<![CDATA[Kotaku: polyphony digital]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: polyphony digital]]> http://kotaku.com/tag/polyphony digital http://kotaku.com/tag/polyphony digital <![CDATA[ Gran Turismo Academy Kicks Off ]]> North America, Japan, this doesn't apply to you. But Europe? Pay attention. Sony have provided the first real details on their Gran Turismo/Nissan academy program. Which, to recap, is a GT5: Prologue competition, where the fastest online racers are not only given the chance to race a real 350Z around the Eiger Nordwand, but the fastest drivers from that are given a shot at racing in a 24-hour race in Dubai next year. For real. The competition will kick off on June 2, and will run for seven weeks. So long as you register your PSN ID and can log a time during those seven weeks, you'll be in with a shot.

Nissan GT Academy

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Wed, 28 May 2008 01:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5011256&view=rss&microfeed=true
<![CDATA[ Gran Turismo: 50 Million Served ]]> Sony just rattled our mailbox to let us know that, presumably just as a single copy of GT5 Prologue was slid into a plastic bag and handed to a customer somewhere in Japan, that the combined sales from the Gran Turismo series have now reached 50 million units in the ten years since the series debuted on PS1. Attached to the press release is a handy guide to just how many copies of each game have been sold, but if you simply must know now, the highest-selling title (by a fairly comfortable margin, too) is GT3, with the god-awful GT4: Prologue registering as the poorest-performing of the lot.

Beep beep

Tokyo, May 9, 2008 - Sony Computer Entertainment Inc. (SCEI) announced today that the cumulative worldwide shipment of the Gran Turismo™ franchise, a genre-defining racing and car-life simulator available on PlayStation®, PlayStation®2, and PLAYSTATION®3 (PS3®) computer entertainment systems, has exceeded 50 million units as of April 30, 2008. This remarkable sales figure was achieved in just 10 years and 4 months since the launch of the first title in the franchise - Gran Turismo, in December 1997.

The Gran Turismo franchise, from the original Gran Turismo to the latest Gran Turismo™ 5 Prologue, has continued to evolve alongside the PlayStation platforms. With its outstanding game play, beautiful graphics and the true to life driving feel, the franchise is recognized as the world's number one automotive game title on the PlayStation format, receiving high regard not just from game fans, but also from professional racing drivers and people in the automobile industry.

The seventh installment of the world's best-selling racing franchise, Gran Turismo 5 Prologue introduces entirely new entertainment modes by taking advantage of the broadband network, such as online head-to head racing for up to 16 players, "GRAN TURISMO-TV"; a new in-game online channel that delivers automotive video contents from around the globe, and downloadable additional contents including new cars and courses, only possible on PS3. Gran Turismo 5 Prologue has recorded strong sales since the first launch in Japan in December, 2007, followed by North America and Europe in Spring of 2008, with more than 2 million units of cumulative shipment worldwide and contributing to the further expansion of the PS3 platform.

For all Gran Turismo fans around the world, SCEI and the developer of the Gran Turismo series - Polyphony Digital Inc., will continue hereon to vigorously promote development of the Gran Turismo series, which can be expected to evolve even further through the PS3 platform and broadband network environment.

"Initially, "Gran Turismo" was an "alternative" racing game, kind of an outsider in the genre." said Kazunori Yamauchi, Producer of Gran Turismo on a press release on Kotaku."And we made it thinking that it would be okay as long as it reached out to "the select few who would agree with us". So this figure, 50 million units - is simply astounding. If you go to a game store and look for a particular package, and pay for it at the cash register, though the time may be very brief, it still takes at least 3 minutes or so. It's simply mind boggling and hard to believe that this has been repeated 50 million times all around the world in the last 10 years. I would really like to thank all the fans who have supported the Gran Turismo series over the years, for all their passion and love of the game. We'd like to continue making every effort to create cutting edge, high quality games, so that we don't disappoint anyone's expectations.

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Fri, 09 May 2008 01:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=388815&view=rss&microfeed=true
<![CDATA[ Frankenreview, Gran Turismo 5 Prologue (PS3) ]]> There are people, reading this right now, who bought a $600 PlayStation 3 at launch for one game: Gran Turismo 5. Why? Because despite the recent advancement of other racing franchises, Polyphony Digital's near religious devotion to automobiles has offered hardcore racing/racing game fans an unparalleled driving simulation for a decade.

