<![CDATA[Kotaku: polyphony digital]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: polyphony digital]]> http://kotaku.com/tag/polyphonydigital http://kotaku.com/tag/polyphonydigital <![CDATA[Get The Gran Turismo 5 Demo A Little Early]]> While, at time of writing, the Gran Turismo 5 demo is unavailable in the US or PAL territories, it is currently available from the Japanese PlayStation Store. And is 100% "import" friendly.

If you've figured out how to create a Japanese account (here's a guide if you haven't), you can get the demo right now, and do so in the knowledge that the whole thing is in English (like the Prologue demo, it detects your system's language and adjusts accordingly).

Strangely, though, the demo is only a bit over 200mb in size, and is...well, as you'd expect from 200mb in 2009, it's pretty scarce. Actually, it's very scarce, as after only an half an hour I was already bored with it. Unless you're genuinely expecting to compete in the Time Trial Academy (the winners of which will get a shot at racing real race cars), there's not much here to keep you busy.

Maybe they should have thrown another track in there, add another car or two...

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<![CDATA[Get Set For The Gran Turismo 5 Demo With Some Screens]]> Gran Turismo 5's (second) demo will be out soon. Very soon. You can't play it yet, then, but you can take a look at these screens showing the cars and track on offer, and in your mind's eye, prepare.









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<![CDATA[Gran Turismo 5 Shooting For "Summer 2010"]]> Gran Turismo 5 is out in Japan next March. In the West? Sometime later, Sony yet to nail down even a firm release window, let alone a date. Recent comments from SCEA suggest, however, it won't be any time soon.

Sony Computer Entertainment America's Chris Hinojosa-Miranda has told Destructoid that the game is currently - and vaguely - gunning for a "summer 2010" release.

Which, if correct, means June 2010 at the earliest. Bummer.

Wonder if the European version will be out earlier...

Gran Turismo 5 gets targeted for 'Summer 2010' release [Destructoid]

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<![CDATA[Just How Real Is Gran Turismo PSP?]]> As seen on GIGAZINE.

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<![CDATA[Gran Turismo Series Might Get Bikes]]> Project Gotham did it. Burnout did it. So if Gran Turismo creator Kasunori Yamauchi is toying with the idea of putting motorcycles into Gran Turismo, you can't say it's without precedent.

In an interview with IGN, the Polyphony Digital boss was asked about the possibility of bikes making their way into the game, to which he responded "If that's what users really want in the game, I think that's a possibility. Or we could consider making a Tourist Trophy 2 as well."

Might be best sticking to TT2. GT5 is late enough as it is.

Q&A With Gran Turismo's Kazunori Yamauchi [IGN]

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<![CDATA[Gran Turismo 5 Being Held Up For "Marketing Reasons"]]> Gran Turismo 5, the first game in the series proper since 2004's GT4, will be released in Japan in March 2010. Everywhere else, though is up in the air. Why so? Blame marketing.

That's according to series creator and Polyphony Digital head man Kazunori Yamauchi who, speaking with Autoweek, said "We will release [GT5] in March in Japan but for other regions, it has not been decided yet". Asked by the motoring mag what was holding up the Western release of the game, Yamauchi responded "That's more depending on SCEA (Sony Computer Entertainment America) marketing decisions".

SEMA show: More news on the much-anticipated Gran Turismo 5 video game [Autoweek, via CVG]

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<![CDATA[How Much Did Gran Turismo 5 Cost To Make?]]> Gran Turismo 5 has been years in the making. Last time we checked, years are not cheap. Years are expensive.

When asked by AutoWeek about the game's budget, Gran Turismo creator Kazunori Yamauchi dropped this price tag: $60 million.

"There are other games that cost more," Yamauchi added. "Considering the size and scale of the game, I think it's probably a fairly small amount."

Other games that cost more? Games like Shenmue or Grand Theft Auto IV?

With Polyphony Digital's know-how and expertise, the game probably cost less that it could have considering the lengthy development cycle. But then again, GT5 is apparently 50 times more than the first Gran Turismo. We're not sure if that amount includes marketing and what not.

If Yamauchi and his team curbed the dev cycle and turned around the game in a more timely fashion, they could has brought down the game's budget even more. Not our money, though! Perhaps the inevitable GT6 won't take as long — or cost as much.

SEMA show: More news on the much-anticipated Gran Turismo 5 video game [AutoWeek Thanks David!]

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<![CDATA[Shiny, Shiny Gran Turismo 5 Screens]]> Sony released some new Gran Turismo 5 screens today. Being GT5 screens, you should know what to expect by now: cars that look very, very, very pretty.












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<![CDATA[Reminder: Gran Turismo 5 Is Still Pretty]]> Sure we won't be able to play Gran Turismo 5 until sometime early next year, but we can look at it all we want with this latest batch of screens.

