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A brand new update is ready for download in Gran Turismo 6, adding a bunch of new features and content, including new cars, tracks, and game modes, for racing video game enthusiasts all across the world to enjoy. The game was released exclusively for the PlayStation 3 computer entertainment system from Sony in December of 2013, being the twelfth entry in the long-running Gran Turismo video game series from famed designer Kazunori Yamauchi. Developer Polyphony Digital has announced that Update 1.12 introduces a couple of new things for PlayStation 3 users to explore, including an all-new online Quick Match mode, a simple online racing gameplay variant that lets you take part in events with pre-determined regulations.
Whenever a new event is entered, matchmaking takes place automatically, and the race simply starts, making it easy to join a fast and fun race with no hassle. The update also delivers a new track, the Circuite de la Sierra, modeled after the Ronda region of Spain, and the Sierra Time Rally challenge has players attempt to complete a lap around the course within the allotted time, with extensions being awarded for passing through checkpoints in the track's 12 different sectors.
In addition to this, you can also raise your score (and combo level) by overtaking vehicles and passing through speed traps along the way, but hitting any other cars of barriers will cause your combo score to be lost in its entirety. Update 1.12 adds the Toyota FT-1 Vision Gran Turismo, honed to perfection in the in-game rendition in order to enhance all of its features and become a pure racing vehicle.
In addition to this, the update also introduced the Nissan GT-R Nismo, the ultimate incarnation of the R35 GT-R from 2007.
The latest version has set the fastest volume production car record at the Nordschleife course on Germany's Nurburgring, hitting the track with retuned suspension, updated turbochargers, and increased downforce.
The vehicle will be awarded for free to all those who take part in this year's GT Academy online event inside Gran Turismo 6. Even with these new and exciting additions, Gran Turismo 6 still has an uphill battle against the upcoming Project Cars and DriveClub, so here's hoping that Gran Turismo 7 is on the way and perhaps not years away. The two biggest racing franchises in gaming go head-to-head in a definitive 16-point comparison test. At this year’s E3 in June, I got the chance to play Forza 5, Gran Turismo 6 and Driveclub back-to-back. However, as we all know, Sony’s upstart racer didn’t make it out of pit lane in time for the launch of PlayStation 4, and currently sits up on blocks in the developer’s garage, waiting to be finished. Until then, we have the usual suspects slugging it out for the title of king of the racing games, as they have done for many years. To find out, I’m conducting a 16-point comparison test of each game in a straight head to head battle. Straight out of the gate, Forza 5’s next gen advantage helps it win this category – though not by as big a margin as you might expect. Gran Turismo’s sound is decent, but occasionally falls flat with comedic consequences: some cars sound like sewing machines, blenders, and even vacuum cleaners. Both games are neck and neck in terms of having clear, easy-to-use menus that let you get around quickly. With Forza already spooling out a considerable lead, it’s time for Gran Turismo to fight back. Polyphony’s game delivers an incredible variety of challenges, from hillclimbing and rally racing to mini-games and driving on the moon. This category is really open for debate, since it’s very much down to personal preference and driving style.
Both games let you adjust their steering sensitivities to a reasonable degree, but out of the box Forza’s steering map to the controller feels tighter than Gran Turismo's. Gran Turismo has a slightly looser and more progressive driving feel that’s more damped down. On the limit, Forza’s driving model aggressively turns in, creating a little more situational understeer and losing grip faster if you power into a corner to fast. Both games offer drivers very similar tools to help them stay in control of their vehicles, but what Forza does is give the player an earnings bonus for every assist that is turned off. Some players love their racing experience viewed from behind the wheel of a realistically rendered cockpit, while others love the sensation of speed delivered by a low-slung bumper cam.
It's almost too close to call, but taking everything into consideration, Gran Turismo wins by a few thousandths of a second.
Forza’s “Drivatar” system allegedly uses human data to construct AI opponents, and that doesn’t seem far-fetched judging by the kind of idiotic mistakes I’ve seen rival cars sometimes make. There’s simply no contest here, even if you try to make an argument for quality over quantity. Gran Turismo also excels in the track department, featuring 37 different courses with multiple configurations.
