Closed Beta Confirms Gran Turismo Sport Will See the Light of Day

After years of uncertainty surrounding the next major Gran Turismo title, including the lengthy delays that have become standard for the franchise, and substantial changes in the overall design philosophy that will see a shift from the grind-heavy single player experience in favor of something like iRacing, but for the PlayStation 4, Gran Turismo SportPolyphony’s first foray into the eSport kingdom – is set to embark on a closed beta period in exactly one week. The move essentially confirms that the game is no longer stuck in development hell, desperately searching for a unique identity while trying to convince fans of the series this project is indeed in the pipeline, but instead that Polyphony Digital have finally put together a cohesive product they’re wanting to show off to the world.

Unfortunately, there is a catch. A couple of them, actually.

There are murmurs that some sort of non-disclosure agreement will come with acceptance into the beta program, which American and European users can apply for here, limiting the amount of public knowledge that will circulate about the title after the beta process has been completed. Other websites are also stating that the servers won’t always be open, meaning that sim racers won’t receive complimentary access to the title well in advance of the official retail release – they will be instructed to sign on at certain periods so the developers can monitor the online events in real time. Sure, it’s a good move by Polyphony to stay on top of any problems that may arise, but this certainly won’t be a play-at-your-own-leisure experience when compared to titles such as Project CARS, Call of Duty, or Formula One 2017 – and that will certainly throw PS4 owners a curve-ball. Not everyone is going to take a few days off work to play Gran Turismo sport directly when Polyphony ask them to, as there’s these things called work, friends, and family that occasionally get in the way of gaming sessions.

There’s also the question of whether long-time Gran Turismo fans will actually understand the vision for Gran Turismo Sport, as the drastic departure from traditional Japanese gaming elements in favor of a modern eSports approach won’t sit well with people who have followed the series since its humble beginnings on Sony’s original PlayStation. Some portions of the Gran Turismo community legitimately sit down and teach users how to progress through the game without playing it (as displayed in the video below), so I’m expecting a very tangible backlash from users who are suddenly forced to participate in competitive online races to progress through the experience, rather than mess around in some sort of all-encompassing automotive sandbox like the previous games.

Regardless, if you happen to own a PlayStation 4 for any number of reasons, it’s probably worth signing up for the closed beta in the off chance you get accepted, as a whole bunch of people are curious as to how this game will turn out; Polyphony’s never done something like this before, and it’ll be interesting to see a company this fucking enormous try their hand at sim racing as an eSport.


Pikes Peak Now Exclusive to Gran Turismo

toyota_tacomaAfter the decade-long disaster that was Porsche’s exclusivity deal with Electronic Arts, locking away the prestigious German automotive brand from all but the most frivolous of driving games, you’d think that other developers would take a good hard look at what exclusivity agreements can do to the genre, and make every last effort to avoid them at all costs. It appears the folks at Polyphony Digital either haven’t gotten the memo or simply don’t give a shit, as Codemasters of all people have confirmed both in an interview with Eurogamer, as well as on their own official message board, that Pikes Peak will now only be featured in Gran Turismo games – as Polyphony Digital have secured exclusive rights to the legendary American hill climb competition.

Many have wondered why the preview footage we’ve seen of DiRT 4 failed to include any sort of menu options relating to hill climb racing after Pikes Peak was part of DiRT Rally’s vanilla roster of content, and now we’ve got an answer. The rights to the virtual rendition of the event have been scooped up by Gran Turismo.

mitsubishi_fto_1It’s a very strange decision on the part of Polyphony Digital. As a ground level consumer, I can’t understand why going after this license for an exclusivity deal was even worth their time.

The Pikes Peak hill climb, as well as a handful of relevant cars that have attacked the infamous mountain over the past thirty years, have made sporadic appearances throughout numerous simulators built for an audience much smaller than what Gran Turismo traditionally reels in – most recently in both DiRT Rally (2015) and Sebastien Loeb Rally Evo (2016).