But until Gran Turismo 5 actually comes out, we can only get a taste of things to come through Gran Turismo 5 Prologue. So is that taste making reviewers hungry for more? Hit the jump for our Frankenreview to find out—a buncha reviews with the crust cut off because we know you like it that way.

grangraph.jpgDark Zero
Gran Turismo 5...ups that realism to an insanely high level. Not only in its boasting of tossing around 200,000 polygons, but also in the way physics differ for each car, at times offering infinitesimal but still noticeable changes in the way you must drive each car. Making sure each is different it from the one before.
g10.jpg
Jolt
Online play is certainly welcome, but compared to rival games, the lobby features are not what we've come to expect from this generation. We've no doubt that's one of many things that will change come GT5's release, but that's not what we're reviewing here today.
g07.jpg
Videogamer
What doesn't impress nearly as much is the way your AI rivals behave during races. The GT series has always been criticised for its racing experience and GT5 Prologue doesn't improve things a great deal...At times while playing Forza 2 you could have mistaken an AI driver for a real-life opponent, but no such mistake could be made while playing Prologue.
g01.jpg
IGN
...in order to complete every race in the game you'll have to do some serious grinding for cash in order to simply be able to afford the cars you need. The bare-minimum ride selection will cost you somewhere in the neighborhood of 1.5 million credits, while the biggest payoff you'll get for any race is around 30k credits. Considering that most of the races pay far less than this, you're looking at a whole lot of repeat laps...
g13.jpg
Kotaku
Look, as a demo, it's a good one. What's already on offer looks great, and feels great, so GT fans should have little doubt that when the full game's released - with hundreds of cars and dozens of tracks - Gran Turismo 5 will be everything they want it to be. But now, as a retail product? With a limited singleplayer experience and unstable online play, I just don't think it's worth $40.
g02.jpg

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Thu, 17 Apr 2008 12:00:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=380757&view=rss&microfeed=true
<![CDATA[ PlayStation Games To Be Ported To The PC? ]]> gt5pc.jpg Maybe. Maybe. Speaking with Austrian site derStandard, Gran Turismo series creator Kazunori Yamauchi has hinted that in order to take some money from the Chinese market, Sony may look at...unique ways of releasing GT:
Es ist sehr sehr unwahrscheinlich, dass GT auf einer anderen Konsole herauskommt. Aber vielleicht kommt es auf den PC. Vor allem am chinesischen Markt könnten wir so die Verbreitung fördern. [It's very, very unlikely that GT will be appearing on another console. But maybe it'll be released on PC. Particularly for the Chinese market.]
PC, huh? Good for them. Maybe on PC the online would actually work!
"Schadensmodell von Gran Turismo soll unvergleichbar sein" [derStandard]

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Mon, 14 Apr 2008 17:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=379695&view=rss&microfeed=true
<![CDATA[ Gran Turismo 5 Prologue Review: Quality, Yes, Quantity, Hrm... ]]> Gran Turismo 5 Prologue is a demo. A big one, yes, but a demo it remains, one that gives us but a taste of what we can expect from the full, final Gran Turismo 5 when it ships on the PS3 sometime next year. Serious fans of the series will no doubt already know what they're getting themselves into with this whole "Prologue" business, then, and won't give a monkey's brass balls what I say from here on in.

But if you're still on the fence over whether it's worth shelling out 60% of the full game's asking price for what's probably less than 10% of its content, read on, dear readers, read on.

Loved

Graphics - Still a little sterile as far as the tracks are concerned (London excepted), but gorgeous nonetheless. Between the cars, in-car view and HDR lighting tricks this is the game you'll want to use if you're the type who has friends over just to show off how important your PS3 is to you and your home entertainment setup.
Difficulty Curve - GT5P's got a new, improved assist mode for beginners, and it's the best I've seen in a racing game. Not only do you get an indicator for where the racing line is and when you need to brake, it actually tells you how fast you need to be going when you hit the braking-point. Very handy.
Car Handling - No surprises here, it's the series' strength. Cars feel reasonably real, there's a marked difference between cars, blah blah blah. It's GT, you know the score, and even feels a little more forgiving than GT4, especially in some of the shittier cars. Oh, unless you turn off the assists. Then it's brutal as hell.

