Gran Turismo 7 - title

I recently published a video to YouTube explaining how playing Gran Turismo 7's weird campaign reminded me of why I stopped playing Gran Turismo games to begin with. This video is not a full review of Gran Turismo 7, since I don't do video reviews. It's more a retrospective of my history with the franchise, why I chose to buy GT7, and my reaction to the game's campaign and reward structure. Not to mention some obligatory jabs at the game's awful, scammy, and borderline fraudulent bait-and-switch monetization scheme. Even though this isn't a proper review, it does echo much of the content of my original blog review, so I invite you to check that out. And since the review already contains most of the points made in the video, I'm not going to transcribe the entire video in text.

Gran Turismo 7 reminded me why I stopped playing Gran Turismo.

In summary, I have felt that since around Gran Turismo 4, the games have shifted to being more about collecting cars than about actually driving or racing them. Reward cars are given out like candy, leading to a garage full of cars that I never drive and which I don't feel I really earned. There's no attachment or sense of ownership over the cars, and they just don't feel like my cars in the way they did in the first Gran Turismo. That first game required greater investment to win prize cars, making them feel more earned, and it put a greater emphasis on tuning the cars in the garage to get the best performance out of them. Buying my own cars and meticulously tuning them really created that sense of ownership that is just lacking in GT7.

I also want to emphasize that I do not hate Gran Turismo 7. Even though I dislike the campaign and its reward structure, and even though the monetization model is despicable, the actual driving is absolutely fantastic! Especially with the Dual Sense controller on the PS5. I am particularly impressed with how well the Dual Sense's motion controls work for steering the car. There's some nifty haptic feedback features as well, but steering the car with the motion sensor is an absolute game-changer. So the campaign may suck, but I'm still playing GT7 on a regular basis because of how much I enjoy the driving. I've been alternating between GT7 and Elden Ring.

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So anyway, I hope you enjoy the linked video. Feel free to share your own experiences with the game in the comments, either here on the blog, or on the YouTube video. And remember, all my content is funded by the support of readers and viewers like you through Patreon. So if you enjoy this content, I hope you'll consider contributing to help support the creation of further content. And if you do decide to join as a Patron, then, first of all: thank you! And secondly, don't forget to fill out the Patreon Entry Survey and tell me what content you enjoy the most.

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Gran Turismo 7 - title

I used to love the Gran Turismo games. I played the shit out of Gran Turismo 1-3. I think I was even close to hitting the 100% completion threshold of GT2 (well, the max 98.2% because the game was bugged and it was actually impossible to get to 100%). 1 and 3 in particular are great games in their own right, and still hold up well today. Gran Turismo 4, however, is when the series started to lose me, due to several changes to the design philosophy of the game that all converged to make it less appealing to me as a matter of personal enjoyment.

I was able to get my hands on a fancy new PS5 over the holidays, and I'm looking for games to play on it, and also technical showcases to see what the fancy new hardware can do. I was especially curious how a simulation racing game would feel on the Dual Sense controllers, with its variety of haptic feedback features. I could see a lot of potential in that genre of game. So I bought Gran Turismo 7 for pretty much this reason alone. It was a little bit for nostalgia too. This game celebrates the 25th anniversary of the series itself. So I went ahead and purchased it for old time's sake.

I was even tempted to buy the Special Edition to get the bonus Toyota Yaris. I figured the Yaris is probably the closest I'll come to being able to drive my real-life Toyota Echo within the game. However, I suspected that if Gran Turismo 7 would be anything like GT 4 or GT 5, it would be giving away cash and cars like candy. So I didn't see any value in the other special edition bonuses, like the extra credits. I sure as hell wasn't going to spend $20 for just one virtual car that I would probably race a handful of times for its novelty before switching to more powerful cars.

A Toyota Yaris GR is already available in standard edition, so I don't see any value in the special edition.

But there's already a GR Yaris in the game anyway, so I'm not sure what is so special about the Special Edition car. Besides, the Aqua and Prius look more like my car anyway. In any case, I hate special edition bonuses, and pre-order bonuses, and retailer-specific content. It's such a cynical fucking slap in the face to us consumers to have content withheld from the game unless we buy a specific edition, or buy from a specific vendor.