Unlike Porsche, there isn’t a genuine need to monopolize the Colorado motorsports competition for use in one specific game, because it’s not like every single simulator has it included by default, nor are fanboys fighting over which of the eight different versions on the market is supposedly the superior rendition. It’s literally this obscure stretch of road that a fraction of a fraction of sim racers care about, and only two developers have bothered to tackle over the past decade, so why not leave it open for these developers? What are you going to gain from saying “Pikes Peak, only in Gran Turismo?

People already know the GT games were never hardcore rally simulators, so what are you trying to accomplish here, Polyphony? The people who bought DiRT Rally and Sebastien Loeb Rally Evo partially for Pikes Peak, certainly aren’t going to rush out and buy the next Gran Turismo, primarily because it’s Gran Turismo and not a proper hardcore rally simulator. Hell, I don’t want to drive Pikes Peak in Gran Turismo, I want to drive it in a dedicated rally game. Why would you take that option away from us?


audiSo alright, Polyphony have the Pikes Peak license, and there’s nothing we can do about it.

Will we even see it in a Gran Turismo game?

The folks behind Gran Turismo have not released a single commercial title since Gran Turismo 6 in late 2013, their upcoming PlayStation 4 project GT Sport has already suffered one major delay due to concerns over the direction of the simulator, and when it does come out, it’s said to center primarily around competitive online circuit racing and fictionalized RallyCross championships – not point-to-point rally racing with a single car on a narrow mountain pass. This is something you can go look up on Google by simply typing GT Sport Rally. With the competitive online platform Polyphony Digital are trying to build, something like Pikes Peak doesn’t even make any sense in the context of a game such as GT Sport. You’re including a host of ultra-wide off road circuits designed primarily for competitive head-to-head, door-to-door play, and then you go and gain the exclusive license for… Pikes Peak? A two-lane mountain pass primarily used for time trials?


cargame_610Why would you go out and license a very specific rally racing event, when the track doesn’t even have a purpose in your upcoming release?And given how long the wait is between major Gran Turismo releases, we’re looking at a situation where we don’t see this exclusivity deal produce anything until Gran Turismo 7 in 2021 at the earliest.

In my opinion, rally fans got royally fucked today by this deal, and I don’t believe we’ll even see Pikes Peak in GT Sport later this year; I’m under the belief Polyphony paid for the rights to an event that won’t even be in their upcoming game. And it wouldn’t be the first time, either.

ttIt was even announced on local radio as coming to Gran Turismo 7 back in 2015…

tt-2015Of course, we all know how this turned out; despite supposedly scanning the entire circuit and revealing to local radio that Gran Turismo 7 would feature the Isle of Man TT motorcycle course, the license was instead acquired by Bigben Interactive.

Good job Polyphony for pissing off hardcore rally fans!

Get That Arcade Shit Out of Here

screenshot_2017-01-12-08-29-45-1What you’re looking at above is the ultimate display in sim racing elitism. As of today, Facebook’s largest group for discussing our little hobby – over 7,500 users strong – have voted to ban all discussion of both the Forza Motorsport and Gran Turismo series, with users who create posts featuring either of the two titles in the future to have their submissions removed at once, and potentially banned from the group altogether after repeated infractions. The latest in a string of incidents which prominently showcase how toxic our community can be to those who refuse to blindly worship obscure PC simulators and broaden their horizons with software constructed for mass market appeal, a survey completed by just 1% of the Facebook group has effectively told a significant portion of our hobby that two perfectly competent simulators are taboo topics because they’re too successful.

Or something.

Earlier this week, I published an article stating I believed the downfall of sim racing was due to iRacing convincing the community that the hobby should be treated as an exclusive online country club rather than a $60 video game, and it appears some of my sentiments are being reflected in how these online groups are being moderated. I feel this is complete bullshit for the community to act in this manner. Both Forza Motorsport 6, as well as Gran Turismo 6, are virtually no more or less hardcore than titles such as Project CARS, Assetto Corsa, and iRacing; refusing to even acknowledge their existence or label them as “arcade games” is pretty hilarious when you actually pick apart the technical aspects of each console release.

