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Import Review - Gran Turismo 4 -- Page 2
- January 21, 2005 20:41 PM PST
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Needs Wetsanding
Graphics has been one of the highlights of the Gran Turismo franchise, and they still shine, albeit not as brilliantly as before. Each of the stages brought over from GT 3 have been noticeably revamped--if you weren't familiar with the layout you'd think Deep Forest was a completely new level. Reflections have been vastly improved, with the pavement and cars giving off a more realistic reflection of lights.
Aside from the lower polygon rims, the cars almost look photorealistic--still making you take a second glance at your ride in those replay screens. The one downside is some textures (particularly ground textures) look pixilated, lacking the smoothness of GT 3. Still, some stages never fail to impress--especially the one set in Yosemite.
Ragtop cars finally race with the top down, exposing the dash and the driver (who sticks out like a sore thumb wearing full racing gear). The lack of a dash view is a bit disappointing however, especially since it would add another layer of realism and immersion to gameplay.
Polyphonic Consonance
The biggest improvement to the series is surprisingly the sound. You can tell a lot of work was put into faithfully recreating the engine sounds--making cars enjoyable to drive just to hear their deep mechanical overtures. Engines are less whiny, especially the beefy V-block engines. Wind buffet noises increase as you gain speed, and bullhorns echo as you pass by the crowd stands.
Will Gran Turismo 4 be worth the wait when it hits stateside? For those who expect a tune up and slight boost, yes. For people who want a redefining of the wheel, no. Polyphony Digital may have created the ultimate driving experience, but not an ultimate racing simulator.
Import Fun Factor: 4.0 (U.S. version may differ)
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