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Sega GT (DC) ReviewBackground Info
Sega GT is as close as you'll get to a direct rip-off of Gran Turismo. The
car selections, style of events, and license tests are copied to near
perfection from GT. What sets the game apart from its rival is the obvious
better graphics. But there are other aspects of the game which make the game
unique.
Presentation/Graphics : 85
However, most of the cars lack the same textural appearances. Stock cars
have a flat paint jobs. Fortunately, some of the cars you receive for
winning various events have decal jobs which rival the advertising on
NASCAR racers. Both styles of cars have darkened windows, which gives them
a cheesy appearance.
If you select the first person camera, the black windows of your racer won't
be bothersome. Plus, the camera provides a great vantage point from which to
set up your turns and moves. You'll find the camera bounces quite a bit due
to the suspension settings, but it is by far the best camera view. If you are
accustomed to driving in a third person view, Sega GT has both a near and far
view.
Watching from the first person camera, you'll find the smooth as silk 30 frames
per second a joy. The motion is fluid and there is absolutely no slowdown
anywhere in the game. Furthermore, draw-in ahead of the car is as common as
a four leaf clover. There is some there, but you have to hunt for it. The
game has a near infinite horizon. However, the rear view mirror does have
problems with pop-up. I've seen grandstands rise up from nowhere.
While the game is visually stunning, there is one big negative. Many of the
courses are too dark. One particular course, Night Ground, is a simple pea
shaped course with a little kink on the backstretch. Because it's so dark,
the kink is like a blind corner. I had to turn my brightness up to effectively
drive the course. The night atmosphere was lost as the track was a washed out
white. Likewise, the Great Rock Road course has a couple of tight turns, one
of which is hidden by shadows cast from rock formations. In reality, our eyes
would be able to adjust to the changes in lighting. It's too bad Sega didn't
implement a brightness change similar to Ubisoft's excellent Monaco Grand Prix
2. In that game, as you enter into the tunnel at Monaco, you get instant
darkness followed by a quick adjustment, similar to what the human eye would
experience.
Presentation/Audio : 80
While alone on the course, you'll notice cars have unique sounds. Furthermore,
as you purchase engine and transmission upgrades, the sound of any given car
will most certainly evolve. The pitch changes of the engine are essential
when driving with a manual transmission. To aid you with tire grip, realistic
squeals are heard when you take turns too quickly.
The sounds of crunching metal are underwhelming. Collisions sound identical
whether you get hit from the side, front, or back. Likewise, the sound of the
impact is not a function of the impact velocity. A light tap produces the same
loud chunk sound as barreling right into someone. A sound you'll come to hate
is that of making contact with the wall. It also is redundant.
Interface/Options : 90
In the championship mode, you'll be able to buy, sell, and upgrade cars. The
upgrades are numerous and purchasing one with the menus is simple. Likewise,
selecting races is no problem with a simple menu scheme. Where you might run
into trouble is that some races are exclusive to certain types of cars. You
may need a special license or engine class to race. This means you have to
look at the specifications of your cars individually. Unfortunately, the
sparse manual does not list the specs for each of the over 100 cars in the
game.
One interesting aspect of Sega GT is the Carrozzeria. A play on the word
pizzeria, the Carrozzeria lets you special order a car to your specifications.
Starting with the engine type, you also have input on body style, engine
placement, and drivetrain. You can create some pretty spectacular cars here.
Sega GT utilizes the internet in the time trial mode. You can connect to
the Sega GT website from within the game. Once there, you can upload your
best times or download ghost cars from other players on the net.
The analog controller works very well with the game. The left and right
triggers take their traditional roles of brake and gas, respectively. The
additional button options include gear shifting up and down (A and X), a hand
brake (B button), and the view change (Y button). Playing with a steering
wheel is also supported. Playing with both an Agetec Rally Wheel and the
Mad Catz MC2, I found the steering control to be good. With a full sized
wheel, you can hold your turning angle better and take the turns smoother.
Gameplay : 80
Fortunately, there are some cars in the game that are similar to what you and
I drive every day. The sub 100 horsepower slowpokes in the game will get you
familiar with the driving model. What you'll find is that the cars can be
bouncy. Cars bobble back and forth with tremendous ease. It's not until you
upgrade the suspension that you can mitigate some of the looseness in the
springs. Some of the motion is caused by the course itself. I can accept
this. Several real racing courses have pitiful surfaces. Heck, the Houston
Texaco Grand Prix held here recently is a case in point. The CART racers
bounce all over the place with the terrible downtown Houston streets. Even
so, the constant bouncing will be a big turn-off for many gamers.
When you purchase an upgrade, the option becomes customizable. For example,
purchasing transmission modifications lets you adjust the gear ratios.
Depending on the package, you may be able to customize every gear in the
transmission. For suspension packages, you can adjust the spring and damper
rates.
