How We Drove Into A Wall And Played Bumper Car In GT Sport

By Nicolas See Tho on Oct 12, 2017

Yesterday, Gran Turismo Sport had a small demo release which allowed players to play GT Sport until October 13th, so if you haven't downloaded your copy yet, you can still do so now. We started off the game by taking a look at the various game modes available to us throughout the demo.

Warming Up

As we had not played Gran Turismo over the last 3 years, we decided it would be only proper that we start from scratch in the driving school, whereby we learn how to handle our cars like any real race driver would. From the get-go, the first 8 trials were simple, mostly menial tasks such as learning how to turn correctly, how to drive straight and all that mumbo jumbo. If anything, this time around the cars feel more realistically grounded and the controllers actually provide enough feedback vibration to simulate downforce and resistance during tight turns. Additionally, there is a new driving mode for players who want to get the steering wheel experience but without buying the actual device, the Motion Feedback mode, which lets you use your DualShock 4 controllers like a steering wheel, albeit the sensitivity not really keeping up with an actual wheel.

Getting that Need for Speed

Image result for gt sport car bumping gameplay
Image result for gt sport car bumping gameplay

It comes to no surprise that driving in a tutorial based setting compared to the real thing is like comparing night and day. On the first course, we tried out, which was Dragontrail in Sunset mode. A rather new addition to the GT universe, the Dragontrail track has plenty of cutting-edge corners and sequences that have quite an adrenaline rush to it. We found out the hard way that it isn't as simple as hitting the pedal as hard as we could and braking at the last moment, as that had us meet the barrier more often than not. Often we had to not only slow down, but we had to adjust our turning angle for the optimum exit, failure to do so results in a premature meeting with the barrier once again.

One of the cool features the demo brought back was the split screen feature which allowed us to race among ourselves, which led to hilarious results. In our first race, none of us made it to the finish line as we were too busy getting in each other's way, and as we are too stubborn to change to Auto, we had skidded, crashed and bamboozled our way throughout the track. Hours later, we had attempted another race yet again this time with some race experience under our belts, and while we managed to finish the race, we were still dead last. This goes to show how high of a learning curve GT Sports represents when it comes to simulating real cars with real physics.

 

Conclusion

The demo by itself could have represented more than half the game, with its sheer size and content. We did run into some errors initially, in the menu section but it was easily resolved once we started saving our games to the cloud. GT Sports is definitely a racing game that defines the era as its predecessors had done before this. We can't wait to see how the full game will shake up the racing genre once again, and how the passionate community will come up with unique events in the coming months. 

 

 

 

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Nicolas See Tho
About the Author
A quirky gamer who has unrealistic expectations on survival RPGs, unrelenting hope for proper cooking mechanics and a love for tabletop gaming
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