as a big fan of daytona usa i can say that the sega formula for arcades was spot on.
> short games,intended to amuse you in 3 minutes or less (based average play time) with great visuals and something catchy to be remembered on. (controls, music, design, overall weirdness)
those work 100% on arcade.
those DONT work as well at home.
to quote mark cerny on the marble madness port on the genesis. (he did the game)
> (...) a direct port of a seven year-old arcade game that can be beaten in minutes isn’t fit to be a Mega Drive game, something said by Mr. Cerny himself.
So... gran turismo 2 was a game with 29 tracks and a "shitton of cars" with a very cool progression (taking license tests and being able to afford better equipment), tons of collectibles and challenges (for the ones that want a 100% completion).
Daytona was a endless rerun of the same 3 minutes content til you got tired of that. I had it on the saturn and the "saturn mode" tried to extend it a bit with mild variations of cars and the horse, but certainly they could at least tried to make extra tracks, like saturn virtua racing.
In a 3 minutes showing daytona is the better game, you can learn how to play it in 1 minute and it will be fun for the other 2... but not much else really.
> be you > a low iq zoomer moron > wasn't even born when the playstation was released
hard cringe, and opinions: discarded.
>endless entertainment
saturn version of daytona is the worst port of any arcade game in the history of gaming.
There is a difference between more meaningful content and GT's approach of 200 cars consisting of 190 skylines and 10 other cars they got the license for.
gt's approach worked well. the game wasn't aimed at arcade racers. it's supposed to be a "simulator", a word that you've conveniently ignored. also, skyline was incredibly popular for years in japan and other countries. zoomers need to shut their fricking mouths and stop trying to rewrite history.
>. it's supposed to be a "simulator",
Sure which is irrelevant to the discussion.
>skyline was incredibly popular for years in japan
Sure >and other countries
Not popular enough to justify your description of incredibly given the entire crux of the numerous complaints about GT's lineup at the time was so many of those skylines are domestic machines that are effectively just a different coat of paint.
> zoomers need to shut their fricking mouths and stop trying to rewrite history.
lol straight to the zoomer because you can't have a discussion - you want an argument.
> makes bullshit claims > gets treated like a prostitute > you want an argument
you have NOTHING to argue with. you're a clueless moron that has no idea what they're talking about. you're just making up bullshit stories to soothe schizo voices in your meth soaked mind. you have nothing to work with. you dumbfrick morons think everyone else was born yesterday - except you. unfortunately for the board, you know nothing and have contributed nothing of any value.
Based and 100% fricking accurate. I wish they could just shut the frick up and lurk until they've graduated HS, or at least are old enough to buy beer.
GT2 has much more than 3 iconic rally cars, the Delta, the Stratos, the Sub, the 206, the Xsara, the Lancers and so on... tf you on about & neck urself. It should have included some Groupe B monsters but th e game still amazing in that regard. Kill urself segahomosexual you lost the war +20 years ago. Poor thing.
> 5 seconds in an arcade racer is more fun than an entire hour in Snore Turismo.
Indeed you got a preference for arcade racers and i get this, "burnout series" over "spending a morning tuning your car in asseto corsa for a 0.10sec laptime improvement". Neither is a wrong choice, its like comparing fifa to football manager. To each its own.
> It's not even a good sim.
in terms of having an engine that does all calculations using integer math on a very modest cpu it is VERY inaccurate indeed. It goes for the "best available target" case. The same goes for the graphics in both saturn home ports of daytona, its a best effort case, given time (og release) and resources constraints(circuit edition).
>Just a checklist.
Sure its 100% valid as your opinion, but making games as a job instead to "just yourself" pushes for the target to please a large amount of people.
OP's proposal is "people thought paying 60 bucks for racing games with 4 cars and 3 tracks was a good deal", and after GT there was a shift on the market and interests of the consumers. (as in OP's "people tought that was a good deal")
You individually certainly passed on GT, but they attained the target they aimed for that was selling a lot of units. (the larger market)
Kek, that looks rough! Test drive 5 also had most effort on the main cars, some of the latter ones are pretty ugly too.
> with different cars (twice).
Its an interesting point that the car count in gt2 is massively inflated.
There is a LOT of skyline variations as an example
i went on this list (http://gt2.airesoft.co.uk/eng/cars.html) and crtl+f to count how many... 27! (some might have reasonable points to be there)
like hey... racing game, but you can buy the 2 door or the 4 door or the deluxe version version of the same car that has a built in cdplayer.
wtf.
Maybe its because the japs love the skyline a tad much?
It probably was easier to license and to source Japanese cars to get references from.
Bitching about the repeated JP cars is dumb, even if you exclude those the game has a ton of interesting cars in it that you didn't get in anything else.
I can't think of any other good racing game, especially on PSX, that had a Road Runner or a Punto in it. The game has clones of almost every single relevant BTCC car, way more muscle cars than one would expect, a ton of interesting rally cars and a fair bunch of interesting euro shitboxes.
I think the only field it lacks in is proper supercars and western counterparts to the JGTC cars.
