Gran Turismo Sport - Lamborghini Huracan LP610-4 2015 - Test Drive Gameplay

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Gran Turismo Sport
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I’m not going to call them “duplicates” — not least because they’re not — but the PD-designed Group cars give this game far, far less actual variety than its competition, or previous GTs. Head over to Mitsubishi, for example, and you’ll find variation upon variation of the Evo X, and a Vision GT.

Yes, Vision GT returns. In fact, thanks to Group variations, there are 38 of them (or, about 22% of the roster). Expect more, too: Kazunori Yamauchi has stated the project isn’t even half done.

Despite striving for a class-based structure, the car list just feels lopsided. There are plenty of fictitious cars to plug gaps in a manufacturer’s lineup, like the Gr.4 Veyron or the afore-mentioned suite of Evos. But then you head over to BMW’s lineup and see that the i3 city car is included. Not only that, but there are three Gr.3 Bimmers.

Arguably even more troubling is the track list, though. GT Sport arrives with 17 locations and 40 variations. Of those, only six are real world tracks: Nürburgring, Brands Hatch, Willow Springs, Suzuka, Bathurst, and Interlagos. Not a bad, globe-trotting selection, but it pales in comparison to nearly all of Sport’s competition outside of Assetto Corsa.

The fictional tracks are a mixed bag. There’s three ovals, which is two too many in this game in my opinion. The rally tracks, well, I’ll leave that for the physics section. Tokyo Expressway returns from the beta earlier this year (boo), but with a new layout that feels much more like the classic night-time highway tracks of GTs past (yay).

On the basis of the above, you may have thought Polyphony had lost its track-making mojo. But the rest of the tracks in GT Sport are easily some of the best work the company has done in years. Dragon Trail was a standout in the beta, and it’s joined by the Lago Maggiore.

This flowing Italian circuit has hints of real-world tracks from the country, and is a fantastic drive in some of the quicker stuff. It also has the mother of all banked hairpins: there’s something deeply satisfying about chucking a car through there. The longer Kyoto circuit is also well-suited to fast cars. Alsace Village starts fairly average, almost like a Driveclub (RIP) track, but its back half is a bit of a gem.

Leave the game running for any significant chunk of time and it’ll introduce you to the Museum feature. It typically showcases quick factoids about the marques in the game, but also, rather incongruously, cultural events that have no ties to the automotive world. I’ve seen it called an “interactive encyclopedia”, but that’s being generous. That’s what GT6 was, when you could actually interact with the cars by driving them.

GT Sport supports the PSVR headset. I want to make that clear: it has a dedicated VR mode, where players are dropped in a two-lap, one-on-one race with the AI. It isn’t available across the entire game, unfortunately. As a taster and a proof-of-concept for the tech, it does its job. The graphics take a hit, naturally, but the immersion makes up for it.

I’ve waited long enough to talk about it: finally, a livery editor is in Gran Turismo! It’s easily one of my most-anticipated new-to-franchise features, and in many ways, it succeeds. Sharing liveries is easy, and Polyphony has made plenty of decals available out of the gate. There will also be an import feature down the road, which should vastly improve the ability to recreate complex shapes — or use a different font.

It’s a good first effort, this livery editor, but it doesn’t quite match the modes found in other games. The chief issue is the inability to group multiple layers together. If you’ve created something using the in-game shapes and want to move it, you’ll have to move each piece




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Gran Turismo Sport - Lamborghini Huracan LP610-4 2015 - Test Drive Gameplay



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