Hated

Collision Modelling - The prettier and more realistic this game gets, the more its poor collision modelling stands out. I don't need to see scratches and broken glass on my car. What I do need - and what I expect of a series that's striving so hard for realism - is that when I hit a wall or another car, I feel like I've hit a wall or car. Not a stack of fluffy pillows stuffed with marshmallows.
Six Tracks? - There's only six tracks, and even then, you spend most of the singleplayer events on only three of them (you race on the beautiful London track once). Those are slim pickings.
The GRIND - The game's short on singleplayer content (I finished every event in just over a day), so it resorts to grinding to pad things out. Example: many races force you to buy a specific vehicle. So you have to repeatedly complete earlier races to get the cash for it, then usually only use the thing once. Next time you run into a car-specific race, you'll need to grind out the cash all over again. In a full GT game, this is fine, as there's a wealth of races to enter to spread things out and give you a little variety. With only a handful of tracks here, though, the grind is noticeable, and it's boring as hell.
Online Play - I entered 30 online races, and not a single one was without serious issues. Cars blinked in and out of existence, and poor net code resulted in opponents that zoomed off into the distance at lightspeed, only to then reappear right in front of you. Makes racing, especially on packed circuits, really, really hard.

Look, as a demo, it's a good one. What's already on offer looks great, and feels great, so GT fans should have little doubt that when the full game's released - with hundreds of cars and dozens of tracks - Gran Turismo 5 will be everything they want it to be. But now, as a retail product? With a limited singleplayer experience and unstable online play, I just don't think it's worth $40. Not until they add more content or fix the online multiplayer, anyways.

Gran Turismo 5 Prologue was developed by Polyphony Digital, published by Sony Computer Entertainment and is due to be released on April 17. Retails for $39.99. Available on PlayStation 3. Played singleplayer events to completion, completed 30 online races.

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Fri, 04 Apr 2008 11:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=373876&view=rss&microfeed=true
<![CDATA[ Yamauchi Still Fibbing About GT Car Damage ]]> Gran Turismo creator Kazanori Yamauchi? Total liar. K, maybe not, but...at least a total fibber. Speaking about Gran Turismo's continued lack of damage-modelling, he says:

We've had a lot of discussions with the manufacturers and although at the beginning they hated the idea of deformation, now they're slowly coming around to it. We've still got a few to convince, but we will. Expect deformation in the very near future: very, very soon.
Rubbish. If I can smash an exquisitely-modelled Ferrari into a wall Project Gotham Racing (and have it both look and, most importantly, feel like I've smashed it), I can do it in Gran Turismo, and should have been able to do so for years, not "soon". Quit being such a ninny over scratching your lovely, shiny car models and bring that extra dash of realism to the series, will you? This excuse is as wafer-thin as the arse-end of my favourite jeans.
Yamauchi: Expect GT deformation "very, very soon" [VG247]
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Wed, 26 Mar 2008 22:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=372695&view=rss&microfeed=true
<![CDATA[ Gran Turismo PSP May Have Been Canceled, Like It Ever Existed ]]> It appears that the perfectly manicured pair of hands in the shot above may be the only ones to have ever gone hands-on with the PSP port of Gran Turismo 4. IGN is reporting that Gran Turismo 4 Portable has been canceled "by the vendor," a fact learned when a staffer received a call from retailer GameStop on the matter. The game, which was announced in 2004 by way of simulated screenshots and UMD and box mock-ups, was delayed into 2006. It was pretty much never heard from again, despite Polyphony Digital head Kazunori Yamauchi say that the team was still working on it.

There hasn't been confirmation yet from Sony Computer Entertainment, but we plan to bug them until we get a solid non-confirmation that the game does or does not exist in some form. Yeah, we're looking for something as substantive as GT4 PSP itself!