>and western counterparts to the JGTC cars.
Eh, you could still come up with a good number. Dodge Viper, Chevy Corvette, Chevy Camaro, Jaguar XJ220, Venturi Atlantique, Lotus Elise GT1, TVR Tuscan, all sports cars that when tuned can keep up with the fastest Japanese touring cars.
The Skyline may look bad, but you ain't seen shit after I show you what a Subaru looks like. If you color it red, it can be mistaken as a shitty looking Porsche.
if that is supposed to be a subaru impreza, it seems they mapped the texture incorrectly in the trunk area. (missing the rest of the headlights and whatnot)
There is a difference between more meaningful content and GT's approach of 200 cars consisting of 190 skylines and 10 other cars they got the license for.
I fricking hate Gankerefugees
sage and don't give a frick about the ban, it's funny how the mods care more about announcing four letters than about bait threads
>and western counterparts to the JGTC cars.
Eh, you could still come up with a good number. Dodge Viper, Chevy Corvette, Chevy Camaro, Jaguar XJ220, Venturi Atlantique, Lotus Elise GT1, TVR Tuscan, all sports cars that when tuned can keep up with the fastest Japanese touring cars.
Yeah, you're right. Most of them are even faster than the JGTC cars.
I'd add the DTM cars in the "can keep up" category. I'm just eternally seething it has no Ferraris in it.
Most replays I just get 2-3 cars I use the most and focus my autism onto these while hoarding more and more cars in the garage kek.
Last run I did as many events as I could with a modded 500.
The car selection becomes more meaningful and entertaining when you go to additional lengths to make the game more challenging. I recently fully completed GT2 for the first time and made a point out of following the categories for the events (sedan, convertible etc) even though the game doesn't check for them, also better matching my own car's power to the opponents' power and only ever using self-built race cars (except in the rallies because the Cultus and Escudo are unbeatable without another Cultus or Escudo). Ended up using like 40 or 50 different cars not counting the manufacturer events and it made it like a much more fulfilling experience, otherwise you can rush through a lot of the races with ill-fitting, overpowered cars.
Don't pretend R4 didn't had a huge car list as a selling point (even though most cars only differs in specs like handling and horsepower just like the 50 Demios or Miatas in Gran Turismo)
What is with this shitty inauthentic synthwave art? Pure larper shit for 23 year olds who worship a decade they can't even comprehend.
2 years ago
Anonymous
It's disingenuous as frick. I liked synthwave back in 2016 when I was bloody 16 but I saw it as a modern thing; my 80's throwbacks were reserved for the actual 80's music my parents blasted when I was little. Synthwave has way overstayed its welcome and is now the Simpsons of electronic music
2 years ago
Anonymous
Yeah how dare the artist draw something that reminds people of synthwave past the 80s.
If you don't like it, you can always seethe and go frick yourself. You're already halfway there.
2 years ago
Anonymous
>If you don't like it, you can always seethe and go frick yourself. You're already halfway there.
Gonna write this one down
2 years ago
Anonymous
Nothing like what was portrayed there ever existed in the 80s. It is all made up by hipster filth. There was very little neon. moronic zoomers built this alternate reality based on the 1984 Miami Vice logo and an a VHS exercise tape.
2 years ago
Anonymous
>Nothing like what was portrayed there ever existed in the 80s
Yeah sure kid.
https://wearethemutants.com/2017/02/16/vanishing-point-how-the-light-grid-defined-1980s-futurism/
2 years ago
Anonymous
Did you even read what you linked? The very first image in the article is a mock-up of modern synthwave art with an omni magazine logo slapped on it.
From your article: >a cursory review of the magazine and book covers of the ‘80s reveals that the grid was less pervasive than imagined. The renaissance it has experienced in recent years as an ironic avatar exploits a revisionist vision of the decade made explicit in initiatives like retrowave, which, at best, takes up the ontological investigation of perception and memory present in the vaporwave and hauntology movements. At worst, these movements cherry-pick the ‘80s collision of futurism and camp to create a world of faded primary colors
The problem is people born in 1998 wont buy anything that doesn't glow with neon magenta radiation over blue backgrounds. It's not authentic 80s retro without the glow, and this glow is spreading to the 90s fake retro stuff as well. When marketing nostalgia shit to them you now have to pander to these glowie kids.
>here's your game with 321 cars, now play the same 8 courses 80 times with different cars, half of which are practically undrivable, to unlock all of them
Okay car autists explaining why 190 Skylines are necessary, and overanalysing everything: if the game is so detailed does that mean it has a good manual control scheme like pic related?
GT2 lacks individual gear selection and the clutch. It makes sense as the PSX has no actual software support for wheels (supports fricking fishing game controllers though), much less shifters. You need to go for pc games to find something that supports that, and it's usually sims made with racing wheels in mind that allow you to bind the gears individually. GPL and RBR spring to mind as retro games where you could try that. Keep in mind that you might have to use steam to bind everything "correctly" as their remapper tool is great for controller autism.
clutch and individual gear changes wouldn't be added until GT5 Prologue, but it was only because the latest flagship logitech wheel at that time had all of those
Oh, I see.
