscle are all present as well as a mix of everyday compacts and some interesting concept cars. Perhaps the most notable inclusion in the English Pal and NTSC editions is the Ferrari F2007 Formula One car driven by Kimi Räikkönen. Despite only really being able to be raced against itself, it is a worthy addition and in no way feels "tacked on".

Unfortunately GT5P comes up short on tracks with only five. Two of which offer Short Courses, one of which has an alternative route, and the remaining two are available in reverse. Those closely affiliated with Sony will claim this to be ten tracks, this is a bit of a stretch however, as most racing games have offered mirroring/reversing for the better part of a decade.

The 5 tracks however are varied and do take time to properly master in a range of different vehicles. Whilst some more would be a treat, online racing is kept balanced by all contestants usually having a good knowledge of their surroundings.

What a pleasant segue

Online play is GT5P's other major drawcard, and to sum up the feature in one word, "tasty". Whilst nothing here will blow your mind, I can safely say anyone who uses the feature will thoroughly enjoy themselves. The folks at Polyphony/Sony are constantly adjusting the state of play and the match-making service was even able to find this Australian a few stable and almost lag-free servers.

On the subject of online stuff and also worth mentioning is GT:TV (Gran Turismo Television, if you're that way inclined). This is a video service provided in game via the Playstation network. Whist the broadcasting is unlikely to win an Emmy and time soon, the content thus far makes for interesting viewing. I look forward to future content.

Literary structure demands that I should sum up this blatantly biased rubbish, thinly disguised as a review:

At 60 Bucks Australian, this is the only (partial) game in my collection I can honestly say I paid a fair price for.

Buy It