As we're fond of pointing out, all of these screens come from replay mode, where the game looks so amazingly realistic it could run over your cat. Replay mode is my preferred Gran Turismo mode, preferably after someone who knows how to play the game gets finished. Replay mode after I get finished driving is like one of those drunk driving course propaganda films, only in HD.









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<![CDATA[Gran Turismo PSP Review: Steady As A Pace Car]]> The long promised PlayStation Portable entry in Polyphony Digital's Gran Turismo series has finally arrived, putting the essence of the "Real Driving Simulator" in your pocket.

With some 800 licensed cars and over 35 tracks on which to race them, Gran Turismo for the PSP offers a broad driving simulation experience that focuses more on car collecting and driving technique than high speed thrills. It also offers local multiplayer, wireless car trading and an undeniably slick package.

The PSP game's spec sheet mostly matches the raw numbers of its PlayStation 2 and PlayStation 3 counterparts, minus a few concessions, but does it offer the same deep feature set of the games that have come before it?

Loved
Easy In, Easy Out: Gran Turismo for PSP feels more forgiving, more inviting than ever for new players. As someone who dabbled in the first three games and Gran Turismo HD, I typically consider myself a GT noob every time I dive in. The PSP version is generous with credits, initially friendly with its competitive AI drivers, ensuring that getting back into the swing of things is a breeze. It's ideal for a pick up and play session, more so than I'd expected.

Driving Challenges: Also kinder to the casual Gran Turismo fan (who might've had horrifying flashbacks to cruel license tests in previous games) are the PSP game's Driving Challenges. Most can be cleared at bronze level on the first go for easy in-game income, but others offer a serious and addictive challenge for the driving sim disinclined. The demonstration videos of each challenge, narrated by Jay Leno, are generally pretty helpful.

It Gets The Numbers Right: Gran Turismo PSP nails the numbers, with a rock solid frame rate and hundreds of cars to collect, giving the game a Pokemon-like that will have completionists returning for more. There may not be much variety in the gameplay modes, but you can't fault the game for a lack of incredibly diverse cars and trucks to drive.

Technically, It's Gran Turismo: It may not look as sharp as its forebears and some of the early screen shots released for Gran Turismo PSP, but the game's physics model, tracks, car models and general technical prowess impress. The number of cars that can compete in a race have been whittled down to just four, but the game still runs well enough to merit mention.

Hated
Directionless Grinding: After completing the game's Driving Challenge mode and tackling a handful of random time trials, single-player races, drift trials, you may start to wonder where the rest of the game is. There's no campaign mode, no career mode, no structure to the game that would give one much of a sense of accomplishment. This lack of things to do beyond finding things to do with your time gives Gran Turismo a barebones feeling, in spite of the wealth of vehicles to drive.

Limited Time Offers: Gran Turismo PSP curiously randomizes what cars will be available to the player when they're in the mood to do a little shopping. Only four car manufacturers are available at any given time—per day in the Gran Turismo calendar, which admittedly passes quicker than real-time—and up to ten cars per manufacturer are up for purchase. That makes car shopping somewhat of a crap shoot, sometimes limiting the appeal when ultra-expensive Audis or the meek Land Rover offerings pop up.

Personally (and curiously), I found the Driving Challenge aspects of the game—the deep list of driving technique tutorials—to offer the most appeal, helping to make me a better virtual driver. Perfecting some of those techniques was made a little more challenging by my distaste for the PSP's awkward analog nub, a control hang up that might be a turn off to GT fans downgrading to the portable version. But after burning through that portion of the game, buying a few overpriced rides and taking them out in the snow, I felt like I'd exhausted Gran Turismo PSP.

After all this waiting, it's somewhat surprising to see the limitations that Gran Turismo for the PSP comes with. The core essence of the driving game is intact, offering an enjoyable simulation on the go. And that may be all you require of the PlayStation Portable entry, a largely capable if not impressively feature rich driving sim, a portable copy of the Nürburgring on which to study its turns, chicanes and corners.

Gran Turismo was developed by Polyphony Digital and published by Sony Computer Entertainment for the PSP on September 29. Retails for $39.99 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played 50 single player races, completed Driving Challenge mode and tested Ad Hoc multiplayer.

Confused by our reviews? Read our review FAQ.

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<![CDATA[New Gran Turismo 5 Screens]]> Sony today released a bunch of new Gran Turismo 5 screens. They're all from replay mode of course, so don't expect things to look like this in-game, but still...they are lovely, aren't they?








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<![CDATA[Gran Turismo 5's Crash Damage In Action]]> Here's a good clip showing Gran Turismo 5's damage modelling, a first for the series. Collisions and crashes still look way too bouncy, but at least now you've got something to show for them.

