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Game Info
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| Platform(s) |
| Playstation 2 |
| Publisher |
| SCEA |
| Developer |
| Polyphony Digital |
| Genre |
| Racing |
| ESRB
Rating |
 |
| Mild Lyrics |
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Grade
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| The Good
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Awesome Graphics
Comprehensive gameplay
A lot of options
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| The Bad
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No car damage
Not much new besides the graphics
Inconsistent AI
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For those who don't know (consisting of the 1% of the console
gaming world that hasn't been swallowed whole by the hype),
Gran Turismo 3 is the first sequel to the racing series
to appear on the Playstation 2. The previous two incarnations
were hailed as excellent racing games, both with Simulation
and Arcade modes to make most any racing fan pleased. In Gran
Turismo 3, Polyphony has managed to retain the quality
gameplay and depth and packaged it with an extreme amount
of detail and visual quality. Even though the number of cars
has dropped to 150, there are still 34 tracks to race on including
Rally and Indy car racing.
Gameplay
Gran Turismo 3 is deep. Both the Arcade and Simulation
Modes will take a long while to finish off. The arcade mode
is spent racing tracks so that you can unlock more tracks
and cars to play. The arcade mode is solid and takes very
little in the way of technical knowledge to dive right into.
A couple laps in easy mode and most drivers will be flying
around the tracks, unlocking courses as they go. Where Gran
Turismo 3 really shines is the deep (to the point of being
life-altering) simulation mode in which players earn licenses
to race in various circuits (beginner, amatuer, professional,
rally, etc.), buy and sell cars and modify said cars to their
driving tastes. While most of the cars in each class (C, B,
A...) in the arcade mode seem to drive faily similar to each
other, there seems to be a lot of time taken in making each
car as close to the specs of the original vehicle. Front-wheel
drive cars take longer to get to top speed, but turn better,
while rear-wheel drive cars are often faster but have a harder
time cornering. It's this kind of intense auto physics that
must be taken into account when diving into a racing game
like this.
Graphics
Visually, this game is polished. Make no mistake about it.
Lighting and reflection effects are used to their fullest
when showing the cars in motion. The tracks themselves are
varied and have distinct personality. It will be hard to top
the visual quality and completeness of this game without going
into sadistic amounts of overkill detail (like animating the
people in the stands). Menus are easy to use and are well-designed.
The complete design of the interface is well-done. One of
the more impressive things is the cavalcade of banners and
markers sporting real-life sponsors, like Firestone and Goodyear,
that litter the tracks, giving them and even stronger real-life
feel to the driving experience.
Sound
Between the screeching of the tires on the pavement to the
roar of the engine, sound effects are dead on. The music itself
is solid, ranging from popular acts, like The Cult, 8 Stop
7, Motley Crue and Lenny Kravitz, to a techno soundtrack.
While the addition of popular tracks is nice, they manage
to get old after a while. Most of the techno music is much
more enjoyable and doesn't seem to take away from the driving
experience. Some of the tunes, like the track used to start
off just about every race, can get tedious and old after a
few hours of racing.
The Bad
While I can say that Gran Turismo 3 is a solid game
visually and that it does a lot of things good, there are
some small things that detract from it. The lack of real-life
car damage detracts from what could be an extremely comprehensive
simulation. Even though the option to "swap paint" was available
in Gran Turismo 2, there doesn't even seem to be something
like that in this version. The effects of slamming into other
cars or barriers aren't taken into account, which almost makes
some of the careful tutorial-like driving tests futile. Why
take a test to learn how to take a sharp corner well when
you can slide through it, slam into the barrier wall, lose
a little speed and just keep going. Until more drastic effects
are added, the driving tests just come across as a nuisance
to get through to get to more races.
Also, the opponents AI is a little unbalanced. Unless you
play on the hard level, most of the racers just line up and
you have to pass them. They don't seem to fight much with
you or the other racers. On the hard level, though, you have
to fight for every inch you get. Another item of nuisance
that I found was the presence of a basically useless pit lane
on most of the tracks. Often, if you're racing a track for
the first time, you might accidentally end up in the pit lane,
which will kill any momentum you might have had going into
the final stretch. Why was this included if it serves no purpose
to re-fuel or even repair your car from damage you're not
getting during the shorter races? I understand it's use in
the longer races, but in the short races, it's just a potential
problem waiting to happen.
What it comes down to is that there really doesn't seem to
be anything new in this version. In fact, there are actually
a few things less: fewer cars and no option for minimal car
damage. This is the kind of game that a purchase or rental
should be decided on certain factors. If you have both Gran
Turismo and Gran Turismo 2 and don't care for newer
graphics, then this won't give you anything new. If you don't
have either of the previous Gran Tursimo games and
like racing, then go get it. It's the best racer for the PS2
to date. People who aren't big on racers will definently want
to pass up on it, also. Reviewer's Note: I found
this game very hard to score. While it is easily one of the
most comprehensive and visually solid racing games to date,
I found the fact that it's basically a repackaged Gran
Turismo 2 a little hard to swallow. If you can look past
that, this is the game for you.
-
- Vane
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