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EA Says GT5 Is "Sterile"; Codemasters Says It's "Boring"

Illustration for article titled EA Says GT5 Is Sterile; Codemasters Says Its Boring

Can't have a major release date without competitors taking a crap all over it. In this case, Electronic Arts and Codemasters. We love it when people talk trash about other folks' products. Let's you and him fight!

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Need For Speed is a different experience from GT5, of course, and Patrick Soderlund, a senior vice president for Electronic Arts, understands this. He still regards Need For Speed: Shift 2 as a direct competitor, and a better one at that.

"I think they have a very sterile, almost car collecting type of product where that's mainly what we do and I think we can offer something different," Soderlund told CVG.

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Codemasters, which takes this racing business rather seriously, just released F1 2010. Their CEO, Rod Cousens, praised GT5 as a "phenomenal product," and then proceeds to call it "boring."

"You can have a technically phenomenal game, but you can also have a game concept that doesn't really appeal [to some racing fans] and could be accused of - and you have to be careful how you write this - of being boring," Cousens said.

No, you have to be careful how you say that.

"We don't have that problem," Cousens went on, "We feel the adrenaline rush that we'll always provide in F1 will not be matched by anyone else. You're going to have all the cars, all the tracks and all the worldwide locations - not to mention the best strategy, and the best damage, as far as we can."

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EA Claims Gran Turismo 5 is Very Sterile, Codemasters Accuses it as Being Boring [Operation Sports]

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DISCUSSION

AegisOrnus
Aegis Ornus

Take Need for Speed: Shift's HUD and camera view/effects with the physical accuracy of Gran Turismo and the inviting menus and visual pop of Forza and you got my dream game.

And to everyone who's saying simulations are supposed to be boring are not thinking out of the box whatsoever. You can have an exciting sim depending on how you design the flow of the game, the interface, and player feedback.

Take Need for Speed: Shift for example. The way they make the cars feel like untamed monsters just through the camera effects is always an adrenaline rush. It really makes me feel like I'm inside of that car. Unfortunately, that's pretty much the the only reason you'd play that game since it's more like a game that conditions race-sim noobies to drive more like Forza and Gran Turismo intends them to while retaining some leniency to just have dumb fun. Their menus aren't easy to navigate though and tuning your car is difficult due to extreme load times and shallow explanations of what tuning does what.

Forza 2 was my first real racer and that was pretty much because of how inviting it was to new drivers. They would hold your hand if you felt that you needed it and let you go off on your own if you had the confidence. It really had its personality down and seemed to say "Hey, we love cars and we're sure that after we show you why we do, you will too." Even tuning was simple to do given how quickly you could test changes. The quality I think it misses is a true focus on the driving experience itself. I'm not in any way saying it's bad, just that they seemed to spread their workload evenly to make sure all areas were taken care of and it makes for a very solid game. It just seems to miss the mark of a ground-breaking experience.

Gran Turismo is the one game that just feels like you're stepping into a science lab. If you don't know more than a little about cars, you almost instantly feel like you don't belong in that game. The menus and interface feel sterile and sort of like a car showroom. And then everything outside of the actual car physics, like the driver-cams and crash damage and whatnot, is always on a basic need level. Simplicity seems to be a better choice for their menus and interface though since all of their work is piled and shoved into the core driving experience. It kinda sucks that that approach kind of pushes many newcomers away from a high-quality game but it can also serve to drop players along the way who aren't obsessive car-junkies like others.

I sincerely think that if you combined the player feedback of Shift (dialing back a little bit of the crazy feedback lol) with the inviting feel and interface of Forza and the pinpoint-accuracy feel of cars in GT, you got a game doesn't have to be boring or unfulfilling or a collectathon. You got a game that's stimulating, fun, and addictive.

Please though, stop saying that simulations can't be fun or involving and that they can only be sterile and boring, realistic affairs because that's how real life is. Real life is fucking exciting! Even the smallest little detail about how the world works can be a cause of celebration and wonder! It's all about how it's packaged and presented. And if a racing-sim was presented and executed correctly it could be as enthralling or exciting as an epic action game.

I know it felt that way when I first learned to drive stick -_^.