Scheduled release date:
December 6, 2013
Publisher:
SCE
Developer:
Polyphony Digital
Number Of Players:
1-16
Genre:
Racing
Release Date:
December 6, 2013


Kazunori Yamauchi is an ambitious perfectionist and furthermore, he’s a car and racing fanatic. When it’s in your blood, you hate to produce anything subpar. That’s why Yamauchi’s Polyphony Digital team will likely deliver an absolute driving simulation masterpiece when Gran Turismo 6 launches in December. If you’re looking for a true racing challenge, if you bought that pricey wheel-and-pedals accessory specifically for the purpose of feeling as if you’re actually driving, pay attention. If you’re not a racing tech junkie, look away.

Once again, the emphasis will be on realistic driving. You’ll have to consider every element real race drivers consider before and during a race; this includes the mechanical settings for your vehicle as well as general driving knowledge. If you wish to succeed at the highest level, you’ll have to learn how to authentically shift and downshift and you’ll have to think about your suspension, tires, toe and camber angles, etc. Slipstreaming, complex S-turns, braking with and without special sports or racing break upgrades, all of it will demand your ceaseless vigilance. And if you’re not constantly reacting to what you see and hear, you’re in for a rough ride.

In terms of upgrades from GT5, Yamauchi wants to improve the responsiveness of the cars in the upcoming new installment. I’m still not clear on the exact definition of that word as it pertains to racing (it could encompass all the driving physics, or only certain aspects), but I understand the concept. But we all know to expect new cars, new tracks, and more intricate refinements. Also high on the priority list for Yamauchi and Co. is the streamlining of the overall experience; they want to make the user interface much smoother in comparison to GT5. With that much content, you don’t want the user to feel overwhelmed or frustrated.