Nowhere does it say that up on the left stick is the accelerator, only that down is the brake. I thought it readily apparent that the unmarked parts of the controller needn't be disambiguated or clarified; so the right trigger serves its expected purpose.
Between $40 and $50, actually.
Also, a lot of them weren't like what you describe.
The early need for speed games all had 8-10 cars and 9 or so courses. They would generally have mailed modes, race types and other options as well. So you'd pay $50 ish for a game you'd spend a week beating. Same as anything else.
GT was the first time a racing game tried to have RPG tier content. Thats literally it.
I emulated Daytona USA 2 and I ended up spending two hours on it right away, shit's addictive and I didn't even feel bad not being able to get 1st place
I was hanging out with my girl last night and she said she wanted to play a racing game.
I don't really have any racing game for the consoles I own, except for N64 which is at my parent's house, so all I had was GT4 on PS2. I remember barely playing GT4 (the only GT game I own) and now I remember why: we chose the racing VS mode and it was a snoozefest. We were not even done with the 1st lap yet (even after something like 5 minutes or more) and we both looked at each other like "this shit is so boring".
GT may be good if you're autistic about car models and like to play with 3D renders of cars as if they were toys, but it's not a particularly fun racing game.
Nah any arcade racer would do. Give me a 3-track arcade game like Daytona and I will always, forever prefer it over gran turismo.
But as I said, GT's forte isn't the fun factor of the driving part, it's the whole "gotta catch 'em all" aspect of it. Driving around is just an extra.
listen. i'm telling you that if you want to have a fun time, which most girls want to do, then you need to have kart 64. a few courses and its time to do something else.
As an arcade racing games fan, for me it's Japanese GT1. True JDM experience, godlike music, very fun arcadeish gameplay with subtle sim elenents, more like Sega Rally than later GT games. In fact, both Japanese GT1 on PS1 and Sega Rally on Saturn are equally the greatest 5th gen home console racing games. Daytona USA home ports are not even close in gameplay department and GT2 handling is too boring.
>buy GT2 from a Salvation Army years ago for like $5 >can't beat the license tasks after over an hour of legitimately trying >drop game
Dude just fricking let me play the game. Let me play and lose. >"filtered"
Yeah I guess so. I don't want to try a Gran Turismo game again after that so I guess I never will. Oh well.
its weird some folks got the "gotta hold the accelerator button all the time and just work the steering" when playing racing games.
its an analogy to the "just mash buttons" while playing a 1v1 fighting game.
depth is nice, but clearly not for everyone. proper breaking points and turning through proper apex racing lines are the basic points of improving your skill, the same way someone could learn about the moveset of a tekken character.
nah.... just mash buttons and blame the game for "being moronic" if he didn't told you are a winner.
understerring? oversterring? turbolag? non linearity of rpm to power output curves? what about suspension setups and rolling bars? the points of tire pressure and temperature management... or how insane things get when you start to think to minor effect of camber and toe in/out settings.
all that in at 1997 in a cheap home console, you could had played the game for 100 hours and still haven't mastered half of it.
NEVERMIND! GOTTA PLAY DAYTONA BEGINNER COURSE FOR THE 1.000.000 TIME! SUPERGLUE ON THE ACCELERATOR BUTTON!
mind that Daytona USA is a great game! the point is that it is VERY shallow in depth and content.
If you want to spend 200 hours learning how to play gran turismo through trial and error that's your problem, any normal person could master the game's handling in around 8 hours and that's mostly due to the game being completely inept at explaining racing concepts to a normie
>completely inept at explaining racing concepts to a normie
If you actually read the manual it explains everything. Alas as we have learnt gamers are illiterate so I suppose you are correct.
honestly not trying to be rude, but may sound weird overall. (people are too jumpy here)
> mostly due to the game being completely inept at explaining racing concepts to a normie
indeed 100% true.
I teached minor bits of simracing to some (not a pro myself) and from my experience the iracing tutorials (available on youtube, watch?v=I5eueqw24co) seem to be the best for "0 to hero" cases.
GT 1/2 as far as i can remember just had a replay of someone succeeding the tests, but without any explanation of what was the thought process of each action. (things even the ones to got through the test wouldn't use in the actual races afterward)
> If you want to spend 200 hours learning how to play gran turismo through trial and error that's your problem,
problem? if i had fun for 200 hours i got my moneys worth! but trial and error? its experimentation! "benching" a setup to see if laptimes got better or worse its a key part of the experience for me.
things like downforce, gear ratios and some aspects of the springs i learnt rather quickly (as you said, in 8 hours), but hey... at this stage i didn't had a clue about flywhell weight to rpm response, bound and rebound settings, break balance/ratios... (list would go on and on...)
on those alone someone could spend 8 hours to read about and test those. (not a bad motorsport experience)
the feel i have is that since the bots are VERY slow to the point of almost dooming you to be stuck at first place in every race, some players overestimated their skill until online multiplayer became a thing.