As you get a hold on the more powerful cars in the game, another problem rears
its ugly head. Impact modeling is suspect in several facets of the game.
First, imagine racing through a chicane comprised of quick right angle
turns. If you hit the edge at over 100 miles per hour, it is not uncommon
for your car to bounce back slightly and instantly start its forward progress
again with 60-70% of its original speed.
Side swipe impacts are hit or miss. In many instances, you can impact a wall
to your advantage. Why slow down for a ninety degree turn when you can hit
the wall sideways and speed off? Conversely, if you enter a gradual turn with
too much velocity, you may find yourself scraping the wall. This time,
however, the wall tends to suck you in. You can turn the wheel opposite to the
wall direction to no avail.
Of course, the way to avoid the impact problems is to just not crash. Once
you get the hang of the driving, you'll find that you can race many of the
courses without getting into trouble. You'll also notice that you can take
some of the right angle turns at unrealistically high speeds. It is impossible
for any car to make a sharp right angle turn at over 70 miles per hour, but
in Sega GT you'll have no problem.
There are several types of cars in Sega GT. Front, rear, and four wheel drive
cars each have unique handling characteristics. Likewise, the physics are
a function of the engine placement, be it front, mid, or rear engine. Common
mass market automobiles are front engine, front wheel drive, which are
notorious for understeer. The understeer is modeled well in Sega GT. Mid
engine, rear wheel drive cars turn effectively about their center of gravity
much like a CART or F1 racer. For a little fishtail action, front engine,
rear wheel drive cars will test your nerves. One complaint I have about all
the cars is that it's next to impossible to spin a car. Even taking a 600
horsepower rear wheel drive and putting the pedal all the way down while
turning with full wheel lock doesn't put the car in a true spin. Rather, it
just lets you drive in a tight radius. Even getting clipped from behind doesn't
send you spinning.
Racing takes place over several events. You can earn licenses in the Extra
Class (slow, slow, slow cars), B Class, A, Class, and the tough SA Class. The
license tests are much easier than in Gran Turismo. To earn a license, you
must simply beat a certain time on one course in each class. The time is for
an entire lap of the track. Unless you have no driving skills, you'll be able
to beat the times in the first try. If you keep at it and beat the top time,
you'll be able to drive a special car in a race with 5 other cars. Win the
race and you keep the car.
Once you increase your stable of cars, you'll find yourself racing in plenty
of events, ranging from drag races (both 400 meter and 1000 meter) to series
of races with 5 other competitors. When in a series event, the scoring is
identical to GT. Winning the series is rewarded with a free car. Besides
picking up some free vehicles, you'll receive plenty of cash. In fact, you
earn too much money for winning races. You can upgrade your cars quickly and
blow away the competition, especially at the lower classes. If you find that
you continually come up short, a trip to the tuning shop will correct that.
Just throw some coin down and upgrade your car to an unbeatable level.
Despite AI cars which qualify with good times, the AI cars lack the speed in
the actual races. You'll wonder how a car which qualified two seconds faster
than you can't keep up with you during the actual race. When cars do compete,
they sometimes engage in cheap tactics like hitting you from behind, sending
you out of control. If it looks like winning is hopeless, just hit the retry
button. Sega GT lets you retry a race mid-series without penalty. Just hit
the start button before you cross the finish line and select the retry option.
The tracks range from ridiculously easy to fairly challenging. Even though
some of the courses are easy, they are fun. The Snowy Mountain course is
not technically challenging, yet it is one of my favorite tracks. Racing
almost flat out is a blast. The Night Section A course has a couple of nasty
turns including a nasty hairpin. While the game touts 22 tracks, be warned
that the number is exaggerated by counting reversed tracks.
As mentioned earlier, the Carrozzeria lets you construct a custom made car.
Initially, only sub-1000cc engines are available. Once you build your custom
car, you can take the factory license tests. There are five tests which
mimic some of the driving tests in Gran Turismo. You must complete particular
stretches of a track by a certain time. The tests can be much tougher than
the traditional license tests in the game. However, if you keep missing the
required time, you can upgrade your custom car further in the tuning section
of the game. Eventually, you'll open up the four classes of cars in the
Carrozzeria, giving you a mind blowing variety of possibilities.
Despite some flaws with the game, I find it difficult to put Sega GT down. It
really is one of my favorite racers. Of course, from a realism and physics
viewpoint, the game clearly has some shortcomings. The console racing
community is so entrenched in the idea that Gran Turismo is the de facto
standard in this area. When compared to Gran Turismo, Sega GT compares well.
The real problem is another Sega game, F355 Challenge. Gran Turismo was a
revolutionary leap from previous "realistic" racers on consoles. F355 is
equally revolutionary, and it makes games like Sega GT and Gran Turismo look
like arcade racers. But if you take Sega GT for what it is, a racer with
sim elements, you'll be satisfied.
Replay Value : 85
Overall : 83
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