Gran Turismo 6

Let’s start with Gran Turismo 6, because I really want to ruffle some feathers off the bat in this post. While many sim racers got their first real taste of the racing simulator genre with the third and fourth entries in the series on the PlayStation 2 before moving onto the Windows gaming platform, Gran Turismo 6 enters the ring as Polyphony’s flagship modern simulator.

The Gran Turismo series, dating all the way back to its inception on Sony’s original PlayStation, has been all about car collecting and JRPG-style grinding, with the core driving experience taking a back seat to garage management and progression elements. Aside from the endurance championships near the end of each game, most races are three lap sprints against an underwhelming artificial intelligence, which are placed well ahead of your starting position to generate a challenge that otherwise wouldn’t be there on a proper starting grid, so it’s certainly not an authentic Le Mans Prototype experience until the final portions of Career mode – and that’ll indeed make some believe it’s an arcade racer.

But there are ways to turn Gran Turismo 6 into something significantly more recognizable as a hardcore sim nerd. Each vehicle in the game comes with tires that are simply too sticky to be realistic, and Polyphony automatically enable most of the driving assists by default – meaning the Gran Turismo 6 most of you have played out of the box is vastly different than a hardcore sim racer’s custom GT6 profile. Taking thirty seconds out of your day to configure your steering wheel, turn off the numerous driving aids, and equip a harder tire compound than the car’s default, Gran Turismo 6 produces a driving experience on-par with most PC simulators. Lap times at Brands Hatch in the GT3 Spec BMW Z4 mirror what the rFactor 2 Endurance GT Payware mod cars are capable of, and the virtual recreations of locations such as Spa, the Nordschleife, and Laguna Seca are phenomenal.

gran-turismo-6-online-3-e1386199093439-638x360Yes, there is a problem with some of the car setup options in Gran Turismo 6 – running no camber at all generates an instant boost in speed when this would instead destroy your tires in real life. However, this exact same bug is present in Project CARS, a game which was financially aided by 35,000 hardcore sim racers. And though the single player events are designed to fuck with gamers via unfair AI head starts and bogus sprint races that almost never bring tire wear or fuel into account, the robust online functionality of the title offers hardcore sim racers the ability to conduct their own events, with proper practice & qualifying sessions, and a traditional rules package that can make use of standing or rolling starts upon the request of the user. Assetto Corsa, on the other hand, currently does not allow PS4 or Xbox One owners to host their own custom lobbies; they are at the mercy of whatever configurations Kunos Simulazioni have put into the dedicated server rotation.

Gran Turismo 6 has been deemed to be an arcade racer and not worthy of discussion by the same community who financially contributed to a different game exhibiting the exact same camber bug as Gran Turismo 6. This same group of people also neglect Gran Turismo 6 despite offering more functionality for hardcore sim racers than a game whose tagline is Your Racing Simulator.

v8supercarsford5falconfgwmforza6Moving on, let’s look at the other title wrongfully thrown under the bus, Forza Motorsport 6. The Forza Motorsport series originally launched in 2005 as Microsoft’s answer to Gran Turismo, but since it’s introduction to the scene a little over a decade ago, most people believe the Forza series has objectively become the better game. The car roster is a great deal more diverse than the fifty different Nissan Skylines and Mazda MX5’s taking up needless space in Gran Turismo, the livery customization elements, auction house, and setup building marketplace have added a virtual Barrett-Jackson element to complement the racing experience, and last but not least, there’s an enormous amount of shit to do in the game.

