To
avoid the inevitable confusion, a short lesson
in trivia and the English language.
"Homologate:
Verb. Sanction, allow, esp. to approve
or confirm officially."
-
Merriam-Webster's English Dictionary.
In
the specific context used by Sega to subtitle
their new racing game, "homologation"
refers to the approval of a course or competing
vehicle by the governing body of a particular
motorsport (NASCAR, FIA, SCCA, et cetera). For
further information, including a list of currently
homologated vehicles for grand touring and other
competition, I recommend the Federation Internationale
de l'Automobile website at www.fia.com.
We now return to your regularly scheduled preview.
Unless
I miss my guess, Sega GT is Sega's first effort
at a simulation racer. If it isn't, my memory
is obviously failing, which is indeed a possibility.
But the point is that this sort of thing has
not, historically, been their cup of tea. Daytona,
Sega Rally, Manx TT, and Sega Touring Car were
all thoroughly arcade-style presentations, and
CART Flag to Flag wasn't anything except very,
very boring. Sega GT, on the other hand, clearly
drinks from the same well as Polyphony Digital's
famous Gran Turismo, and perhaps a little bit
surprisingly, it shows off a comparable level
of craftsmanship. Well, I'll qualify that -
I'm not sure Sega GT pushes the Dreamcast as
far as GT2 pushes the PlayStation, but no matter,
I'll leave that to the folks on Usenet to fight
over. Long and the short of it, Sega GT looks
good and controls tightly. Over the next few
days, we'll see how much replay value it packs
into its array of tracks, cars, and modifications,
but for now, indications seem very positive
on that front.
However
good Sega GT is in its own right, though, comparisons
to GT2 are going to get a little hard to escape,
so I'd ask you to be forgiving if that particular
theme starts to wear. The first thing you'll
notice if you happen to play both games is that
they look quite a lot alike. Which is only natural,
of course, because they're both supposed to
look like GT racing. In case you couldn't guess,
however, Sega GT looks much, much better. Everything
is in high resolution, particularly the game's
wide selection of sports cars and sleek GT1
competitors. The Car & Driver set should
have as much fun with Sega's game as they did
with Gran Turismo, or indeed even more, given
the far superior quality of the Dreamcast-rendered
polygon models. Corners and edges are much smoother,
and the little details stand out even better
- you can clearly read the authentic logos on
your Skyline or Integra Type R.
Once
you get out of the select screen and onto the
road, you should be equally impressed by the
world outside the driver's seat. Effects like
lighting and lens flare are handled beautifully,
and some of the trackside detail is frankly
stunning. The towering skyscrapers of the Night
Section course stretch so far into the sky that
you can't see their tops, and the storefronts
facing the street are covered in bright hi-res
texture art. Pay even more attention, and you'll
notice all kinds of nifty little details. My
favorites are in the Night Section, just outside
downtown, where little tracking lights blink
to point your way in the turns. What's even
more impressive about the backgrounds is how
well draw-in is handled. The game has an exceptionally
long draw distance, and when features of the
environment do appear out of nowhere, they fade
in very smoothly, aided by a neatly-applied
touch of fog effects.
It's
probably the size and detail of the environment
that results in the slightly lower than expected
framerate. Sega GT does not run at 60 frames
per second - instead, it seems like it's been
locked down at thirty. Is this to the game's
detriment, though? This isn't a situation like
Sega Rally 2 where there's a theoretically "perfect"
counterpart to compare the game to, and honestly,
I prefer the fixed 30fps to DC Rally's vertiginous
fluctuations. Sixty frames might be a little
nicer to look at, and it would aid the sensation
of speed in a more arcade-style game, but the
game's high resolution helps balance the framerate
as far as graphical smoothness is concerned.
As
a driving experience, then, Sega GT is visually
superb. Devotees of simulation racing will be
equally pleased to know that it controls tightly
as well. As for something to compare it to,
Gran Turismo is the name that inevitably arises,
but for some reason, that doesn't feel right.
Yes, it's very much like GT, but not entirely
the same. Sometimes it's it a relatively obvious
way (collisions seem to throw you off more in
Sega GT, both when you impact the wall and other
drivers), sometimes it's in a way that's deuced
hard to put your finger on. Every so often,
Ridge Racer springs to mind, although maybe
it's just the music that makes me think of that
(the Sega GT soundtrack is a very RR-ish mix
of light rock and pulsing techno, with incidental
vocals). Driving one of the powerful cars, like
the Castrol Supra, you can occasionally throw
yourself into a smooth powersliding groove that
reminds me a little of Namco's arcade games.
But
leaving aside my demented imaginings, this is
still a very realistic simulation racer, and
a well-done one at that. The control feels solid,
firmly conveying your grip on the road as your
suspension rocks back and forth in the turns.
It's interesting to play through a race in the
first-person view, and then watch yourself in
the replay mode (as is par for the racing course
these days, Sega GT includes an excellent cinematic
replay feature). You can see particular moments
of the race from the outside and remember how
they felt: an especially smooth turn, swapping
paint early in the race, or sliding out of control
as your brakes lock up and crashing into the
wall. The track design tests your skill with
a wide variety of challenges, including wide,
sweeping turns, dense series of S-curves, and
tricky chicanes.
Most
of these impressions, as you might guess, come
from the single-race mode, which lets you jump
straight into a limited selection of cars and
tracks. We've only gotten a chance to dip our
toes into the Championship mode, which is set
up just like Gran Turismo's simulation mode,
complete with aggravating license tests. The
Sega GT licenses don't involve specific tests
of skill, though. Instead, each class is composed
of one-lap time trials in cars produced by a
selection of automakers - there's an STi test,
a Mugen test, and so forth. As you might expect,
perhaps with a somewhat heavy heart, the tests
must be conquered before you can buy yourself
a car and really cut loose. But they're not
inordinately difficult, and the prize, of course,
is worth the effort.
Some
of us have wondered exactly what the motivation
behind Sega GT was. Did Sega make a GT racer
for the sake of making a GT racer, or did they
make a GT racer because Sony had a nifty one
too? I suppose it's just one of those things
you can chat over when you're bored. Whatever
Sega's reasons for making the game were, Sega
GT is none the worse for them. Viewed just as
a game, rather than a maneuver in industrial
competition or what-have-you, Sega GT looks
like an entertaining, involving experience.
As we dig deeper into it, we'll provide more
detailed impressions and opinions.
Sega
GT Movies
Integra
Type R (happy, Henry?) - 2.9 MB
Type
R Part 2 - 2.6 MB
Castrol
Supra (GT1 cars should not be driven on cobblestones)
- 1.4 MB
Castrol
Supra Part 2 (asphalt is much friendlier) -
4.0 MB
Nissan
Skyline (ah, the Skyline) - 3.8 MB
Nissan
Silvia (GT version) - 4.2 MB
Honda S2000
- Night Ground Track - 3.2 MB
S2000 Part
2 (Ah, I love this car so...) - 3.1 MB
Mitsubishi
GTO (the tunnels are very Ridge Racer as well)
- 3.9 MB
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