My GT4 impressions
So I got to play a little of GT4 this week, but not nearly as long as I would have liked to. Sony was showing a small sampling of what was supposedly an early build of the game. Only three tracks (Grand Canyon Rally, New York City, and Tsukuba) and 30 or so cars to chose from, but a good variety to give us an idea of the great things to come. Here are my impressions:
- Visually, these tracks were on par if not better visually than my favorites from GT3 (namely the Tokyo R246 and Seattle courses). New York's course sported tons of texture details from street level stores to the billboards of Times Square and lots of reflective glass windows. Grand Canyon blew away the look of rally courses in any other game, offering huge draw distances, photorealistic textures and lighting...but they screwed up the illusion by peppering the course with flat crowds (of course, you hardly notice this when you're driving). This definitely wasn't the graphical leap GT3 made from GT2, but I didn't expect it to be. This iteration simply showed more detail and polish than GT3...and, judging from the progress made from the early showings of GT3, I suspect the final build of GT4 will look even better.
- All of the kiosks were using the new Logitech Driving Force Pro steering wheel, so I can't directly compare the control to my previous GT experiences. That said, the new wheel rocks! The wheel completely revolves 2.5 times in both directions like a real car...and with better and stronger force feedback. It didn't take long to get used to the improved physical control...though rally made me work harder than ever before.
- Physics felt a bit more realistic, especially when it came to catching air in rally. Cars also reacted more naturally from being bumped. Unfortunately, cars still can't get visually damaged...and, as far as I could tell, there wasn't any performance penalty either. From what I understand, car damage is not going to be in GT4...which remains my biggest gripe.
- Car models looked as detailed as GT3 (as if they needed to look better)...and the new offerings looked fantastic.
- Network play via the network adapter supports up to 6 players (2 in rally)...no surprise since the single player game has always featured six car races. Actual gameplay was just as smooth as the single player experience (no surprise considering the i-Link multiplayer mode in GT3 was perfectly fluid). From talking to those working the booth, the current implementation is real early...which led to some confusion when trying to play people on the neighboring kiosks. Basically, one person had to clearly start a network game before the other players pressed start...otherwise, the others would create their own new network games rather than join the existing one. Obviously, this confusion will be fixed long before the final version.
The GT4 actual graphics don't look that good. The XBox's Sega 2002 GT graphics are better.
Say what? I think not. Sega GT's cars look plastic and the backgrounds are so washed out...the low contrast lighting is not very naturalistic (suffers from what I call the dreaded PC-look). And from what I saw of it at E3, the same holds true of Sega GT 2.
all console graphics suck ...except when you hook them up to a PC Monitor with NO INTERLACING.
Yes, a PC can display higher resolution graphics than any of the consoles, but just being able to squeeze more pixels on screen doesn't necessarily mean a whole helluva lot to me. Don't get me started about polygon counts either as I've seen PS2 games that push far more polys than anything on PCs or X-Box. Interlacing isn't as much an issue now that many console games support progressive scan monitors...and remember that standard TV video broadcasts are interlaced. Can you name a PC racing game that looks as good as watching a real race on TV?
As for "all" console graphics sucking, I'd argue that there are many PC games with graphics that suck far harder than anything on the consoles...bad art can't always be blamed on technology.
Aliasing is a much bigger issue when it comes to PS2 games and though many have addressed the problem with various forms of anti-aliasing, Gran Turismo 3 did not...and, at this pre-alpha stage, it doesn't appear that GT4 did either. That's unfortunate, but not horrible. Interlacing and aliasing aside, I still feel that Gran Turismo 3 and 4 pull off more realistic looking visuals than any of the other racing games out there. The lighting is extremely naturalistic, the cars models look phenomenally accurate, the reflections, the contrast, the specular highlights on the roads...the whole package just looks more real to me than any other racer out there.