> dude just brake
omg, this so much.
its weird some folks got the "gotta hold the accelerator button all the time and just work the steering" when playing racing games.
its an analogy to the "just mash buttons" while playing a 1v1 fighting game.
depth is nice, but clearly not for everyone. proper breaking points and turning through proper apex racing lines are the basic points of improving your skill, the same way someone could learn about the moveset of a tekken character.
nah.... just mash buttons and blame the game for "being moronic" if he didn't told you are a winner.
understerring? oversterring? turbolag? non linearity of rpm to power output curves? what about suspension setups and rolling bars? the points of tire pressure and temperature management... or how insane things get when you start to think to minor effect of camber and toe in/out settings.
all that in at 1997 in a cheap home console, you could had played the game for 100 hours and still haven't mastered half of it.
NEVERMIND! GOTTA PLAY DAYTONA BEGINNER COURSE FOR THE 1.000.000 TIME! SUPERGLUE ON THE ACCELERATOR BUTTON!
mind that Daytona USA is a great game! the point is that it is VERY shallow in depth and content.
> you could had played the game for 100 hours and still haven't mastered half of it.
.
> any normal person could master the game's handling in around 8 hours
(minor questioning on the interpretation of "master") like no normal person could "master" tekken in 8 hours, but sure skilled enough to "beat the bots".
>the feel i have is that since the bots are VERY slow to the point of almost dooming you to be stuck at first place in every race
This actually stops being a problem when you better match your car to those of your opponents by respecting the categories for the events (instead of entering race cars in luxury sedan races like a fricking scrub) and by looking up how much power your opponents actually have. Most of GT2's horsepower limits are grossly generous and opponents will more often than not have like two thirds the power you're allowed to enter with.
http://gt2.airesoft.co.uk/eng/races.html
This approach has actually made my last playthrough much more enjoyable and pretty challenging for a good share of the races. The AI isn't bad (besides a buggy corner on a few tracks), it's just completely underpowered in most races.
Gran Autismo has breadth, not depth. Don't confuse them (a lot of people do).
>understerring? oversterring? turbolag? non linearity of rpm to power output curves? what about suspension setups and rolling bars? the points of tire pressure and temperature management... or how insane things get when you start to think to minor effect of camber and toe in/out settings.
Pointless details which barely matter. We're talking about some of the easiest games ever made here.
> Gran Autismo has breadth, not depth.
(I sure hope you are not the anon(s) that pushed for Daytona USA bigger depth then.)
as in depth, i see it as a sublevel of derived complexity for the target topic within the subject.
(X to accelerate) -> (accelerate button can be analog) -> (engine rpm can have variable response due to many factors) -> (branches into multiple player tunable subjects, like variable gear ratios, flywheel weight, turbo compression ratios) -> ("Gran Autismo" achieved)
or just hold X do accelerate, without going in depth. (or breadth? like those things are side by side not dependent on each other, instead of related, derived from each other)
Spam of different cars can be interpreted breadth, but wouldn't varied car weights, drive trains, engines and whatnot add a bit of depth to each segment of breadth? (honest question)
>We're talking about some of the easiest games ever made here.
1) Bots are awful at driving, only play with the bots.
2) Buy escudo pikes peak version
3) Wall ride the frick out of every circuit + crash into the back into other cars for breaking if needed.
4) Winner!
even i did that a bit... but sarcasm aside, you are correct that it is an easy game at the basics!
You have to be a serious scrub to have to resort to the Escudo in GT2, except for the rally hillclimbs against the Cultus and the Escudo itself. I'd consider myself a seasoned GT2 player and even I have only ever beaten the Escudo with another Escudo or the slightly slower Cultus. Any other race is easily beatable with one of the two dozen high end touring cars in the game and usually even with a self built high end touring car.
2 years ago
Anonymous
based american with his amazing reading comprehension
>Dude just fricking let me play the game.
It will, you just have to finish (!) each task with a time too slow enough times and you'll earn the moron badge. Also how the frick are you so bad you can't even earn bronze? The game literally tells and shows you how to do it. Read the fricking descriptions, watch the fricking demonstrations for braking, steering and acceleration points.
>4 cars and 3 tracks
Need for Speed II from the same year had 6 trakcs and like 8 cars if you don't count the special edition
That was really only an issue on early 3D racing games. Pic related however did have some neat things going for it like hidden shortcuts.
>literally 1 car choice with different colors
but the black one runs faster
3 tracks
1 car
endless entertainment
OP btfo
as a big fan of daytona usa i can say that the sega formula for arcades was spot on.
> short games,intended to amuse you in 3 minutes or less (based average play time) with great visuals and something catchy to be remembered on. (controls, music, design, overall weirdness)
those work 100% on arcade.
those DONT work as well at home.
to quote mark cerny on the marble madness port on the genesis. (he did the game)
> (...) a direct port of a seven year-old arcade game that can be beaten in minutes isn’t fit to be a Mega Drive game, something said by Mr. Cerny himself.
So... gran turismo 2 was a game with 29 tracks and a "shitton of cars" with a very cool progression (taking license tests and being able to afford better equipment), tons of collectibles and challenges (for the ones that want a 100% completion).