Feeling the road in my hands

Anyway, I bought the game to hopefully be a showcase for the technical innovations of the PS5. Of all the games I so far own on the system, none of their use of the PS5 controller's tactile features have really lived up to the promise of the Astro's Playroom game that comes included with the PS5. I was hoping that being a Sony-exclusive, flagship title, Gran Turismo would really wow me. It does do some neat things, but I don't know that I would say that it "wow" me.

This game requires finesse with the gas and brake.

I didn't really start noticing the rumble feature effects until I got further into the game and was playing with much more powerful cars. Up until then, the rumble was mostly reserved for if I hit the rumble strips on the side of the road or actually went off the road, or if I lost traction or spun out. But it felt similar to typical video game rumble. When the cars started to get more powerful, however, I started noticing some additional rumble effects. The engine would vibrate the controller a bit more, and I would also feel a soft thud from the middle of the controller whenever the car would shift gears.

The adaptive triggers do a little bit more heavy lifting. The throttle will stiffen up if the car starts to lose traction or if trying to accelerate up a steep incline, especially in inclement weather. Even in ideal conditions, smashing the gas and hitting top speed in a straightaway will also make the controller feel unstable in my hands, sometimes to the point that I'm genuinely afraid that if I turn the steering wheel at all, I'll instantly lose control and spin out.

By the time I feel the car slipping in the rain, it's already too late.

This actually causes me to loosen my grip on the trigger and throttle down, which usually restores some stability to the car. Instead of completely losing control because I have no way to know just how lose my car's hold on the road is, the adaptive trigger helps me to maintain control by signaling that I am throttling too hard. Pulling my foot off the accelerator pedal a little is exactly what I do in real life if I start to feel my car losing its grip on the road (which happens quite often in the gusty winds of Las Vegas), and that instinct is exactly replicated in the game.

More generally, the adaptive triggers make it uncomfortable to jam on the accelerator or the brake, especially for an extended period. It really encourages slowly depressing each trigger in order to better control the acceleration or braking of the car. Again, this mirrors how a real-life car is controlled. This makes all inputs feel much more deliberate and controlled.

Steering can be done with the motion sensor.

9 and 3

The real surprise highlight of playing Gran Turismo with the Dual Sense controller is steering the cars with the motion sensor. I'm not sure if this option was available in Gran Turismo 5 or 6 on the PS3 and PS4, or if it's available on the PS4 version of Gran Turismo 7, but this is a totally new way of driving a video game car for me. And I'm actually genuinely surprised by how well it works. I chose the motion control option after I booted up the game for the first time, thinking it would be borderline unplayable, and I would switch back to the traditional analog stick steering. But holy hell, I actually stuck with it!

The motion sensor is surprisingly responsive and maps reasonably well to the motion of holding a steering wheel at 9 and 3 o'clock positions. Using this control method, and the first-person cockpit camera, I had little-to-no problem keeping my car in a straight line and steering it through corners. I even got a gold medal on all but 1 of the B-1 license tests (and all but 3 of the A-1 license tests) using the motion controls for steering.

Steering with the motion sensor is surprisingly responsive and accurate.

It is a little awkward to hold for longer races. Holding down the throttle and brake triggers can be a little bit uncomfortable, especially if I'm trying to use my middle finger for them. And trying to use other face buttons often results in my car veering a bit. Holding the controller out in front of me (where a real steering wheel would be) can also be tiring after lengthy races. Not being mounted to a dashboard means I can't rest my hands on the controller the way that I would on a steering wheel.

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Last year, when the PS5 released, I didn't bother trying to pre-order one or buy one after release. I just wasn't very interested in the machine that first year, as there weren't that many games for it. Sure, I was curious to see what the Demon's Souls remake wold be like, considering that is one of my favorite games ever. And I would gladly have played the Miles Morales Spider-Man game. But neither of these (nor the two combined) were enough to sell me on a $500 console. I love Demon's Souls, and was sad when the servers were finally shut down, but not enough to shell out $600 to be able to keep playing it.