Gran Turismo 4 Mobile Cancelled? [IGN]

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Fri, 11 Jan 2008 17:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=344082&view=rss&microfeed=true
<![CDATA[ A Sleigh is so Old Fashioned... ]]> Jeff Rubenstein, Social Media Manager for SCEA has posted a little holiday video greeting from Polyphony Digital, the folks who created the Gran Turismo. It features Santa who has turned in his sleigh for a fancy sports car. Is it an attempt to make his Christmas duties faster or just a sad mid-life crisis? You be the judge!

Seasons Greetings from Gran Turismo [Playstation Blog]
[Thanks, Jon]

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Sat, 22 Dec 2007 19:00:00 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=337086&view=rss&microfeed=true
<![CDATA[ Seasons Greetings From Polyphony Digital ]]>

The team at Polyphony Digital have created a video Christmas card for Gran Turismo fans, which they say celebrates "10 years of passion and enthusiasm for cars." It features the stock smooth jazz soundtrack of any Gran Turismo game, this time with a finger-snappin', mute-button reachin' cover of "Jingle Bells." The rest of it is the typical car smut, with plenty of motionless bystanders that have become a staple in GT over the past decade and a guest appearance from Santa. Good times.

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Fri, 21 Dec 2007 18:40:38 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=336983&view=rss&microfeed=true
<![CDATA[ Sony Announces Winners of Gran Turismo Awards ]]> The godly hand of Polyphony Digital's Kazunori Yamauchi has once again touched mere mortals in PlayStation's fifth annual Gran Turismo Awards at the 2007 SEMA. "Best In Show" went to the badass 2007 Audi TT, which will be featured in the upcoming Gran Turismo Prologue. Winning designer Marcel Horn walks away with a sweet custom-lasered PS3...and eternal pride.

"Best European Import" - Marcel Horn; 2007 Audi TT
"Best Domestic Automobile" - Gary Cheney; 2007 Factory Five GTM
"Best Hot Rod" - Jim and Mike Ring; 1967 Ford Mustang Fastback
"Best Japanese Import" - Michael Chung; 2007 Nissan 350Z
"Best Truck / SUV" - Mike DeFord; 2007 Dodge Ram
While Horn was checking out the new PS3, a couple of Polyphony guys hopped in his Audi and were never seen again. ]]>
Fri, 02 Nov 2007 12:45:32 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=318371&view=rss&microfeed=true
<![CDATA[ Gran Turismo 5 Prologue Details Peel Out ]]> Polyphony Digital's main man Kazunori Yamauchi dished plenty of details about Gran Turismo 5 Prologue recently, telling Famitsu about the networking features the driving sim is expected to ship with this fall. For the early look at the real Gran Turismo 5, Yamauchi is planning for 40 cars, 4 tracks, 12-player online races, friends list support and an online mode with chat.

1UP's report of the Famitsu interview also gives us a hazy vision of what that mysterious PlayStation Home integration would be like, indicating that a "Gran Turismo World" game space will be included, giving players the ability to switch from Home to GT5 Prologue and vice-versa.

No mention of hovercar support, Yamauchi? No sale!

Gran Turismo 5 Prologue Online Details [1UP]

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Wed, 25 Jul 2007 16:20:23 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=282536&view=rss&microfeed=true
<![CDATA[ Gran Turismo 5 Prologue Hits Japan In October ]]> Polyphony Digital announced at the PlayStation Premiere 2007 event in Japan that the teaser version of Gran Turismo 5, dubbed Gran Turismo 5 Prologue, will arrive in Japan this October, giving gamers a sneak preview of the full game. The release will coincide with the Tokyo Motor Show, scheduled for October 26, but further details on the delivery method, the number of included cars and price were not given.

The official Japanese site for the game is now up, loaded with new screenshots and a new film of the game in motion. The brief video, in 720p, shows off the game's improved lighting effects and physics model but reveals little in the way of radical new features.

Gran Turismo 5 Prologue does sport unspecified interactivity with PlayStation Home, a feature we hope to learn more about at Tokyo Game Show.

Gran Turismo 5 Prologue Official Japanese Site [Playstation.com]

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Tue, 17 Jul 2007 16:20:12 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=279341&view=rss&microfeed=true
<![CDATA[ Gran Turismo Creator Makes Motor Trend List ]]> According to IGN, Gran Turismo creator Kazunori Yamauchi has, for the third year in a row, made Motor Trend's top 50 Power List. The president of Polyphony Digital beat out the CEO's of two major car manufacturers (Ferrari and Honda) to secure his spot at #27.

