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Talk about a wait! In the time it's taken Gran Turismo to finally
make it to the handheld market, its fans could have completed tens
of thousands of laps of the Nürburgring, or nurtured and cultivated
and impressive Nigel Mansell tribute moustache. When Sony said that
Polyphony Digital's masterpiece would be released at the launch
of the PSP, the only thing they omitted to mention was that this
would turn out to be the PSP Go.
Finally,
however, the moment is almost here for Gran Turismo to once again
head down the production pit lane and caress the camber with its'
imperious charm, and so the question becomes, what can we expect
from GT in a gigabyte?
If
you listen to Polyphony CEO Kazunori Yamauchi the answer is a bit
of something for everyone from the main series. If you've an ear
in the camp of the sceptics though, the reports are of a game whose
development has consistently been shunted to one side to make way
for other Polyphony projects, and is deficient in many of the areas
in which the series normally prides itself.
To
be fair to Yamauchi-san, he's quick to acknowledge that GT (PSP)'s
long gestation period has been caused by the company's focus being
elsewhere, and the issue of shrinking his memory-guzzling monster
down to Dinky car size - an even more important limitation now with
the Go's lack of UMD and finite storage space. The other main challenge,
apparently, has been the restricted dimensions of the PSP's screen.
Deciding how best to present a game whose levels of visual and technical
detail are so refined their natural preference is for adorning the
largest HD television available is no mean feat; but the suggestion
that this may have meant a reduction in the number of cars to select
from was very definitely a non-negotiable one.
The
final game will include around 800 licensed vehicles from classic
Alfa's to power-crazed Pagani Zondas, with Yamauchi placing an emphasis
on transferring to the player his joy for collection. The simple
pleasure of becoming the curator of the ultimate shrine to the internal
combustion engine is an extremely satisfying one in itself, especially
as the ability to carry the equivalent of the Beaulieu Motor Museum
in your back pocket is sure to impress like-minded friends, with
whom you can then trade and share cars via GT's ad-hoc, wireless
modes. The issue, however, is how much Polyphony's hand has been
forced into making this their priority - a concentration on accumulation
through necessity rather than choice.
The
age old problem of a transferring a franchise from console to handheld
once again seems to be rearing its' ugly head. The task of streamlining
for the PSP whilst still retaining the core of what makes the game
so special is always a monumental one; but the discussion of whether
the process of separating the wood from the trees would have been
better achieved by an outside developer with more distance from
the original product is a mute point - Polyphony were determined
to keep GT (PSP) in house and you really can't blame them. It's
hard to think of anyone with the natural instincts and attention
to detail for the subject matter who could do justice to their creation.
There
should be no concerns then over the quality of the final experience.
Polyphony are masters of the medium; their almost unintelligibly
complex graphics and physics models creating seemingly effortless
poetry in motion on screen. While Gran Turismo certainly doesn't
appeal to even all those in the hardcore fraternity, the short comings
in its A.I. and recreations of damage only enhance the fact that
it's a series less about racing and more about just getting out
on the track and driving and there certainly won't be a lack of
opportunity for this in the PSP version.
The
35 circuits, and 60 total variations of these in total, mean that
almost all of the real and fictional tracks from the entire series
will be present. So if you've built up an affection for the gravel
trap at the end of start/finish straight at Grand Valley Speedway,
or the tunnel crash barriers on Deep Mountain you'll be able to
reacquaint yourself with your special place. The return of the rally
sections is also promised and options for racing include the standard
one-off events, time trials, and new drift trials, in which you're
tasked with seeing how long you can sustain a sideways slide round
a corner. The overriding concern, however, is the potential lack
of single player longevity beyond these choices and the Mission
Challenges, featuring their increasing difficult objectives. Even
the opportunities for tuning your cars have been reigned in, supposedly
to avoid confusion, so it may fall to finding some mates with copies
of the game to indulge in some up to four person multiplayer to
sustain your interest.
Running
steadily at a very impressive 60 frames-per-second, and containing
such a vast array of varied motors, there can be little doubt GT
(PSP) will appear impressive enough to be worth a long wait, whether
it's worth a wait this long, however, remains to be seen.
Previewed by James Hamblin for AceGamez (All Rights Reserved).
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