I'm sorry Sony, but you really needed more than just a remake of a 10-year old game from 2 console generations ago, and a single sequel to a popular game from a few years ago, to sell me on the new machine. Maybe if Silent Hills hadn't been cancelled, and ended up being a PS5-exclusive launch title, or if Death Stranding or Ghost of Tsushima had been PS5-exclusive launch titles, then I would have been more eager to procure a console.

Everything else that I was interested in was a multi-platform release. I bought Cyberpunk 2077 on Steam (then never played it because the launch condition was so atrocious), and ended up playing Control (for free) via PlayStation Plus. So what the heck did I actually need a PS5 for?

The only 2 games on PS5 worth playing are not worth buying a new console.

I also didn't feel like going through the trouble of trying to claim the limited pre-order supply of PS5s. I thought for sure that in 6 months or so, PS5s would be sitting on the shelves of just about every Best Buy, Target, Wal-Mart, and Gamestop, just collecting dust. After all, people were losing their jobs and health insurance left and right due to business closures and city lockdowns being imposed due to a global health pandemic. Surely people wouldn't have enough disposable income to justify new $500 consoles, right?

Well, apparently, I completely mis-judged the situation. Losing their jobs and being unable to even look for new jobs (due to the aforementioned business closures and lockdowns) meant that people spent what little disposable money they did have (as well as the eventual government stimulus checks) on home entertainment products like video games. The video game business (along with online shopping, streaming television services, home delivery services, and video conferencing services) was one of the few industries that boomed during the pandemic, and much to my surprise, the PS5 and XBox Series X | S became the fastest-selling video game consoles in history, despite the supply shortages.

I will honestly say that I did not see that coming. Though I do have to wonder if those sales figures would be so inflated if not for scalpers buying up all the stock with automated bots.

Now it's December of 2021 (holiday season), the PS5 has been available for well over a year, and I'm starting to want one, but can't find one. What's changed? Why do I want a console now, when I didn't want one last year?

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Red Dead Redemption II

It appears that 2k is pulling a thoroughly dickish move with regard to the release of the highly-anticipated Red Dead Redemption II. They are not distributing it to small, independent game stores until a week after release. The game is scheduled to release on October 26 (4 days from now, as of the time of this writing), but mom & pop game shops likely won't receive it until at least November 7! The game will be available for digital download on the scheduled release date of October 26, and it will even be available at large corporate retailers like Target, Wal-Mart, Best Buy, and Game Stop. But if you have a favorite little indie game shop, you'll have to wait more than a week to play this game-of-the-year candidate.

What is 2K's reason for this move? Well, from what I've read, the reason is not entirely clear. 2K is citing production delays and supply issues for the discs. Even people who pre-ordered the game from the affected shops will not be receiving their copies on time, which completely negates the purpose of a pre-order, and highlights just how absurd the process is. In an age of digital distribution, pre-orders are practically moot. But even when a game is sold physically (and sells a crap ton of pre-orders), it still might not be available to you! So why bother pre-ordering?

To be honest though, I don't care what 2K's reasons are. If this genuinely is an issue with production of the discs, then 2K should have either:

  1. Reduced the number of units delivered to all retailers, regardless of size, or
  2. delay the release of the game (including online sales) a week.

A minor delay into early November would not be that much of a hit on the game's sales. It not like they'd be missing the revered holiday launch window.

At the very least, they should have provided any and all pre-order copies to the stores that sold pre-orders.

The cynic in me can't help but suspect that this is some deliberate move by 2K to harm independent game retailers. Perhaps they want even more control over the release process of their games, and independent retailers are much harder to control than massive corporate entities. Or maybe they calculated that any losses from those independent stores would be offset (either partially or in full) by online sales in which the publisher does not have to split money with the retailer.

In any case, we're living in an age when independent shops are struggling to survive against the monopolies of corporate retailers like Wal-Mart and Best Buy, and against the online retail juggernauts like Amazon (and the online storefronts of companies like Wal-Mart and Best Buy). Withholding highly-anticipated product from such shops (while still delivering it to their corporate competitors) is outright cruel and unforgivable. That is true whether the withholding is being done maliciously or not.