Please note that the above photo of Kaz is clearly staged, as his office was uncontested as the messiest at Polyphony when we visited them in September. The man may be powerful, but he's a pig!

Gran Turismo Creator Makes Motor Trend List [IGN]

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Fri, 05 Jan 2007 17:40:48 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=226520&view=rss&microfeed=true
<![CDATA[ Gran Turismo HD Concept Details Emerge ]]>

Japan gets the freely downloadable Gran Turismo HD concept demo on Christmas Eve and here's what they'll be getting: one course, in the form of Eiger Nordwand, and ten cars. Here's the roster:

  • Suzuki Cappuccino '95
  • Mazda Eunos Roadster '89
  • Honda Integra Type R '04
  • Mitsubishi Lancer Evolution IV GSR '96
  • Infinity G35 Coupe
  • Mitsubishi Lancer Evolution IX GSR '05
  • Lotus Elise 111R '04
  • Nissan Sky Liner GT-R V Spec II '94
  • Toyota Celica GT-FOUR Rally Car '95
  • Ferrari 599 '06

At free, there really isn't room to complain, especially when the team will now be focusing on a proper Gran Turismo PlayStation 3 sequel.

Also, according to IGN, we can expect an announcement on Gran Turismo 5 before the end of October 2007. Polyphony Digital must get some perverse thrill from making us wait and wait and wait...

Gran Turismo Demo Details [IGN]

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Wed, 20 Dec 2006 18:20:13 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=223366&view=rss&microfeed=true
<![CDATA[ Gallery: Gran Turismo HD ]]>

To be honest, I'm not the best person to ask about Gran Turismo. Even though I've been to Polyphony Digital, played Gran Turismo HD for hours, and like shiny, pretty things... this game just isn't for me. It's like work. And I already have a job. This latest batch of screens... I don't know. What do you guys think? Some of those cars look fugly. Some look great. I'm so conflicted!

Gran Turismo HD Screen Update

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Thu, 30 Nov 2006 21:20:45 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=218510&view=rss&microfeed=true
<![CDATA[ TGS06: We Visit Polyphony Digital, Touch Their Stuff ]]> Sony invited us over to the Polyphony Digital studios today to tour the office and mess about with Gran Turismo HD. After being welcomed by a table full of fatty, salty snacks, we were guided through the development area cubicles to see how the Gran Turismo grunts spend their 60 hour work week.

Make the jump for pics of the tour.

polyphony_trash.jpg

That's Kazunori Yamauchi's office and it's a freaking mess. No one would accuse the rest of the staff of being tidy, but Kaz is clearly the worst.

polyphony_360.jpg

Here's the design review space. Can you find the Xbox 360 in this photo?

polyphony_wine.jpg

After passing the server room (where the wine was stored)...

polyphony_relax.jpg

...we were shown to the "relaxation room" where staff can unchain themselves from their desks to read from the library of thousands of car magazines and books, or go lower brow with the collection of hundreds of PlayStation 2 and PSP titles. The room also features "Japan's best massage chair", an electric drum set, electric guitar and a massive keyboard for office jamming, as well as...

polyphony_smokes.jpg

...tons of lighters. The staff likes to smoke. A LOT. There are ashtrays everywhere.

We were also shown the "hotel rooms", where those pulling a literal all-nighter can catch a few winks. We were there on a Saturday and at least a dozen members of the staff were working that afternoon. Working on what? Modeling cars of course.

polyphony_vette.jpg

Kaz later explained that the modeling process can take up to three months to perfect a car. Despite the long hours and bouts tedium, the staff actually was still capable of smiling.

Then we continued on to the staff area. Normally cubicles aren't that interesting, but this is the home of Gran Turismo.

polyphony_toys.jpg

Where they really really really REALLY like cars.

polyphony_tool.jpg

And they have a lot of PlayStation 3 reference tools. The office was littered with what seemed like hundreds of machines from PS2's to high end Dell computers to Vaio laptops to PS2 TOOLs.