Like Gran Turismo, but directly addressing GT’s shortcomings, Forza Motorsport gives users several different ways to play through the game – though most of them are intended to appeal to a casual audience. Online races are short and sweet, perks or handicaps can be applied each race to exponentially increase your post race rewards, thus allowing you to accumulate a comprehensive collection of cars, and some of the engine swaps can get pretty absurd. It’s very easy for a hardcore sim racer to become turned off by the flashiness of Forza.

But it’s just as easy to ignore it all. Buried within the career mode are several Endurance racing events which can be entered with only light progression through the main experience – which most wise sim racers will partake in anyways to dial in their wheel settings and explore some of what Forza 6 has to offer. A pretty solid selection of multiple hour endurance races can be attempted using a vast array of modern racing machinery, with the game’s Free Race feature allowing you to configure your own races with virtually any piece of content in the game – which also pay out cash prizes and continue to your career progression. There is nothing stopping you from configuring a 14-lap race at the Nordschleife in any of the historic Formula One entries available in Forza Motorsport 6 to bring Grand Prix Legends into 2017, and if IndyCar is your thing, 50 laps at Long Beach may not be full race distance, but it’s more than enough.

forza-6-enduranceThe aforementioned perks and handicaps can be disabled entirely, and you can even select the number of mandatory pit stops for each race, generating a Forza Motorsport 6 experience decidedly different than the dudebro culture-infused mainstream gameplay you’ve probably seen demonstrated in various videos from annoying YouTube personalities.

Behind the wheel, it’s also not terrible to drive. A good friend of mine owns Forza 6, and I’ve logged many laps with his Logitech G920 exploring everything the game has to offer because that’s what you do on a Friday evening before raceday. Truthfully, it resembles how Assetto Corsa felt about a year ago. The cars are just a hair too planted in all situations, and though it’s something I can forgive considering the scope of Forza and how it’s intended primarily for mass-market appeal, I find it hilarious when Assetto Corsa owners knock Forza Motosrport 6 for somehow being “less serious” of a racing simulator – in this particular case, an arcade game. Forza, as it stands right this minute, drives how Assetto Corsa did on the PC in the spring of 2016. Unless you’re a phenomenally inexperienced driver who cannot possibly begin to diagnose car handling discrepancies, or just that ridiculously determined to become part of some exclusive PC sim racer club because you desperately need something to belong to, I’m a bit lost at how Forza Motorsport 6 is being labeled an arcade game when it feels roughly the same as Assetto Corsa once did.

Especially given some of the other bells and whistles found in Forza Motorsport 6. The Long Beach Street Circuit still hasn’t been completed for iRacing – instead being sold as an unfinished tech track with barely any scenery – and if you see it in YouTube videos by any chance, it’s a bit embarrassing. On the other hand, operating on inferior hardware compared to modern PC’s, the Xbox One version of Forza Motorsport 6 boasts a beautiful rendition of Long Beach, as well as the 2016 aero kits for the Dallara DW12, while iRacing still operates using an outdated 2012 model. Forza Motorsport 6 also includes in-game functionalities for livery and setup-sharing, whereas iRacing members are forced to download a third party program and manually browse the forums just for a whiff at custom content. And though the game does not ship with a safety car, caution flags which serve a purpose, or the ability to jump the start, the first two features are not functional in Assetto Corsa. Instead, owners of Forza Motorsport 6 get to play in the rain as compensation – a weather variant only found in rFactor 2 and Project CARS.

This somehow warrants Forza Motorsport 6 being labeled an “arcade game.”

maxresdefaultIn conclusion, it’s frustrating to see the elitists of the sim community deem perfectly decent alternatives to hardcore PC racing sims as arcade games that are against the rules to talk about in very large sim racing communities. Forza and Gran Turismo are solid titles, both of which I personally enjoy, and while I’ll obviously stick to my isiMotor stuff for competitive league racing, there’s nothing inherently wrong with what Forza or Gran Turismo bring to the genre. Both series make a genuine effort to accommodate the hardcore users alongside the casual audience, and it’s very bizarre to see sim racers outright ignore these elements.

