Gran Turismo 6 – Eurogamer Expo Preview
I didn’t have a long slot with Gran Turismo 6; in fact no one seemed to. People were coming in and out of that booth in no time, and honestly it’s no wonder. When people are putting down the controller and leaving races unfinished, it’s not exactly a great sign. I’m not a long-time fan of the GT series, but you don’t have to be to see that Gran Turismo 6 so far is really, really bad. I can at least give some credit to the visuals of GT6, with its spotless, gorgeous car exteriors, and
scenery that was at least easy on the eyes. However, it’s pretty much everything else that lets the whole experience down, with handling problems at the head of the issue. Cars feel like they have little difference between their front and back wheels, making them feel more like bumper cars than anything else, and leaving little room any actual skilful driving on corners. Actually attempting any hard-brake turns or drifting of some kind led to an absurd amount of skidding and sliding around hopelessly – I’m pretty sure a Pagani Zonda can turn a 30-degree corner at 30mph without just completely losing traction and doing several complete spins. I thought I was driving a sports car? GT6 has also taken some cues from Forza (read: better games) by adding in the guide lines on the road, which would have worked better if they didn’t only tell you to brake when it’s already too late. I’d actually recommend playing with them off to save yourself the distraction. They could definitely use some guidance on car damage too; if I really have to be losing control on each corner, I’d at least like to see my ride smashed to bits when it slams into the rail, or into another racer. I got so frustrated at this I purposefully rammed into another car at 80mph on a hairpin just to see what would happen. Nothing. Just a scratch on the hood. To be brutal, it’s probably a mercy that GT6’s release will be drowned out by the PS4 launch come December. As it stands, Gran Turismo 6 is a pretty thing best not played.