Thread: Tourist Trophy
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Old 04-06-2006, 10:23 PM   #15
Minacious
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Join Date: Aug 2003
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For this to be the first foray, and even though it was lazily built on the GT4 code, this is a great game. Here’s hoping that we see a more realized sequel.

As we pretty much already all knew; this is basically GT4 on two wheels. The same quirks and annoyances that are present in GT4, are showing their ugly faces here. I still can’t get over the fact that they coded in over twenty ways to hear a damn camera shutter. Why Polyphony Digital, why?

I need not go into too much detail about the graphics, user interface, and all that jazz, you’ve seen it in GT4. What I will talk about is the implementation of controlling a bike and how well it was done. I will also touch on the sound and available options.


CONTROL

WOW! For anyone that has played any of the other motorcycle games on the market, and figured they were the top banana, get ready for an eye opener.

I went into this game using the same habits I had from playing the MotoGP series. That was my first mistake because it landed me on my virtual ass many more times than I’d like to say. The controlling of a bike is far more realized with TT’s offering, and you have to pay close attention to every little input. In a sense, you have to become one with the controller, especially if using “Pro” mode controls. Pro mode is one of three modes of control offered to help with (or not) controlling the rider and machine. “Standard” holds your hand. It applies both brakes at all times, and controls the tuck and minor lean of the rider depending on the situation. “Pro” leaves it all up to you. You control the front and rear brake separately (as it should be), as well as the tuck and lean of the rider. You must decide when it is appropriate to tuck and move the body, and it play a big part in how well the bike control will be maintained. “Semi-Pro” is pretty much like “Standard”, but it lets you control when to tuck.

Like I said about leaning and tucking; it plays a huge part in controlling the bike, more so than any other game has implemented. Every little input of the left analog stick will change the dynamics of the bike. It’s not hard at all to unload the rear tire when heavy on the front brakes and accidentally pressing forward on the stick instead of keeping a more neutral position. I ended up in the dirt quite a few times when barreling down a straight and braking before a tight turn.

When leaning the bike over it is also important to pay attention to the amount of push you are applying. Slam the stick over, and the rider will do the same to the bike. When I first put the game in I did a quick run on the beginner track. I had the toughest time trying to negotiate the little chicane it has, and kept slamming the bike into the ground when transitioning from one side to the next. I was going into this with that MotoGP series control mindset. I could do something like that all day in that game and wouldn’t have to really watch how fast I was moving the stick because the game was pretty much doing in for me – the direct input wasn’t there. Well in TT it is there, because the smoother the control of the stick, the smoother the control of the rider controlling the bike. As funny as it may seem, I had to act like I was on the bike, and do what I would really do in a real-world situation like that. In most video games you can just go balls to the wall and not really have to worry about these intricate little details.

Then there is that tuck button. You want to be a human air brake when ham-fisting it down a straight? Lift off the tuck button. You want to possibly upset how the bike is handling at speed going through some turns? Lift off the tuck button. I think you get the idea.

It’s really hard for me to express how pivotal control of the left stick is without you actually experiencing it yourself. Just know that all those input of the stick, even the slight ones, are moving the rider around, and in turn changing what the bike is doing.

With all that praise for the physics, it’s not perfect. I have done some things on the bikes that just made no sense. It would slap me out of the Sim world and knock me into an Arcade world, but only for a short time.

SOUND

Did they come close to what these bike sound like in real life? You know what, they came pretty darn close.

The first thing I did was hop on the bikes I have owned myself. They all sounded pretty close. There were some differences in pitch, and certain rpm levels sounded different than they would normally, but for a video game, it was acceptable. The V-Twins didn’t fare so well in my mind though. The low rumble and thump just didn’t sound right at all; very much in the same way that the V8s in GT4 never sounded quite right to me. PD also did a good job with wind noise. It is most evident when riding at speed and not in a tucked position.

A.I.

Remember the A.I. in GT4? Well good, because just like in GT4, still as much of a joke as ever. The three other riders (yes, only three - A limitation of the hardware I’m going to assume) have no clue that you are next to them and go around the circuit like mindless drones. I need not say anymore.

OPTIONS

Not a whole lot here really.

-One hundred or so bikes all beautifully rendered.

-Same tracks we got in GT4, some with a few variations.

-A very lazily done race event section. No where near as in-depth as GT4.

-No money to play with. Win a race, win a bike. That’s it.

Unfortunately, there aren’t any mods to be purchased. Kind of hard when there is no money to be used in the game. There are some minor customizations that can be done to each bike’s suspension, gears and what not, but that is it. Hopefully this will be worked out in TT2.

The biggest plus as far as options are concerned is how much you can tailor the body position of the rider. Head adjustments, upper body adjustments, arms adjustments, ass adjustments, etc – all of these can be adjusted. It also effects how the bike is controlled and isn’t just for show. Good job.

FINAL SCORE - 7.5 out of 10

So there you have it. I look at this game as more of a test bed than a fully realized game. PD wanted to see how well it would be received, and I think it was received well, at least in the Sport Bike Community.
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