Daytona was a endless rerun of the same 3 minutes content til you got tired of that. I had it on the saturn and the "saturn mode" tried to extend it a bit with mild variations of cars and the horse, but certainly they could at least tried to make extra tracks, like saturn virtua racing.
In a 3 minutes showing daytona is the better game, you can learn how to play it in 1 minute and it will be fun for the other 2... but not much else really.
> be you
> a low iq zoomer moron
> wasn't even born when the playstation was released
hard cringe, and opinions: discarded.
>endless entertainment
saturn version of daytona is the worst port of any arcade game in the history of gaming.
gt's approach worked well. the game wasn't aimed at arcade racers. it's supposed to be a "simulator", a word that you've conveniently ignored. also, skyline was incredibly popular for years in japan and other countries. zoomers need to shut their fricking mouths and stop trying to rewrite history.
>. it's supposed to be a "simulator",
Sure which is irrelevant to the discussion.
>skyline was incredibly popular for years in japan
Sure
>and other countries
Not popular enough to justify your description of incredibly given the entire crux of the numerous complaints about GT's lineup at the time was so many of those skylines are domestic machines that are effectively just a different coat of paint.
> zoomers need to shut their fricking mouths and stop trying to rewrite history.
lol straight to the zoomer because you can't have a discussion - you want an argument.
> makes bullshit claims
> gets treated like a prostitute
> you want an argument
you have NOTHING to argue with. you're a clueless moron that has no idea what they're talking about. you're just making up bullshit stories to soothe schizo voices in your meth soaked mind. you have nothing to work with. you dumbfrick morons think everyone else was born yesterday - except you. unfortunately for the board, you know nothing and have contributed nothing of any value.
Based and 100% fricking accurate. I wish they could just shut the frick up and lurk until they've graduated HS, or at least are old enough to buy beer.
SOUL
Nice hamster on wheels mentality, but no one will insert another coin for that.
Low effort and laziness are buried alongside Sega.
I'd rather have 3 iconic rally cars than 300 unmodified, bland-looking grocery-getter shitboxes.
That's the best part though, racing 300 grocery getter shitboxes. Also you CAN tune ALL of them and turn around 240 of them into race cars.
I don't want to work for my fun in a videogame. I already drive a shitbox in real life, I want something actually interesting in a game.
>here’s your grocery getter bro
GT2 has much more than 3 iconic rally cars, the Delta, the Stratos, the Sub, the 206, the Xsara, the Lancers and so on... tf you on about & neck urself. It should have included some Groupe B monsters but th e game still amazing in that regard. Kill urself segahomosexual you lost the war +20 years ago. Poor thing.
>Group B
It has the Delta S4 and the RS200, so it's not even lacking in that regard either.
5 seconds in an arcade racer is more fun than an entire hour in Snore Turismo. It's not even a good sim. Just a checklist.
> 5 seconds in an arcade racer is more fun than an entire hour in Snore Turismo.
Indeed you got a preference for arcade racers and i get this, "burnout series" over "spending a morning tuning your car in asseto corsa for a 0.10sec laptime improvement". Neither is a wrong choice, its like comparing fifa to football manager. To each its own.
> It's not even a good sim.
in terms of having an engine that does all calculations using integer math on a very modest cpu it is VERY inaccurate indeed. It goes for the "best available target" case. The same goes for the graphics in both saturn home ports of daytona, its a best effort case, given time (og release) and resources constraints(circuit edition).
>Just a checklist.
Sure its 100% valid as your opinion, but making games as a job instead to "just yourself" pushes for the target to please a large amount of people.
OP's proposal is "people thought paying 60 bucks for racing games with 4 cars and 3 tracks was a good deal", and after GT there was a shift on the market and interests of the consumers. (as in OP's "people tought that was a good deal")
You individually certainly passed on GT, but they attained the target they aimed for that was selling a lot of units. (the larger market)
>4 cars
Never cared about his shit, I just pick the best car and use it all the time
That, or full price for the same game but with different cars (twice).
Pic related is an actual Skyline someone modeled for Test Drive 6
>PIC
Kek, that looks rough! Test drive 5 also had most effort on the main cars, some of the latter ones are pretty ugly too.
> with different cars (twice).
Its an interesting point that the car count in gt2 is massively inflated.
There is a LOT of skyline variations as an example
i went on this list (http://gt2.airesoft.co.uk/eng/cars.html) and crtl+f to count how many... 27! (some might have reasonable points to be there)
like hey... racing game, but you can buy the 2 door or the 4 door or the deluxe version version of the same car that has a built in cdplayer.
wtf.
Maybe its because the japs love the skyline a tad much?
It probably was easier to license and to source Japanese cars to get references from.
Bitching about the repeated JP cars is dumb, even if you exclude those the game has a ton of interesting cars in it that you didn't get in anything else.
I can't think of any other good racing game, especially on PSX, that had a Road Runner or a Punto in it. The game has clones of almost every single relevant BTCC car, way more muscle cars than one would expect, a ton of interesting rally cars and a fair bunch of interesting euro shitboxes.