Gran Turismo 6 has infinitely more online functionality than Assetto Corsa, generates the same lap times as rFactor 2, and exhibits the same bugs as Project CARS, yet Assetto Corsa is the game sim racers are masturbating over, Project CARS is the game they’re throwing money at to help develop, and rFactor 2 is what they’re shitposting about on every message board that hasn’t banned them for their viral marketing efforts, all while calling Gran Turismo an arcade game.

Forza Motorsport 6 admittedly does slightly more to cater to the casual players, but all of these little diversions to the core experience can be set to off, and you can still play Forza as a modern substitute for GTR 2 or Assetto Corsa – with plenty of hardcore endurance events to select from, as well as your own custom races even counting towards your profile’s overall progression. Yes, there are stupid perks, three lap sprints, prize wheels, and a whole bunch of assists enabled by default. You can scrap all of those and run three hundred laps at Homestead-Miami Speedway, or 50 laps at Road America if you’d like.

Yet nobody ever dares to mention any of this.

It’s as if I wasn’t kidding when I said sim racers want the genre to be an elite online club so they can finally feel like they belong to something, rather than a selection of driving games which require a slightly higher base level of skill to be successful at.

Gran Turismo 6

Reader Submission #126 – Stop the PR Madness!

ams-2016-11-26-18-53-45-90Earlier in the week here at, I published a short piece on iRacing’s Pablo Lopez, who was given the opportunity to enter an invite-only Mazda Miata cup time trial challenge traditionally reserved for real world SCCA drivers thanks to his performance in a sponsored iRacing tournament. As anyone with a functioning brain was able to predict, Lopez didn’t fare so well, adding his name to an elusive group of sim racers whom iRacing has propped up as these online racing Gods, only to struggle when given a shot in a real car funded by iRacing, because the simulator didn’t teach him jack shit and in many ways actually ingrained a number of bad habits into his driving style, habits he was unable to shake while turning laps at NOLA Motorsports Park.

Saturday night’s Reader Submission comes from an individual who has written to us before – though he wants to remain anonymous in this instance – regarding how absolutely stupid these publicity stunts are, and how developers such as iRacing could adjust their marketing pitch to continue with the same concept yet make them more effective in the long run.

ams-2016-11-26-18-58-15-63Hey PRC. Do what you can to hide my identity, I really don’t want to associate my name directly with this piece.

I was reading your last article about how companies such as iRacing try to put sim racers into a real life race scenario – and often failing – and it reminded me about how absurd the concept is of taking people who have never raced in reality and putting them into a situation like that is.

I want to stress first of all that, yes, I know the people who have won past GT Academy competitions can race pretty well in reality and have made great careers for themselves in the motorsport business because of it. However, most of those who have been on GT Academy have had racing experience before, but at an amateur level. For example, before he appeared on GT Academy, Josh Muggleton had competed in a few amateur sedan races in order to get his racecraft and techniques dialed in, before he took part in the filming of the show. Lucas Ordonez was also a semi-professional kart racer before appearing in GT Academy; his karting career only put on hold due to a lack of funds.

While those, including myself and James, who have got some kind of racing license at a NASCAR or even a local level, are ineligible to compete in the contest, those who are in GT Academy aren’t just teenagers that happened to be really good at Gran Turismo; they had some prior practice in real racing, even if it was only just going to a local indoor kart track every week with mates.

What irks me the most about these publicity stunts, is that people are somehow shocked that the sim racers don’t do as well in real life as they do on iRacing or Project Cars and what not. This is because, in reality, the sims that are publicly available don’t actually teach you how to race in real life. Sure, you can learn about racing lines and how to race clean side-by-side, but once you’re in a real race car, that all changes dramatically. Sims don’t allow you to feel the suspension compressing and the car bottoming out and going light over the hill at Eau Rouge or Radillion like it does in real life, they don’t replicate the wind and g-forces knocking you and the car around and the debris that flies around. Because that shit is scary. And race car drivers know this, though they don’t admit it. 