More Gran Turismo 5 News & Previews
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<![CDATA[Gran Turismo 5: March 2010]]> During an SCEJ press event this afternoon at the Tokyo Game Show, Sony finally announced a release date for Gran Turismo 5. And it's not in 2009.

The game will be out in Japan in March 2010. Which is still months away. A shame, we know, but then, GT fans have been waiting years for this. They can wait a little longer.

Only the Japanese date was revealed. If any info on a Western release pops up, we'll let you know.

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<![CDATA[New Gran Turismo 5 Clip Takes A Ferrari For A Spin]]> No in-game footage here, sadly, but still, it's a treat for the eyes. The day when pre-rendered sequences in racing games become indistinguishable from actual footage is drawing very, very near.

More Gran Turismo 5 News & Previews
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<![CDATA[The Only Gran Turismo PSP Clip You'll Ever Need To See]]> PSP games are notorious for going easy on gameplay footage during trailers. Ditto for the Gran Turismo series. So it's nice seeing Digital Foundry put together their own Gran Turismo PSP clip, which features nothing but real gameplay.

And as you can see, film grain or not, when you see it in motion this looks fantastic for a PSP game.

Gran Turismo PSP shines in 60FPS video [Digital Foundry @ Eurogamer]

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<![CDATA[Gran Turismo 5 (Probably) Getting Simultaneous Worldwide Release]]> Polyphony Digital boss Kazunori Yamauchi has revealed that, if the stars align and the moon is in the seventh house, Gran Turismo 5 will be given a simultaneous worldwide release.

This would be a first for the series, whose last outing - GT5 Prologue - was released in the US four months after it was out in Japan.

Speaking with Multiplayer, Yamauchi said that "its release is not too far away - it will be after the PSP GT release - and, most likely, it will be a simultaneous worldwide release".

If you can handle a bit of Italian (or Japanese!), the full interview is below.

Gran Turismo - Videointervista a Kazunori Yamauchi [Multiplayer, via 1UP and GTPlanet]

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<![CDATA[Gran Turismo 5: Q4 2009?]]> So says this pamphlet for the game, which was passed around last week at Gamescom. You don't need to be a German (or Austrian!) to make out what "4. Quartal 2009" means.

Before you ask, yes, it means Q4 2009. And before you ask, yes, it's a real Sony pamphlet, not a work of Photoshop fantasy. Now, whether the game is actually released later this year is another matter - it is Gran Turismo 5 we're talking about, after all - but with the PS3 Slim soon to be with us and a "mainstream" gaming market to win back, there's no better way to combine the two than with a new Gran Turismo game on shelves.

Or maybe even a Gran Turismo/PS3 Slim bundle!

Gran Turismo 5's Q4 2009 Release Date Confirmed [gtplanet]

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<![CDATA[Gran Turismo 5 Hands-On: Doin' Damage Ain't Easy]]> Sony had a playable version of Gran Turismo 5 at Gamescom, a brief and very limited demo that offered a look at one feature fans have been requesting for years—car damage. Well, we certainly damaged that Subaru Impreza.

My technique for soliciting that damage was simply "drive as normal." That meant running into walls and opponents again and again. It wasn't long before my Subaru was looking worse for wear, but in an unusual fashion. There wasn't much in the way of scuffed paint or a dented chassis that I could see—and granted, we weren't offered an up close perspective. Instead, my car's bumper started to hang off, the doors wouldn't stay shut and the hood started to show the tiniest bit of battle damage. The Subaru's lights and sideview mirrors looked mostly unscathed.

It was a little perplexing.

Granted, developer Polyphony Digital may not have included full damage system in the Gamescom demo, as the preview version was extremely limited in scope. The amount of havoc we did manage to wreak on our ride didn't appear to affect the handling all that much. Everything seemed mostly cosmetic.

Speaking of, that Subaru was noticeably polished. Even the mudflaps and license plate looked to have been expertly waxed, reflecting the sunlight shining on the Tokyo track. That curious choice of surface reflection seemed to be another indication that the demo was likely not indicative of the final Gran Turismo 5 product.

Fans excited about the possibility of car damage finally coming to the Gran Turismo series should check that excitement for now, at least until we see something more substantial. The core gameplay felt solid, just as solid as any of Polyphony's previous driving sim efforts. But it also felt familiar.

With Tokyo Game Show just around the corner, we're hoping Polyphony has more to show us than a couple doors flopping about.

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<![CDATA[Gran Turismo 5 Gameplay Footage]]> Say what you will about Gran Turismo's sterility, its punishing difficulty, nobody can argue that the games always look rather nice. Gran Turismo 5 looks set to continue this tradition.

Gran Turismo 5 at IGN.com
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<![CDATA[Gran Turismo PSP Screens]]> Like other racing games, Gran Turismo is often criticised for offering up screenshots that are...well, not what you'll see in the game. Which is why we like these screens so much. They're exactly what you'll see in the game.





















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