Some races force you to tune your car, letting you choose between outright engine power or stickier tyres – and finding the fastest balance – or at least the one to win the race – has been more enjoyable than you’d expect.įor example, upgrading a car’s overall horsepower seems the obvious choice – but doing some weight reduction and adding stickier tyres is faster and means you have to find all of your time in the corners. Both the Gr.4 and Gr.3 categories offer a sweet spot of performance and handling, and racing with them has given the best experiences in GT7. In the last few months, though, we’ve had some fantastic races with the game’s AI. It’s a shame, as it takes away from the realism the rest of the game works so hard to achieve. We’re told AI has been reworked, but in practice the computer seems just as unaware of you now as it did throughout the previous GT titles. It offers nowhere near the feedback of a wheel, but it’s a far more tactile experience than before. More detailed feedback, from ABS, kerbs and other events, makes it far easier to understand what the car is doing – helping you to better tailor your corrections. Interestingly, we’ve played the game with both a wheel and controller – and found the PS5 controller’s new features to be a game changer. Take the same corners in a lighter or tuned car, and you’ll find pitch and roll less of an issue. Wet weather requires lighter, smoother driving, and it’s possible to feel the grip change as you enter wetter and drier parts of the track.Įven in the dry, diving into corners with less performance-orientated cars means you’ll need to deal with grip and weight transfer problems. Depending on your tyre compounds and track conditions, your car will handle very differently, and you’ll need to change your inputs to compensate. The handling feels largely like previous games but that’s not a bad thing like Gran Turismo Sport before it, GT7 is still more of a sim than an arcade racer – but iRacing it ain’t. It’s no surprise, then, that you’re forcefully recommended a small, boxy Japanese compact car to start with (we went for the stunning Toyota Aqua) and that you also must pass a range of licence tests to get into the more interesting races. Unlike Forza and DiRT and other games which immediately throw you in something tasty, Gran Turismo 7 is all about the grind and racing your way up the ladder. With that in mind, the first few hours are a refreshing or somewhat restrictive experience – depending on what you like about car culture. In fact, the first few hours could broadly take place in almost any GT besides Gran Turismo Sport and the odd cut-down Prologue. Most things: aside from the Music Rally mode which you’re thrown into at the beginning, and a Café which gives you extra facts and helps steer you through the game’s content – this is like every other Gran Turismo game. If however, you want the best of all the GT7 games in a ray-traced, polished package this is the game for you. If you prefer a more accessible game that gives you the best cars straight away, look elsewhere. Straight from the off, this is Gran Turismo in its most inaccessible classic form – and it’s a world away from games like Need For Speed or Forza Horizon – as it should be.Īt this point, you’ll already know what you think of GT7 – even without reading the rest of this review. It’s a lot to take in for those new to the franchise, and it’s why our tour guide, Sarah, asks if we’ve done any of this before. There’s a licence centre, racing area, tuning shop and places to buy new and used cars – but this time there’s also a café which we’ll get to later. After the stripped-down feel of Gran Turismo Sport, this area is a welcome nod to the games that built the GT mythos. The story modeĪfter that, you’re shuffled over to the Home Map an area where you’ll spend most of your time. Even in these first tentative laps, this feels like the essence of Gran Turismo only now made to look and feel as good as we thought it did in 1998. And after we try a little too much throttle, the tyres on our Porsche screech and shudder through the controller too. Every car we pass shows up on the right-hand side of the screen, reminding us of the depth in GT7’s new car roster.Īs we skip our left wheels across the kerbs, the left side of our controller vibrates. In fact, it takes a while for us to notice the cars we’re passing: we outbrake a showroom clean BMW 3.0 CSL before passing an immaculate Mk1 Golf in a left hander.
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