The difference is, however, that both amateur and professional racers have learned to overcome the fear. They still get nervous before a race, but they know how to block it out and get on with the job. They can go wheel to wheel with someone and not think about the consequences of touching or colliding, which is another thing sims can’t replicate. They can feel and react to what the car is doing and how to work with each reaction. Sim racers simply don’t have that. The ones that get thrown in without any experience apart from “oh, they won an iRacing NASCAR League a couple of times” have never had to feel the initial anxiety of overtaking a real car without wrecking themselves and costing themselves a lot of financial stress, they have never felt the car lose grip and start sliding with the g-force being so strong that you have to fight the wheel to get it back in control and no amount of a Logitech G27 vibrating like a sex toy is going to prepare you for that. 

And before someone in the comments points it out, yeah, the real life racers use iRacing and rFactor in their time off. But it’s not because the default version of those games are super realistic and helps them find setups to use in the real races. They basically only use it to practice hitting apexes,  and racing against other humans. That’s not really that groundbreaking in the scheme of things, it’s only really keeping the basics of racing fast refreshed. And in regards to teams using purpose built sim, they usually commission a software company like Image Space Incorporated to provide a specialized sim for them that is far more realistic, and in turn harder for mere mortals to handle. 

So, in conclusion, the advertisement that a sim is so realistic it can make any sim racer a racing superstar is really just public relations fluff that isn’t true in the slightest. What needs to happen in the long run is for companies like iRacing to stop putting people who are not actually qualified to drive in a real racing environment for the sake of tooting their own horn and prancing around how great they are. If they did something similar where an up and coming racer is having a MX5 Cup debut at Laguna Seca, and uses iRacing to help prepare and talk about some of the similarities he or she found, that’s fine, because they at least know what they’re doing. 

Sorry for the long rant, but it’s just a frustrating concept that is so elementary when you look into it. I’d like your thoughts on the matter. Cheers anyways.

ams-2016-11-26-18-55-59-82I’m glad you started things off with mentioning certain GT Academy champions, because it’s a misconception I’ve wanted to address for the longest time here at, but didn’t really have the incentive from our readers to do so.

The more you research into who exactly the winners of GT Academy happen to be, a lot of times you find out they certainly aren’t random teenagers from around the world; as you mentioned with Ordonez and Muggleton, they were amateur racers with actual on-track experience, who happened to be talented enough to sit down and haul ass on Gran Turismo when the opportunity was presented to them. I personally wish more and more people other than myself would be willing to touch on this aspect of the GT Academy festivities, because if you talk about this stuff openly and don’t adhere to the narrative which Sony, Polyphony, and Nissan instruct web sites to push, it prevents individuals like the delusional segment of the iRacing crowd from getting lost in their fantasies and believing there are legitimate NASCAR scouts spectating random races on the service.

In short, if you as a video game company go out and tell the general public that random motherfuckers are getting pulled from their crusty sim cockpits and handed a professional racing career for merely being good at their particular video game, there are indeed many people within the community who will take that to heart. And we saw it last week when Jason Jacoby revealed to the world that he dropped a whole lot of money he didn’t have on a custom sim rig, complete with his own fire suit. When you don’t know that GT Academy is a bit of a smoke and mirrors show, or in Jacoby’s case, aren’t aware that NASCAR driver Josh Berry wasn’t just handed a JR Motorsports ride because was friends with Dale Earnhardt Jr. through private online NASCAR leagues over the years, you end up basing your knowledge of this world on quarter-truths and hearsay. Believe me, there are many people in the sim racing community who are like this, and hopefully if our boy finishes his homework in a timely fashion, we’ll have someone on willing to put his name out there and confirm some of the insanity I allude to.

ams-2016-11-26-18-57-28-99The next topic you bring up is how sim racers traditionally struggle with the physicality of driving a race car – otherwise known as fear of crashing – and to this, I have to partially agree.