I think the only field it lacks in is proper supercars and western counterparts to the JGTC cars.
>and western counterparts to the JGTC cars.
Eh, you could still come up with a good number. Dodge Viper, Chevy Corvette, Chevy Camaro, Jaguar XJ220, Venturi Atlantique, Lotus Elise GT1, TVR Tuscan, all sports cars that when tuned can keep up with the fastest Japanese touring cars.
The Skyline may look bad, but you ain't seen shit after I show you what a Subaru looks like. If you color it red, it can be mistaken as a shitty looking Porsche.
a car with down syndrome! how original.
if that is supposed to be a subaru impreza, it seems they mapped the texture incorrectly in the trunk area. (missing the rest of the headlights and whatnot)
The /vr/ mongoloid has gaslit itself into believing more stuff is bad
There is a difference between more meaningful content and GT's approach of 200 cars consisting of 190 skylines and 10 other cars they got the license for.
I fricking hate Gankerefugees
sage and don't give a frick about the ban, it's funny how the mods care more about announcing four letters than about bait threads
More like Gran Autismo.
carpg
That's Racing Lagoon
Yeah, you're right. Most of them are even faster than the JGTC cars.
I'd add the DTM cars in the "can keep up" category. I'm just eternally seething it has no Ferraris in it.
>That's Racing Lagoon
technically yes but GT earned the moniker due to the car collecting nature.
> car collecting nature
as a minor joke, i would say its the "car hoarding feature" as most players (myself included) never drove all cars.
i did near 100%, had steering wheel setup and all but a lot of cars are mostly "look at that shit, aint that weird?" in a cool way.
Most replays I just get 2-3 cars I use the most and focus my autism onto these while hoarding more and more cars in the garage kek.
Last run I did as many events as I could with a modded 500.
The car selection becomes more meaningful and entertaining when you go to additional lengths to make the game more challenging. I recently fully completed GT2 for the first time and made a point out of following the categories for the events (sedan, convertible etc) even though the game doesn't check for them, also better matching my own car's power to the opponents' power and only ever using self-built race cars (except in the rallies because the Cultus and Escudo are unbeatable without another Cultus or Escudo). Ended up using like 40 or 50 different cars not counting the manufacturer events and it made it like a much more fulfilling experience, otherwise you can rush through a lot of the races with ill-fitting, overpowered cars.
Prefer R4
Don't pretend R4 didn't had a huge car list as a selling point (even though most cars only differs in specs like handling and horsepower just like the 50 Demios or Miatas in Gran Turismo)
Does handling even differ between cars of the same handling type in RR4?
All R4 cars all looked cool though. Not a single forgettable salaryman sedan in sight.
Childhood is buying a Dodge Viper. Adulthood is buying an Honda Prelude to tune it.
>Dodge Viper
Lame.
>Honda Prelude
Weak.
What is with this shitty inauthentic synthwave art? Pure larper shit for 23 year olds who worship a decade they can't even comprehend.
It's disingenuous as frick. I liked synthwave back in 2016 when I was bloody 16 but I saw it as a modern thing; my 80's throwbacks were reserved for the actual 80's music my parents blasted when I was little. Synthwave has way overstayed its welcome and is now the Simpsons of electronic music
Yeah how dare the artist draw something that reminds people of synthwave past the 80s.
If you don't like it, you can always seethe and go frick yourself. You're already halfway there.
>If you don't like it, you can always seethe and go frick yourself. You're already halfway there.
Gonna write this one down
Nothing like what was portrayed there ever existed in the 80s. It is all made up by hipster filth. There was very little neon. moronic zoomers built this alternate reality based on the 1984 Miami Vice logo and an a VHS exercise tape.
>Nothing like what was portrayed there ever existed in the 80s
Yeah sure kid.
https://wearethemutants.com/2017/02/16/vanishing-point-how-the-light-grid-defined-1980s-futurism/
Did you even read what you linked? The very first image in the article is a mock-up of modern synthwave art with an omni magazine logo slapped on it.
From your article:
>a cursory review of the magazine and book covers of the ‘80s reveals that the grid was less pervasive than imagined. The renaissance it has experienced in recent years as an ironic avatar exploits a revisionist vision of the decade made explicit in initiatives like retrowave, which, at best, takes up the ontological investigation of perception and memory present in the vaporwave and hauntology movements. At worst, these movements cherry-pick the ‘80s collision of futurism and camp to create a world of faded primary colors
The problem is people born in 1998 wont buy anything that doesn't glow with neon magenta radiation over blue backgrounds. It's not authentic 80s retro without the glow, and this glow is spreading to the 90s fake retro stuff as well. When marketing nostalgia shit to them you now have to pander to these glowie kids.
>here's your game with 321 cars, now play the same 8 courses 80 times with different cars, half of which are practically undrivable, to unlock all of them
Okay car autists explaining why 190 Skylines are necessary, and overanalysing everything: if the game is so detailed does that mean it has a good manual control scheme like pic related?