All those stores that sold pre-orders, promoted the game with posters and cardboard cut-outs, and merch sales -- probably all at the expense of the store owner! -- are completely screwed. Loyal customers will hopefully wait and buy the game a week later, but most customers will probably cancel their pre-orders and take their money elsewhere. I implore you to wait till November 7 and buy the game from a small, local, independent game store! Show 2K that this behavior is unacceptable business practice! Or just don't buy the game at all...

As for me: unless 2K back-tracks and does, in fact, deliver the game to independent retailers, I will not be buying a new, retail copy of Red Dead Redemption II! Instead, I will wait a week or two and see if I can get it used off of eBay (or a local independent retailer). I will stand in solidarity with independent retailers and their customers. As such, any review that I write for it will necessarily be late -- even by my standards... And even if it turns out to be the best game that I've ever played, I will not be trading it in for a new copy of the game, or recommending it to any friends, as is my usual practice.

2K, you just lost a sale.

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Until Dawn - game title

Here is a game that somehow managed to slip under the radar for me. As a snob for strong narrative-based games, I was surprised that a project like Until Dawn managed to escape my attention until a couple weeks prior to its release. Once I heard about it though, I was immediately intrigued. I knew it wasn't going to be a proper survival horror game, but it looked to have a lot of potential to move the horror genre (and gaming in general) in interesting directions. I was doubly surprised when I went to go by the game a couple days after its release so that I could play it over the weekend, only for it to be sold out in the two stores that I went to. It's the first time in about ten years that I've had trouble finding a game on store shelves within a week of its release, but I doubt that I'll have to break my long-standing boycott for pre-orders. So I had to resort to ordering it off of Amazon Prime with 2-day delivery and play it the next weekend.

Suspend your disbelief - and your common sense

Don't be fooled into thinking that Until Dawn is something other than what it is. It is an interactive movie with branching story. It is not an open-ended survival game! Anyone familiar with Heavy Rain or the Telltale Games will have a good idea of how the game will play out. The things you do and the actions and dialogue available are very tightly scripted. You won't be making decisions on how the group splits up, who goes where, or even what any individual character might be doing at any given time. Large chunks of the game are just dialogue and cutscenes, stopping you every now and then to let you make one of two choices, or showing a button prompt on screen to keep the action going (and sometimes keep the character alive). There are even some action sequences that could have been playable, but which are strictly non-interactive cutscenes.

Until Dawn - can't light candles
How about lighting some friggin' candles instead of groping around in the dark?

The only time that the game opens up more is when you must explore rooms for clues or evidence. In these cases, you have complete control of character movement and can walk around mostly freely. But interactions are severely limited. You can only interact with the select few objects that the developers intended for you to interact with.

These limitations can be very frustrating because the game doesn't let you do some obvious, common sense things. Upon entering the lodge, I'd like to have been able to light the candles instead of having to wander around in the dark for the next few chapters. Later, when investigating something crashing through a window, I'd like to have been able to take the rifle I just found on the wall. And even later, after the rifle didn't have enough bullets to shoot the murderer, it would be nice to have been able to open up the revolver I just found to make sure that it's loaded and find out how many bullets are in the chamber. And the list of dumb oversights goes on...

Common sense precautions like taking a melee weapon or checking that your new gun is loaded are not possible.

These limitations are further exacerbated by the esoteric nature of some of the decisions. Since all decision are binary (usually consisting of a "helpful" / "safe" option or an "antagonistic" / "risky" option), it's often unclear exactly what the character will do, and the outcome often plays out in a non-interactive cutscene. The character may not say or do exactly what the option described, which might lead the player to think "that's not what I meant to do / say!", and sometimes a decision might railroad you into following through in a way that you don't want to.

Granted, the options need to be somewhat vague, and the consequences shouldn't be obvious. That would make the game too easy and dull. The game has to utilize some of the classic horror movie tropes in order for the narrative to work. After all, the characters don't have the foresight to know that they're in a horror movie game. I accept that there needs to be limitations on the precautions that the player can take, but the player also needs to feel like they have more agency.

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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