By participating in the big Gran Turismo 6 reveal at Silverstone, I had the opportunity to be one of the first people in the world outside of Polyphony Digital to get some hands-on time with the game.
It was, sadly, all too brief, but it was enough to give me a good idea of what the game’s new physics engine feels like, and to capture some of the first gameplay video footage.
Above, you’ll see a few (admittedly quite slow) laps around Silverstone’s International Circuit in one of GT6‘s new cars, the KTM X-Bow R, along with a brief replay.
So, what does Polyphony Digital’s all-new physics engine feel like? It’s hard to describe, but let’s just say I think it will be hard to go back to Gran Turismo 5 after having experiencing GT6.
With traction control disabled and ABS set to 1 (I didn’t notice SRF was “on”…ugh, sorry!), it felt difficult to be “quick” around the track. However, the car was also easier to control, as if I had a better sense of the level of grip available at each wheel and exactly what the car was doing. It felt good.
When I play an older Gran Turismo game, I notice a kind of “numbness” or “dullness” in the handling characteristics of the cars, after having become accustomed to GT5. Now, I think I will feel the same way about GT5 the next time I play it.
The audio which you hear in the video was recorded via the television’s line-out headphone jack. It’s mono (single channel) sound, and doesn’t quite represent the sound that I could hear through the TV’s speakers. Although it’s not a radical change, I did notice a rougher, more visceral texture in the engine note that was more satisfying than what’s provided in GT5.
Regardless, Polyphony Digital’s work with Yokohama and suspension company KW Automotive has no doubt paid off, and the changes were immediately apparent to me after having spent only a very short time with the new game. Stay tuned for more exclusive GT6 gameplay and menu footage coming over the next several days.
Summary of new Gran Turismo 6 features announced by Kazunori Yamauchi:
New Game Engine
New Physics Engine
- Compact, nimble operation
- Flexible expandability
- A new rendering engine that pushes the limits of the PS3
1,200 Cars, abundant custom parts, and on-going DLC
- New suspension and kinematics model
- New tyre model
- New aerodynamics model
- Technical partnership with Yokohama Rubber and KW Automotive
33 locations, 71 layouts
- From historic cars to the latest racing cars, the game contains a total of 1200 cars.
- Multiple aerodynamic parts and custom wheels will be available for almost all cars.
- Players can create their own personalised custom car in the game.
- Cars will be continually added online
New Course Maker
- 33 Locations and 71 layouts will be provided from day1 (7 more locations and 19 more layouts than GT5).
- More new tracks will continue to be provided online
- Massive scenery spanning several tens of square kilometers
- A new course generation algorithm
New User Interface
- Players can form their own communities
- Various community levels from local and domestic to global
- Players themselves can create and manage their own online events
Multi Device Compatibility
- Balancing directional key operation and touch operation
- Quick response
- Shortening of loading times
At the same time as the PS3 version of GT6 the “Real Driving Simulator” launches, a mobile version and web application version of GT6, will be created to enjoy Gran Turismo’s massive community space.
- Smart Phone
Real/Virtual “Edge Effect” Activity
A variety of “Edge Effects”, the chemical reactions between the real world and the virtual world for which the Gran Turismo series is famous, are also planned for GT6. Exciting collaborations between various automotive manufacturers and collaborations with brands crossing different industries will be revealed gradually across the next six months.