Microtransactions have wormed their way into both these games, but while Gran Turismo feels like business of usual, Forza has had its pacing and structure compromised in the name of generating revenue. Gran Turismo’s tiered race-to-unlock format, increasingly difficult challenges and occasional gameplay surprises result in an experience that feels more progressive than Forza’s rather flat and unimaginative design. But factor in Forza’s phenomenal visual customization that enables users to create everything from crazy custom livery to replica racing regalia, and the American racer surges forward to take the flag. Forza’s multiplayer format is much more rigid, offering certain types of races that you can pick and choose. Gran Turismo offers a similar sort of thing with its Seasonal challenges, but it’s just not as robust or exciting.
Both games feature microtransactions, but Forza seems to have been tweaked to encourage players to use them, whereas Gran Turismo does not. In terms of additional no-cost, post-purchase content, both games have “seasonal” races that are regularly updated.
Gran Turismo and Forza both offer DLC in the form car backs that users will be able to buy over the coming months.
For what it’s worth, I’ve had both these games for weeks, but it’s Gran Turismo 6 that’s keeping me up late at night.
Gran Turismo is technically inferior, but its content shines, despite having some glaring issues. One piece of good news is that Forza 5 is soon getting a patch to return in-game earnings to the kind of level normally associated with Forza games. Good to hear that Driveclub is fun considering that it will be given away to Plus subscribers (well "Driveclub PS Plus Edition" anyways).
Ubi's The Crew looked interesting to me as well with what looked to be a pretty large open world.Edited 2 times. Silly question, but isn't "arcade-with-just-a-touch-of-sim" basically what Codemasters, Criterion and latterly Playground been releasing on a fairly regular basis?
I didn't get a chance to play Driveclub (cannot wait to get a look at it), but Forza is absolutely stunning.
The two I probably should have referenced are the Codemasters games (which for whatever reason I just don't enjoy that much, despite them being technically very good), and the Shift games, which I do enjoy, but it's been a couple of years since the last one. I used to be a bigger Gran Turismo fan prior to Forza becoming a big player in the racing scene.
At the end of the day though forza is a better game with far more customization and its just more fun.
I have never once, nor has any of my many friends with Forza 5 ever felt compelled to spend real money to buy tokens.

You're right about Assetto Corsa, and indeed there are a couple of other phenomenal sims on PC that don't get much attention.
I called out GT6 on the old model issue, but when you're racing, the low-quality models are moot. But ultimately, it's like I said at the bottom - remove the 3 least important things to you, and you have your winner. I put some serious time into GT6 long before I even got to put my hands on Forza 5, and in my opinion I think Forza 5 comes out on top where it counts.
Then compare the same stock '70 Plymouth Superbird to the '71 Dodge Charger Superbee, and if you note the performance details of these cars; the actual output between the two should be polar opposite. Although both cars feel soft and have an unresponsive turn-in, the Charger is much more planted in the rear end, while the El Camino's rear end will want to slide about at the slightest provocation. Mondo's first Castlevania music release on vinyl looks great, but these legendary tunes deserve better treatment.
Giant Squid's stunning, serene underwater adventure trips over itself, despite rarely setting foot on land. Ghost Town Games' arcade cooking game dishes up some very enjoyable - and often riotous - multiplayer action.
The photo above proves that the first discs are being printed and ready to be in the hands of eager fans.
Some games, as noted in the review, are provided to us by the publishers for review purposes.
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Polyphony Digital, developers of the massively acclaimed and admittedly rather addictive racing sim Gran Turismo, have finally spoken out on what’s happening regarding Gran Turismo and the PlayStation 4. This is no doubt good news for the hardcore racing  fans who found themselves somewhat let down by what was put on offer in GT6. It was great fun, and I compared my experiences behind the wheel of each game in this feature. As of now, there’s no firm release date other than a speculative “early 2014,” so we’ll just have to be patient and await its arrival. I’ve put about the same amount of track time into each game, and am comparing them both as objectively as possible. At its best, GT6 almost looks next generation, and it’s a frankly astonishing achievement for PS3. It’s consistently brilliant, with gleaming, meticulously detailed cars, gorgeous lighting and sumptuous landscaping. It’s almost like the game is missing some of the mechanical engine noises that combine to create that exciting, snarling, mechanical cacophony you normally associate with driving at high speed. Both games also let you look at car models close-up – but in GT6’s case, only select newer ones. Gran Turismo offers plenty of racing too - but also includes many other kinds of driving challenges. Forza is a pure racing game that focuses solely on the excitement of competitive driving – either against other drivers or the clock.
Its racing isn’t quite as good as Forza, but as an overall package, Gran Turismo is an amazing automotive theme park that’s brimming with fun things to do - and also includes a full arcade mode! GT doesn’t turn in quite so fast, doesn’t loose grip quite so quickly, but wants to run wide.