I understand I’m a bit of an anomaly when it comes to crossing over from sim racing into reality; I’m that asshole who once tore up his own neighborhood in a Rotax kart just for something to do, but I’ll admit it: performance driving is a bit hectic, and you learn real quick if you’re cut out for it or not. Whether you’re out with friends at the local indoor karting complex, shitting up your local oval track, or at the wheel of an extremely powerful purpose-built race car, walls hurt. Hitting other cars also hurts – and even light contact is fairly loud and unsettling. Dancing on the edge of a tire, or willingly letting the rear end of your vehicle hang out on corner entry because that’s how you’re supposed to go fast in front wheel drive cars, is not a feeling most people are going to be comfortable with; there’s a fine line between getting it right, and getting it oh so very wrong. It takes a very strong mind to stay focused in that situation and continue to push.

I got over that portion of anxiety by reminding myself that driving in circles is something I’ve wanted to do since I was a toddler, walls only hurt if you hit them, and it’s not like I have a female companion expecting me to come home at the end of the day. That kind of positive self-talk may not work for others, but it worked for me. And of course, there will be people who comment things like “who are you to speak about this subject, you only drive indoor karts and shit boxes at some oval nobody cares about” – and to that I say it all evaporates into thin air when you’re strapped into something via five-point safety harness.

ams-2016-11-26-18-56-44-98Now for the last portion, I will contest your underlying point about racing simulator experience not transferring to the real thing aside from basic driving lines and race craft. I’ll honestly go out on a limb and say racing simulators are roughly 85% accurate, with the final 15% boiling down to sensory overload elements that no full motion rig can reproduce. I’ve talked about this in the past, but no sim setup will be able to replicate the PA system fading in and out depending on the part of the track you’re on, the smell of Hot Dogs in turn one, the bits of rubber bouncing off the windshield, or the broad range of vibrations you receive from every inch of the car. It’s just not happening.

But just like in a simulator, all you drive a car with in real life are a set of pedals and a steering wheel. In theory, provided the software itself is of particularly high quality, the same wheel & pedal inputs on a simulator should carry over to real life with one to one accuracy – also known as muscle memory. The reason iRacers have such trouble adapting to real cars is because the physics engine is still largely a work in progress project. From one month to another, iRacers are basically given brand new cars requiring a totally different driving style thanks to a constant stream of updates, with tires that most people on the service still can’t comprehend in the slightest, and weird weight transfer effects leading to bizarre tank-slappers that can destroy even the most talented of sim racers. What this does is royally fuck up the muscle memory sim racers acquire through practicing iRacing.

At the risk of sounding like a shill, other games prepare you in a more adequate fashion. One of the greatest things ever to happen to me in my sim racing career was receiving a lifetime ban from iRacing, because it effectively forced me to try out and get good at other simulators, titles actually drove like a real car.

ams-2016-11-26-18-55-00-01But even with the ability to branch out and try other games, merely owning a bunch of different simulators and jumping around to each of them isn’t the recipe for success. I was lucky enough to be surrounded by like-minded sim racers – some of which who write for the site – who were able to tell me things like “rFactor 2 gets this portion right, practice this car on this track in rFactor 2 to prepare yourself for element A”, or “NASCAR Racing 2003 Season models this correctly, practice this car on this track in NASCAR 2003 to prepare yourself for element B” Dustin jumping on Teamspeak and saying “Assetto Corsa sucks, but put in a ton of laps on the Lamborghini Muira because that will teach you proper throttle control” is valuable advice which helped me in my own journey, but it’s also advice that a lot of these iRacers simply weren’t getting prior to these marketing stunts.

And that’s what the team at iRacing really need to do – before Lopez or Alfalla or Huttu find themselves in a real life car with the cameras rolling and the entire world of sim racing watching, someone needed to pull them aside and say “here are the specific areas you need to practice on our simulator to prevent from embarrassing yourself.”

