It was smaller than PGR2 but it got you into the fun cars faster and the way it handled retrying an event is one of my all time fav menu structures. Your top 5 scores go towards your total score.
PGR 2 had the better single player career structure the better cities and circuits and the better online code. They tried to over complicate it with 3. Having said that I was in Day one with 2 and there was a great community of people who couldn't believe online racing was such fun and treated it with respect.
By the time I got a 360 I think people had moved on from 3 in general.. The glory days where over.
PGR3 was fine on-line early on, most 360 games were before the machine really took off. Mass market broadband adoption was what did for on-line racers, there doesn't seem to be a solution for people being arseholes apart from sticking to private lobbies. Maybe Blur is the best you can get, although making smashing into each other part of the race changes things too much to compare it to PGR.
Bizarre Creations are a terrible loss, it's getting annoying the number of devs claiming a bit of their heritage when it's obvious that nothing will come close to their racers again.
Ignore him, he's just bitter 'cos of the FM4 season pass he coined out for.
I'd sure go for a new Teh Blur, hell I'd even drop to my knees for a XB1/PS4 port, let the graphics loose on those particle effects, 60 frames, etc. I have one eye on Bugbear's Next Car Game, og FlatOut was a physics riot, and this could hopefully be an online winner.
GT: WEBBIN5 - A life in formats: Sinclair ZX81>Amstrad CPC 6128>Amiga 500>Sega Megadrive>PC>PlayStation 2>Xbox>DS Lite>Xbox 360>Xbox One>Xbox One X>Xbox Series X>Oculus Quest 2
The pressure is on for it to be special, at least it is launching into clear air though. Forza Horizon 2 is X1, and the multiplat The Crew and Project Cars are November releases.
GT: WEBBIN5 - A life in formats: Sinclair ZX81>Amstrad CPC 6128>Amiga 500>Sega Megadrive>PC>PlayStation 2>Xbox>DS Lite>Xbox 360>Xbox One>Xbox One X>Xbox Series X>Oculus Quest 2
I'd prefer a new game, preferably made by Fairground or Sumo as many of the old Bizarre team now make up Lucid Games iirc and their last attempt at a racer was that terrible iOS game that tried to recapture PGR's magic and failed miserably.
Yeah, first one works as well, but I wouldn't recommend that.
Car select screen doesn't appear, you need to guess your way through that. Also, when the frame rate drops, it really drops. The good bits are still there, I don't think it's better than 4 though.
GT: WEBBIN5 - A life in formats: Sinclair ZX81>Amstrad CPC 6128>Amiga 500>Sega Megadrive>PC>PlayStation 2>Xbox>DS Lite>Xbox 360>Xbox One>Xbox One X>Xbox Series X>Oculus Quest 2
Course they will. Those forza 2 fuckers will cut any corner. They'll probably hide some collectiblesvin such stupid places you'll need to buy DLC as well.
I haven't enjoyed any of the Forza games. It feels like the track's always moving underneath you to maintain positive camber. Although the majority of console games are hurt by a poor conveyance of weight transfer.
But then I'm weird, 'cause I loved PGR and disliked its sequels. I found it a near-perfect marriage of arcade and sim handling. The beauty of GP Legends is that you have to wrestle the cars constantly. As opposed to GT6, where you just have to learn the right speed and line on your approach, turn-in with full lock, and then blast the power at the appropriate marker. Perhaps catch a minor slide on the exit.
Going fast is challenging in almost every game (from a TT point of view), but the real challenge should come from keeping your car heading for the vanishing point.
I felt that PGR was closer to Gran Turismo than any of GT's sequels bar 2. It wasn't visually realistic at all, but it placed demands on its players that fair approximated racing. Lots of analogue-sensitive, mid-corner adjustments with the later cars.
I guess my own metric for quality is the ease of losing control. So long as I can tame the handling eventually. Posting fast times in GT6 is hard, but driving's a doddle.
I once said that I could play Gran Turismo 2 for a whole afternoon without spinning, but I could never do the same in Gran Turismo.
And then you lose it, smiling and learning. Games don't have to be punishing to be haptically satisfying, they just need to provide sensory riffs for the player's edification.
If you need a guide or others to tell you where you're going wrong, the game's feedback for the variance in your repetitions has failed to inform.