As I said, this is all about personal feel, and also very much depends on how you actually drive the game.
Where it breaks what would otherwise be a tie is that it delivers a more notable difference between car types and handling characteristics in a way that is quite remarkable.
This encourages Forza players to learn how to drive without the need for assistance, and essentially delivers a skill-based reward for those who don’t need help.
The way the game works with Xbox One’s controller is just phenomenal – and quite a revelation.
The controller feels almost inert: the Dual Shock 3’s bumps and jiggles just don’t match up to the latest joypad tech. And there are players who even like to drive their car arcade-style, looking at it from behind.
Gran Turismo does a slightly better job when it comes to external viewpoints, whereas Forza's superbly realistic, beautifully lit cockpit views make GT's look flat. Forza 5 is more polished and crisp, but Gran Turismo fights back with more organic and exciting camerawork. Gran Turismo has been criticized heavily in the past for its rather limited AI, which felt like it was driving cars around a track on rails, seemingly oblivious to anything that was going on around them.
I’ve been sideswiped, brake-checked and jostled off course – just like what happens when I’m racing real people. From real-life locations to its famous fantasy tracks, Polyphony’s racer offers a sensational roster of racing opportunities – almost three times more than Forza’s selection.
Compared to previous games, earnings from racing have been reduced, and cars are comparatively more expensive, making the game feel more of a grind. But wouldn't it be great if you could fully customize the look of its cars like you can in Forza, rather than only have the option of changing their colors?
If mechanical tuning options were the only thing under consideration, Gran Turismo’s marginally broader options would enable it to win this category by a hair. But when it comes its online single-player racing, the way it keeps records and challenges you with new rivals delivers an experience that feels really meaningful, and can push you to the limits of your skill as you see just how good you are against everyone else. Both games also feature microtransactions that enable players to buy in-game currency to speed up the acquisition of cars, and, in Forza’s case, boost earnings for a limited period. In Gran Turismo 6, the addition of this much-despised business model has been subtle, and barely impacts the game at all. As previously mentioned, the game’s traditional earning and cost structure has been changed seemingly to encourage users to buy credits and temporarily boost their earning levels back to a rate similar to prior Forza games. What’s clear is that this is a highly subjective test, and to calculate your own personal winner, I’d suggest eliminating the three (or five) categories that are least important to you and then add the numbers up again to find the clear winner.
The damage modeling is horrible, and the fact that you can cut corners (and indeed huge chunks of the track) while racing is just piss-poor design. That'll make a huge difference, and will certainly bring me back as a regular player again. If that's what you mean, how on earth have you been missing that kind of experience?Edited 2 times.
Criterion's games are pure arcade, so I'd put that stuff in the same category as The Crew and NFS: Rivals (which I'm covering in another article). I played gt5 solid for 1 year and really played nothing else loved it but tired of it and i can say that Assetto corsa on pc blows it away with a handfull of cars and tracks , created by a team of 10 people .If there are any race fans who have a pc check it out its in early beta on steam but i picked it up for ?23 from gamekeys4all best ?23 ive ever spent .

But for the benefit of this test, I didn't factor steering wheels in because firstly, most people don't use them, and secondly, for the most part the experience is identical on both. In your case, cars, tracks and whatever other thing you don't care about, and that should make Forza 5 a winner for you.
I seriously urge you to buy assetto corsa and give it a whirl you will be blown away by the driving experience . A '67 El Camino and '70 Superbird in GT6 feel exactly the same around corners, both feeling like bricks with solid steel bars for shocks. Granted, this game was supposed to be coming out later this year, or early next year but a little extra development time isn’t too bad. At the end of the review I’ll simply add up the points scored on each comparison, and the winner will be the one with the highest score.
Some cars have a more rorty exhaust note and sound more like racing machines, but for much of the game, the engine “soundtrack” sounds somewhat detached from the racing experience. Forza lets you look at everything in quite exquisite detail, making it a far sexier automotive experience.
This results in a more immediate and direct steering feel that’s very responsive – but also feels slightly more “twitchy” and can make cars feel a little lighter.
This means it’s slightly easier to catch a slide or correct an over-correction (perhaps the most common cause for a spin in both games).
The end result is powering out of corners is a tad more effective in Forza, while braking into corners and maintaining grip is marginally better in GT. For me, that small, but critical difference is all that’s needed to put Forza past the finish line first.
