Members of the presswho visited Polyphony Digitallast week were treated to something special: an unpublished Gran Turismo5trailer showcasing an apparently more impressive damagemodel. The newscomes from Spanish site MeriStation, making them first to mention this clip. Unfortunately, cameras were carefully controlled in the screening room, so we have only this description to go by:
After the lecture, the lights went to witness in all its splendor the trailer unpublished announced that no one outside those walls had seen so far. It was a moment of excitement because, obviously, everyone wanted to see the deformationand damage.
The video begins with a street circuit and with electronic musicin the background. Then we can see the cars, especially new ones at its best going around the track, the GT style of life. We see cars NASCAR, rally, Lamborghinis and Bugattis. We see the pits in full and frenetic action. The images come from the replay mode. We run at night. The modeling is clearly at the level expected. And finally we see the first deformation and cracks on cars. There are a few shouts of excitement among those present. They are short but intense second accident. A lack of a better word, awesome.
We also see a Ferrari with a big city in the background. The camera rises to give a more global perspective. The video ends. The truth is that we are left wanting more. A little short, but intense. When just the trailer, the media present burst into applause greeting. Yamauchi, amid which he said are still workingon the night mode to make it as realistic as possible.
In the final game will be over 950 cars and 20 circuits. Various configurations of these increase the total to more than 70 tracks.
完成版的游戏将拥有950辆车和20个赛场,最终以超过70条赛道的数量登场
Yes there will be deformation and damage, something requested by the fans and has been present in other games of the genre. But the stubbornness of the Japanese maker has been delayed until now because, in his words, there wasn’t sufficient technology before to represent damage faithfully and realistically on screen.
In another vein, we also discussed the balance that had to be constantly juggled in the development of Gran Turismo. On the one hand, an easy game anyone can play, and other, the harsh realism of simulation. According to Yamauchi, both must be present in a game of this nature, but it is difficult to combine in an elegant and convincing way. He said that within the first 20 seconds of first contact with the game, you can see that something has changed. You can feel that balance. He also told us that the demo version that was installed on both the Tokyo Game Show and the booths present at the premises of the company lacked the latest damage build. It is a feature in which they are still working on, car to car. Just thinking about it makes you giddy.
Speaking of NASCAR, Yamauchi noted that the deformation and damage in these high-speed races will be absolutely amazing and true to life, with turns, spins, rollovers, and so on.
In the shop there will be many accessories to improve your cars. The master was particularly proud of this facet of the game. He commented that we can change almost every imaginable piece of the vehicle, not just the typical sections of the engine, brakes, etc.
On every desk were dozens of scale models of all sorts of vehicles. Many vehicles, most of them dismantled to the core, with all its pieces laid out around them. They ranged from models that fit in a hand to others which were quite massive, and all designed with great detail and care. A curiosity that I immediately noticed was that many of them were red. A synonym of speed, no doubt.
Moreover, he said that in pre-launch period (about 6 months before the date, which they are now entering into) there no rest. Many employees bring their sleeping bags and pajamas for the night at the office.
山内说到在发售前的6个月他们是没有休息的,很多员工都准备了睡袋。(PD工作室其实很豪华的)
The last visit was the department of physics. A real mess of papers, dismantled car models, electronic whiteboards, erasable media, more paperwork and even action figures. It was chaos, but a controlled chaos. One had the feeling that every employee in the section knew where I was until the last post-it, and I could see it in their faces. This was the area of the company with more presence of workers. And had the most activity although, as I said, in theory they had the day off. They seemed to take their job seriously.
Yamauchi is especially pleased and proud of the work of this department. Not surprisingly, as was said, the people obsess over physics formulas that determine the behavior of car accidents. The damage and deformation. The jewel in the crown of Gran Turismo 5, jealously guarded until the end. Obviously we could not see much because of the secrecy which enshrouds this section, but what I saw impressed me greatly.
I’ll only say one thing. Our team of engineers did not want to do something that has already been seen in other games. No. I wanted something completely different and new.