No game meets your insane idea and you were told that in the thread you started.
It's insane how good it is! Even more insane is that it's not been used
zero 4 champ series is literally like that tho
GT2 lacks individual gear selection and the clutch. It makes sense as the PSX has no actual software support for wheels (supports fricking fishing game controllers though), much less shifters. You need to go for pc games to find something that supports that, and it's usually sims made with racing wheels in mind that allow you to bind the gears individually. GPL and RBR spring to mind as retro games where you could try that. Keep in mind that you might have to use steam to bind everything "correctly" as their remapper tool is great for controller autism.
clutch and individual gear changes wouldn't be added until GT5 Prologue, but it was only because the latest flagship logitech wheel at that time had all of those
How do you turn?
If it's not clear, down on the left stick is the brake. There's still an X axis on the stick
>turning left
>can't press full throttle because the stick doesn't go all the way up or you stop turning left
genius
What are you talking about?
Oh, I see.
Nowhere does it say that up on the left stick is the accelerator, only that down is the brake. I thought it readily apparent that the unmarked parts of the controller needn't be disambiguated or clarified; so the right trigger serves its expected purpose.
Between $40 and $50, actually.
Also, a lot of them weren't like what you describe.
The early need for speed games all had 8-10 cars and 9 or so courses. They would generally have mailed modes, race types and other options as well. So you'd pay $50 ish for a game you'd spend a week beating. Same as anything else.
GT was the first time a racing game tried to have RPG tier content. Thats literally it.
Gran Turismo killed racing games. Fricking boring snoozeware
>paying 60 bucks for racing games with 4 cars and 3 tracks was a good deal
Why do you have to call out Nintoddlers like that
BMW bros... we got too wienery
The last decade Shitsubishi was relevant in Motorsport.
TGR has like 5 tracks and it's still one of my favorite racing games.
The GBA version is amazing and I would recommend it to anyone interested in racing games.
san francisco rush only had 6 tracks and it's way better than gran turismo
yeah that's what im saying though
literally me https://www.youtube.com/watch?v=RLN3EDIg-bA&list=RDGbpnAGajyMc&index=6
I read that as rare hero and as such was disappointed when I heard it. https://www.youtube.com/watch?v=uJkK83jJFuE
I emulated Daytona USA 2 and I ended up spending two hours on it right away, shit's addictive and I didn't even feel bad not being able to get 1st place
I'm amazed an OP with such a stupid premise got so many replies.
I was hanging out with my girl last night and she said she wanted to play a racing game.
I don't really have any racing game for the consoles I own, except for N64 which is at my parent's house, so all I had was GT4 on PS2. I remember barely playing GT4 (the only GT game I own) and now I remember why: we chose the racing VS mode and it was a snoozefest. We were not even done with the 1st lap yet (even after something like 5 minutes or more) and we both looked at each other like "this shit is so boring".
GT may be good if you're autistic about car models and like to play with 3D renders of cars as if they were toys, but it's not a particularly fun racing game.
if you want to play a racing game with girls you need to pull out kart 64 simple as
Nah any arcade racer would do. Give me a 3-track arcade game like Daytona and I will always, forever prefer it over gran turismo.
But as I said, GT's forte isn't the fun factor of the driving part, it's the whole "gotta catch 'em all" aspect of it. Driving around is just an extra.
listen. i'm telling you that if you want to have a fun time, which most girls want to do, then you need to have kart 64. a few courses and its time to do something else.
I had the opposite experience. For someone not used to vidya GT actually makes sense.
As an arcade racing games fan, for me it's Japanese GT1. True JDM experience, godlike music, very fun arcadeish gameplay with subtle sim elenents, more like Sega Rally than later GT games. In fact, both Japanese GT1 on PS1 and Sega Rally on Saturn are equally the greatest 5th gen home console racing games. Daytona USA home ports are not even close in gameplay department and GT2 handling is too boring.
>buy GT2 from a Salvation Army years ago for like $5
>can't beat the license tasks after over an hour of legitimately trying
>drop game
Dude just fricking let me play the game. Let me play and lose.
>"filtered"
Yeah I guess so. I don't want to try a Gran Turismo game again after that so I guess I never will. Oh well.
dude just brake
> dude just brake
omg, this so much.
its weird some folks got the "gotta hold the accelerator button all the time and just work the steering" when playing racing games.
its an analogy to the "just mash buttons" while playing a 1v1 fighting game.
depth is nice, but clearly not for everyone. proper breaking points and turning through proper apex racing lines are the basic points of improving your skill, the same way someone could learn about the moveset of a tekken character.
nah.... just mash buttons and blame the game for "being moronic" if he didn't told you are a winner.
understerring? oversterring? turbolag? non linearity of rpm to power output curves? what about suspension setups and rolling bars? the points of tire pressure and temperature management... or how insane things get when you start to think to minor effect of camber and toe in/out settings.
all that in at 1997 in a cheap home console, you could had played the game for 100 hours and still haven't mastered half of it.