Subtle feedback is delivered through each trigger so you can feel the ABS going on, wheels locking or spinning, and even gauge grip under acceleration. Car-to-car impacts are meaningful, and sliding off the track into a wall can result in race-ending damage to your car. In this latest edition, GT’s AI has been upgraded and definitely drives much more intelligently, so that if a car gets knocked off course, it no longer idiotically bashes into whatever is in its way as it tries to get back on its hard-coded racing line.
It can be immensely frustrating when you’re trying to run a clean lap and a Drivatar nails you for no apparent reason, but overall the AI offers a decent level of challenge and some great – and sometimes infuriating – moments. And sure, while its vast selection of near-identical models of Miatas, Lancers and S2000’s sometimes makes it feel like it’s cheating, Gran Turismo’s mind-boggling volume and variety of cars leaves Forza standing. Its Vision Gran Turismo feature will deliver specially designed cars throughout next year – and they’re free. It plays very much like prior Gran Turismo games, only this time around players who don’t want to put in the work to earn cars can simply buy them. Add in the fact that oftentimes you’re recommended cars for races that you need to buy with real money, and it just feels like the game is constantly asking for cash. Another way of looking at it is to pick the top seven (or nine) most important categories to you, and see which game takes the top podium spot.
It’s not as technically polished as Turn Ten’s game, and has some pretty dreadful flaws, but I just love all its different driving challenges, cars, tracks and racing series.
Its range of cars is decent, but feels artificially reduced due to the influence of its microtransactional model.
But despite that, the way Gran Turismo articulates different car types and handling characteristics is phenomenal, and its sheer variety of cars, tracks, racing formats and minigame challenges makes it hugely entertaining to play. Forza Horizons is definitely close to being arcade racing, but since it's open world with slightly different objectives than just a checkered flag, it doesn't quite fit in here. If only kunos the asseto corsa developer , slightly mad studios ( project cars)and simbin (gtr race07) could merge together ,polyphony and turn 10 would get blown away! The only real difference you can feel between the two is the fact that the El Camino has a two speed! Not to mention there have been many improvements to the game’s physics to make it feel more realistic too.
Despite being the newcomer to the racing scene, I enjoyed playing it more than I did the demos of Forza 5 and Gran Turismo 6. For the first time ever, one franchise has the advantage of being a generation ahead of the other.
GT6’s muffled whump of a crashing noise is just terrible – sounding like someone thumping a garage door with a sofa cushion.
This really enhances the driving experience, and enables you to drive with a high degree of finesse. In Forza, driving into something you shouldn’t has consequences – and the way damage is articulated, while not fully realistic, is nevertheless terrific. It’s clear that cars still follow a preset course, but now they improvise and react more realistically to what’s going on around them. That’s also true of Gran Turismo, but since money is easier to come by, you get more cars for your effort and earning cash feels less like a chore. That makes racing incredibly fun, because you can set things up however you like, from open racing to identical model face-offs. I must admit, I do find Forza's smaller selection of tracks rather repetitive, even though they are of high quality. GT6 also adds 7 new locations and 19 new layouts, bringing those respective totals to 33 and 71.
While they’ve been upscaled for this release, wheel arches comprised of straight lines and fuzzy car decals are a clear reminder of their origins. It took me a little while to “read” the controller, but now I can, it really does elevate the driving experience to that cliched whole new level.
Because of that, they now deliver a decent challenge and make racing fun – as long as you can resist the temptation to smash them out of the way because you can.
The game will also boast a new physics engine with new aerodynamics, tyre, suspension and kinematics models, developed in technical partnership with car industry tyre manufacturer Yokohama Rubber and suspension company KW Automotive.And crucially, there will be an all-new interface with faster loading times.
The overall quality is therefore somewhat patchy – something Polyphony really needs to address when its franchise transitions to the new generation. That really does leave a sour taste in one’s mouth, which is a shame because Forza is otherwise gorgeous-looking, offers the most exciting racing experience by far, has terrific damage modeling, awesome record keeping, and generally feels really tight and buttoned-down. We’re pleased to deliver GT6 to PlayStation 3 as we have a very loyal community on that platform. Even cutting corners and driving off track is a breeze in Gran Turismo’s indestructible, Teflon-coated bumper cars. However, we have refactored the game to make it very flexible and expandable, with a view to making many future developments. I am very pleased with everything about the new game and the new additions, but the launch will be only the beginning for GT6.

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