Of course, they need monitors to see all this stuff in action.

polyphony_monitors.jpg

After the tour, we were invited to play Gran Turismo HD on the PS3 Test boxes and try out the Subaru developed Gran Turismo cockpit.

polyphony_gt_cockpit.jpg

So we did.

After all the buttering up—the gorging on snacks, the game playing—we were led into the conference room to hear what Kaz had to say about what the future held for Gran Turismo. You can check out our wrap up below.

Liveblogging The Gran Turismo HD Press Event

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Sun, 24 Sep 2006 01:47:43 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=202776&view=rss&microfeed=true
<![CDATA[ Liveblogging The Gran Turismo HD Press Event ]]>

We've just sat down with Kazunori Yamauchi in a room with about 40 or so press types to get an inside look at the upcoming PlayStation 3 title, Gran Turismo HD. After walking through the studio, checking out the relaxation room, the dorm rooms, the weekend staff plugging away at car models, we've been brought into the conference room to see what GT:HD is all about.

Kazunori's going on about the suite of online features: online garage, head to head racing, drift contests, team and club builders, voice chat. It's a lot to shoot for. They admit that not all of this stuff might not be available day one, but expect it to come "soon".

Kaz is pushing the user creation features of GT:HD. Talking about the differences betweek GT:HD Premium and GT:HD Classic. "Over the years we:ve collected massive assets and we've rebuilt those assets in HD".

Why can:t you combine the assets, the features of Classic and Premium and put them into the same game? They did a quick simulation based on that request. Basically, it's a factor of time and that that would take upwards of three years.

"We've finally reached the stage where the car modeling is up to speed with the power of the PS3." He's talking about the features of GT:HD Premium which is the GT5 sneak preview with "full PS3 spec qualities".

"Due to the fact that this is an online game, there will be regular system updates of new content, cars, tracks, what have you."

Now we're talking about the Classic version. "Its very important to have assets to support the online depth we have".

GT:HD Classic content will feature 770 cars, 51 tracks, 4500 items - all downloadable.

We hope to add car parts, visual parts, things people can download to make modifications. This is being shown on the screen with the shop front image on the network platform. "We can't go public in saying this, but this is the GT version of iTunes." They haven't yet decided on pricing for any of these items.

"Gran Turismo HD is the bridge to GT5, there would be no GT5 without this game."

Kaz talks about how they want to make items in the game as desirable, more like enviable, and that not every item or car will be available to every person. You have to be able to "afford" it. He wants to create that ownership lust that exists in the offline world.

Jean asks if we'll be able to resell rare items to other users. If we'll be able to command an inflated price. "Technically, anything is possible".

GT:HD is also designed to be more casual, more accessible. It's intended for smaller bites, gaming sessions of 30 minutes. Kaz thinks that there will always be a market for the hardcore GT player, but this is the focus for now.

Someone asks about PSP integration. Will we be able to buy things via GT:HD and use items on the PSP? Kaz says thats an "interesting question" and that we should talk about it later.

After we get the PS3 version up and running, then we'll go back to the PSP version. He hints that that level of interaction asked about just now between GT:HD and the PSP version was very accurate.

We're taking the example of the beta test we tried months ago, that there is a range of drivers that are just average and super good. We've come to a stage where we need to categorize the physics models to best suit their driving skills.

Damage? "Another piece of homework that we've always forgotten to submit". The crowd laughs, but Kaz says the hope to support damage models at the start of next year.

This damage model will, in theory, affect the visuals, the physics, the drivability, the integrity of the car.

"Implementing damage, the biggest hurdle was obviously dealing with auto manufacturers. The philosophies from manufacturers is starting to gradually change. The best compromise at this point is to model damage to racing cars and not yet to consumer level cars."

Now they're talking about the improved calculation power of the PS3 and how the AI will improve.

FERRARI

Now, we move onto new car manufacturers, including Scott's favorite, Ferrari. He seriously just did a little giddy golf clap.

Ferrari's chief engineer has said that the GT:HD model was the best CGI model of their cars that they've ever seen.

They hope to add more cars from the Ferrari line up, including older models, but won't be including Formula 1 models.

Now, they're showing the GT:HD box art. It just happens to be Ferrari red. What a coincidence.