If their simulator isn’t up to snuff and teaches them bad habits, maybe get your fucking shit together and build a competent simulator before you go out and do all of this crazy PR stuff. Because in my experience, managing tire wear was indeed pretty damn close to how it worked on rFactor, and I let the rear end hang out on corner entry the same way I did in RaceRoom Racing Experience. These are developer teams operating on a tenth of iRacing’s budget, and I can safely say the WTCC cars in R3E made me pretty damn good at driving a shitty Cavalier in real life.

ams-2016-11-26-18-55-09-39Lastly, your views on how iRacing – as well as other sim developers – should change their marketing tactics are correct. I really don’t want to see these random online racers get a shot in a real car and proceed to establish themselves as a back marker, because any idiot can read between the lines and determine the simulator didn’t really help them at all. Go out and find talented drivers who race the simulator in their spare time, and talk to them about what elements help prepare them for the upcoming race weekend. Not only is it cool to hear about each individual driver’s training techniques, it reflects well on the community that you have these really obscure games actually playing a genuine role in the real world counterpart.

I agree that it’s frustrating to see these PR stunts fail spectacularly, time and time again. Maybe we’ll move on from them in the future once companies figure out it’s just making ’em all look like morons.

Gran Turismo Sport Bites the Dust?

GT-Sport-Northern_Isle_Speedway_Gr3_09Maybe it’s time to get back on the Microsoft bandwagon. With Forza Horizon 3 quickly approaching, and a slew of supporting racers rounding out what is a growing library of worthwhile Xbox One games, Polyphony Digital have instead began the process of refunding users who have pre-ordered Gran Turismo Sport. Only a few short days ago Kazunori Yamauchi announced the ambitious PlayStation 4 title would be pushed back until sometime in 2017, but it appears this was only the first step in what could possibly be a full-scale meltdown for the franchise.

Gran Turismo Sport was intended to be an iRacing-like experience built for the mainstream audience of the PlayStation 4. Even though much-requested features such as an in-depth livery editor would finally land in the simulator after years of popularity in the Forza Motorsport franchise, the core experience in Gran Turismo Sport was said to abandon the traditional car-collecting meta-game in favor of events conducted under a set of hardcore auto racing rules and regulations. It sounded really fucking sweet on paper, and though some scoffed at what Kaz had been trying to do with the FIA partnership – implement a virtual racing license – the decision for Polyphony to move Gran Turismo in a new direction seemed very promising.

GT Planet is reporting those who pre-ordered Gran Turismo Sport have received a very unique message on their PlayStation 4 dashboard today, indicating Polyphony Digital have refunded their purchase of Gran Turismo Sport. This potentially displays a very serious problem is occurring with the development of the game. Traditionally, when most video games are delayed for a period longer than six months, a customer’s purchase is not refunded, and their pre-order remains intact – though it obviously pisses off the customer who was eagerly anticipating the game. In this situation however, such a fundamental change has taken place behind the scenes in regards to GT Sport, mass automated refunds are taking place. You don’t have to be a genius to realize that’s not a good sign.

Gran Turismo 5

The long-term ramifications this may have on the Franchise could possibly spell disaster for Kazunori Yamauchi and the team at Polyphony Digital. After starting a cult phenomenon with the first four entries in the Gran Turismo series, lengthy delays and underwhelming releases highlighted the fifth and sixth iterations of Gran Turismo on the PlayStation 3. Many fans were put off at the lack of cohesion found in both games, and despite each offering loaded to the brim with cars and tracks, hardcore fans discovered numerous features and oddities announced during development were nowhere to be found. As if their hopes and dreams weren’t already crushed enough, Gran Turismo 5, as well as Gran Turismo 6, relied on outdated PS2 car models to significantly boost the vehicle roster in a way which was actually counterproductive to the overall experience. This “third strike” may be enough to put the franchise firmly in the rear-view mirror.

Gran Turismo 6
Gran Turismo 6