NEVERMIND! GOTTA PLAY DAYTONA BEGINNER COURSE FOR THE 1.000.000 TIME! SUPERGLUE ON THE ACCELERATOR BUTTON!
mind that Daytona USA is a great game! the point is that it is VERY shallow in depth and content.
If you want to spend 200 hours learning how to play gran turismo through trial and error that's your problem, any normal person could master the game's handling in around 8 hours and that's mostly due to the game being completely inept at explaining racing concepts to a normie
>completely inept at explaining racing concepts to a normie
If you actually read the manual it explains everything. Alas as we have learnt gamers are illiterate so I suppose you are correct.
honestly not trying to be rude, but may sound weird overall. (people are too jumpy here)
> mostly due to the game being completely inept at explaining racing concepts to a normie
indeed 100% true.
I teached minor bits of simracing to some (not a pro myself) and from my experience the iracing tutorials (available on youtube, watch?v=I5eueqw24co) seem to be the best for "0 to hero" cases.
GT 1/2 as far as i can remember just had a replay of someone succeeding the tests, but without any explanation of what was the thought process of each action. (things even the ones to got through the test wouldn't use in the actual races afterward)
> If you want to spend 200 hours learning how to play gran turismo through trial and error that's your problem,
problem? if i had fun for 200 hours i got my moneys worth! but trial and error? its experimentation! "benching" a setup to see if laptimes got better or worse its a key part of the experience for me.
things like downforce, gear ratios and some aspects of the springs i learnt rather quickly (as you said, in 8 hours), but hey... at this stage i didn't had a clue about flywhell weight to rpm response, bound and rebound settings, break balance/ratios... (list would go on and on...)
on those alone someone could spend 8 hours to read about and test those. (not a bad motorsport experience)
the feel i have is that since the bots are VERY slow to the point of almost dooming you to be stuck at first place in every race, some players overestimated their skill until online multiplayer became a thing.
> you could had played the game for 100 hours and still haven't mastered half of it.
.
> any normal person could master the game's handling in around 8 hours
(minor questioning on the interpretation of "master") like no normal person could "master" tekken in 8 hours, but sure skilled enough to "beat the bots".
>the feel i have is that since the bots are VERY slow to the point of almost dooming you to be stuck at first place in every race
This actually stops being a problem when you better match your car to those of your opponents by respecting the categories for the events (instead of entering race cars in luxury sedan races like a fricking scrub) and by looking up how much power your opponents actually have. Most of GT2's horsepower limits are grossly generous and opponents will more often than not have like two thirds the power you're allowed to enter with.
http://gt2.airesoft.co.uk/eng/races.html
This approach has actually made my last playthrough much more enjoyable and pretty challenging for a good share of the races. The AI isn't bad (besides a buggy corner on a few tracks), it's just completely underpowered in most races.
Gran Autismo has breadth, not depth. Don't confuse them (a lot of people do).
>understerring? oversterring? turbolag? non linearity of rpm to power output curves? what about suspension setups and rolling bars? the points of tire pressure and temperature management... or how insane things get when you start to think to minor effect of camber and toe in/out settings.
Pointless details which barely matter. We're talking about some of the easiest games ever made here.
>Easiest
Show your lap times
> Gran Autismo has breadth, not depth.
(I sure hope you are not the anon(s) that pushed for Daytona USA bigger depth then.)
as in depth, i see it as a sublevel of derived complexity for the target topic within the subject.
(X to accelerate) -> (accelerate button can be analog) -> (engine rpm can have variable response due to many factors) -> (branches into multiple player tunable subjects, like variable gear ratios, flywheel weight, turbo compression ratios) -> ("Gran Autismo" achieved)
or just hold X do accelerate, without going in depth. (or breadth? like those things are side by side not dependent on each other, instead of related, derived from each other)
Spam of different cars can be interpreted breadth, but wouldn't varied car weights, drive trains, engines and whatnot add a bit of depth to each segment of breadth? (honest question)
>We're talking about some of the easiest games ever made here.
1) Bots are awful at driving, only play with the bots.
2) Buy escudo pikes peak version
3) Wall ride the frick out of every circuit + crash into the back into other cars for breaking if needed.
4) Winner!
even i did that a bit... but sarcasm aside, you are correct that it is an easy game at the basics!
You have to be a serious scrub to have to resort to the Escudo in GT2, except for the rally hillclimbs against the Cultus and the Escudo itself. I'd consider myself a seasoned GT2 player and even I have only ever beaten the Escudo with another Escudo or the slightly slower Cultus. Any other race is easily beatable with one of the two dozen high end touring cars in the game and usually even with a self built high end touring car.
based american with his amazing reading comprehension
>Dude just fricking let me play the game.
It will, you just have to finish (!) each task with a time too slow enough times and you'll earn the moron badge. Also how the frick are you so bad you can't even earn bronze? The game literally tells and shows you how to do it. Read the fricking descriptions, watch the fricking demonstrations for braking, steering and acceleration points.
Frick that test in particular, took me 2 days to gold
oh you think that test is bad?
Every test with the Camaro in is hell incarnate. The one in 3 in Seattle is absurd.