BOX ART: HD

They plan to ship the title in Japan and Asia during winter 2006-07 and North America and Europe in 2007. We'll not hold our breath, no offense.

Now, we're moving on to some Q&A.

The crowd is asking about the length of time and difficulty involved in modeling such finely detailed cars for the next generation console. How will it affect the output of downloadable content for GT:HD Premium?

Kaz: It is problematic. The range of cars in previous version was very rich, now we may have to focus on the more popular cars that users want. We have to find the right balance. The whole team is bigger, we have more artists, but they have so much we need to do, it keeps us from developing everything.

What's the purpose of creating a GT5 if you can just download new content to GT:HD Premium?

Kaz: We sell Gran Turismo in over a hundred countries and there will be territories that have not adapted as quickly as the US and Japan to internet service. For that reason we have to have a packaged product.

Have you found any pushback from the Blu Ray engineers to have a disk that can hold all that data as opposed to having it available online for download?

Kaz: The product that we just communicated to you will start with a disk based solution, and we hope to aim for a low price point. The reason why we think of doing a disk based system and pushing 10 to 20 GB of data we need a disk and Blu Ray is the solution. In the future, that could probably change. It could end up that its cheaper to do it via download.

Your products tend to be compared to other games as more voluminous. Are you making a game anymore as opposed to an obsession?

Kaz: Precisely so. (It's an obsession)

Is there really room to improve or have you reached your goal?

Kaz: The example of the modeling, its to a point where I'm saying this is good enough. The physics and simulation aspects have room to improve. There is obviously lots of room for improvement in the online aspect.

What are you doing to make Gran Turismo fun for the casual audience? Are you looking at aspects of other games and including those in GT?

Kaz: One of the examples of our target features, there was one called Track Date, you're with your friends, with your favorite car for the weekend. You're in Leguna Seca, you're just kicking back, you're not worrying about time. You're having fun, not burning rubber.

If everything is available simply through commerce, what will be available for gamers who want to unlock content through skill?

Kaz: There is a special car that is not available via commerce. Perhaps there is an online race and the car is only available to the winner. We hope to add that kind of content. Going back to the online community, there are the players who are participating and helping us build, there are manufacturers, but naturally as the community is formed, there will always be star players. There will be some guy in LA (Scott raises his hand) who will be the best in his area (raises it further). There will be car clubs, there will be mean guys that people are afraid to race, there are many angles to this where gamers will still be motivated to be better than others.

Given your role as a hardware contributor at Sony, have you considered moving into another position? What's after Gran Turismo if it's becoming closer to your ultimate vision?

Kaz: Its true I have two hats, one as Gran Turismo creator, one as executive director, but let me ask you this, would you rather be president of Columbia Pictures or would you rather be Steven Spielberg?

We're done! Time to bug Yamauchi, play some GT and snack.

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Sat, 23 Sep 2006 02:16:52 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=202771&view=rss&microfeed=true
<![CDATA[ Gran Turismo HD: More Than A Tech Demo? ]]>

Despite boring the collective attendees of their E3 press conference with the painfully long Gran Turismo HD presentation and receiving a lukewarm response to the demo on the show floor (it was almost always available to walk up to and play), it looks like Sony is going to actually release GTHD as a commercial product. And why shouldn't they? They'll sell hundreds of thousands of copies to the license testing, car collecting masses. Plus they could really use the cash!

It actually was quite impressive to see in 1080p at 60fps, but after the Gran Turismo Vision trailer, it felt a bit like a next-gen tease.

Largely known as just a quick demo, a port of the Gran Turismo 4 data, now it appears that Kazunori Yamauchi and Polyphony Digital will be teasing PS3 owners with a true sequel to GT4 in the form of GTHD. Speaking with Gamespot, Yamauchi had this to say.

We are working on a version of GT that supports the full PS3 specification, but in this transitional version, I think you'll get a taste of the potential that next generation games hold.

Given the slow turn around time between iterations of the flagship racer, I wouldn't expect to see that "potential" for a long time.

Gran Turismo HD forerunner to new next-gen GT

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Sun, 27 Aug 2006 12:10:09 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=196875&view=rss&microfeed=true