Gran Turismo Review
1997Polyphony DigitalGame
The real driving simulator arrived and made every other racer feel like a toy.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Exceptional | |
| Visuals | Exceptional | |
| Story | Weak | |
| Gameplay | Great | |
| Overall | Great |
Gran Turismo's opening replay, a Trueno drifting through a mountain pass in golden light, looked flatly impossible on 1997 hardware, and the game behind it was more radical still. Kazunori Yamauchi's team spent five years modeling real production cars, over a hundred and forty of them, with physics that respected weight transfer, tire grip, and drivetrain differences at a fidelity consoles had never attempted, which is why difficulty-to-make sits at S. The structure was equally novel: you start in a used Civic, grind license tests that are secretly the best driving tutorials ever made, and reinvest winnings into parts and horsepower, turning a racing game into a career of ownership.
There is no story whatsoever, hence that D, and the AI processes around the track like commuters. But the feel of the driving, and the reverence for the machines themselves, founded a genre of console simulation that still bears its name.
Gran Turismo at a glance
- Platforms
- PlayStation
- Developer
- Polyphony Digital
- Year
- 1997
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