I haven't played GT6 in ages because, frankly, the old games are better. It has an insane car count and a huge variety of tracks, some with dynamic ToD and weather, but the driving itself - which is the main part - doesn't feel like I'm moving a car. The camera is far too rigid and you can't feel turning motion properly, there's no motion blur so 300mph feels like 50, and the crash physics feel awful, there's no way of actually getting an AI car to rotate. I've been playing GT2 and GT4 lately because I love their car selection and the career structure they have. GT6 felt rather uninspired in general.
I absolutly love GT6 bought it because I loved GT5 proluge (wich I bought with my PS3) GT5 (wich I got on release) and I play it day after day since it is released but now its got a bit boring because I own all cars now some of them 10 times or so
GT6 leaves a very... uninspired taste in my mouth. It's like they tried to make it into what GT5 should have been, but still managed to get slightly lost somewhere along the way. The last GT that would never prompt me to say "they just didn't care" was GT4, and I doubt there will be another one that really seems like a well-rounded product to me unless the creative team can get its head back in the game. When I left GTPlanet, there were a few things everyone was screaming about, begging the developers (who I heavily suspect do read fan forums) for a few specific things: -Bring back our old favorite tracks! -Give us more premium cars! -Bring balance to the car list! There's way too many Skylines/RX-7s/Miatas/whatever -Give us more customization! -Give us more career events! -Fix the chase-the-rabbit races and boring, robotic AI! For the first one, well, we have Mid-Field and Apricot Hill back, neither of which could compete with the likes of Grindelwald, Complex String, and Red Rock Valley on the list of tracks everyone wants NAO. For the second, well, sort of, and there are some semi-premiums, but they seem to have fallen into the typical racing-game trap of focusing on only the latest and greatest cars along with some resurgent or well-liked classics, leaving the older cars to languish in standard-land for all eternity. For the third, progress has obviously not been made, and now that GT6 has again got rid of used cars, it's become even more obvious just how much larger and more comprehensive the list of Japanese cars is than the list of American or European or ESPECIALLY Australian cars. I think GT6 would literally be a better game if most of the standard Japanese cars, including the ones that are almost identical to others, were shown the door. The other solution, and almost my preferred solution, is to do the excessive-duplicates thing all the way; don't just add 100 of every 1990s Japanese sports car, add 100 Camaros and Jaguars XKs and Peugeots and everything else too. That way, at least the list is balanced and players have a better chance of finding their real-life car somewhere in the list. If the PD team were to avoid redundant work by reusing models where possible (for example, all the R34 GTRs have pretty much identical bodywork; there's no reason to model the bodyshell, doors, fenders, hood, trunk, spoiler, lights, and so on 100 times unless one variant really does have something different somewhere), this wouldn't take add all that much to the basic time and effort requirement of modelling one premium-quality car. As for the fourth of those things, GT5 made baby steps in that direction, but GT6 is actually a step backwards as you can no longer choose front, side, and rear aero parts independently of each other - and flat floors, the closest thing to a rear bumper option some cars have, is said to actually slow your car down both on the straights and in the corners for reasons I can't pretend to understand. At least GT6 made color chips reusable, though there's still no livery editor. They also added custom gauges, though some don't work due to the subsystems they track not being implemented and boost gauges still don't recognize superchargers due to those being simulated identically to NA engines. As for the oily bits, GT5's simplified tuning-parts system is carried over almost or exactly verbatim, except for the reappearance of nitrous (good), completely unusable in most seasonal events, possibly most static events, and probably most serious online lobbies (bad), at what I don't mind calling an utterly extortionate price (very, very bad). As for the fifth of those things, GT6 may be better than GT5, I'm not sure, but they ripped off NFS Shift with their "star" progession system, prize cars are much fewer and farther between, and you still can't repeatedly win and sell prize cars to augment your credit grinding like you could in GT4 or before. As for the last, I'm not really sure. I haven't played recently, but I seem to remember that the "elbow your way through the pack before Sergeant Speed gets away" races are still there - and the AI is still pretty placid, all things considered. Both GT5 and 6 give off the impression that the developers thought that since GT has online racing now, they could phone it in on the single-player side of things (though GT4 was originally supposed to have online racing as well, online gaming in the PS2 era was neither as easy nor as pervasive as it is now). Said developers also seem to be suffering from ADD; they pile on advertisable features such as premium-quality cars, dynamic time & weather, deals with celebrities and "big names", and even moon missions and hyper-accurate night skies, but they never bother to fully implement a significant number of those things, leading to a hodgepodge of half-backsided shiny gimmicks rather than a cohesive package. Moon racing? Freaking seriously? 700+ of your 1000 cars are barely PS2 quality, fans are begging you for classic tracks and more customization, the single-player side of the game is in the toilet in so many ways, and half of the gimmicks you're talking about, which admittedly are very cool, were never fully implemented and at this rate probably never will be, and you waste who knows how much time and money making accurate (except for those cones) moon time trials. I'm at a loss for words here. GT needs help. If I were a rich man, I'd be very tempted to make an offer on the franchise and then start smacking all the blue-sky thinkers around with the Reality Bat. If anyone ever saw that infographic about the life cycle of a TV show, it's very interesting how well it applies to Gran Turismo, except perhaps for the part about members of the original creative team leaving to head doomed vanity projects. (Also, why does everyone and their ancestors use the frickin' false start check? I may not have ever seen a plain old grid start in an online lobby.)