
Publisher: Sega
Platform: Dreamcast
Reviewed by Ben Hopper of GameCritics
Article
Discussion Forum
First
Impressions:
Let's
get right to it -- Sega GT probably wouldn't even exist if Gran
Turismo hadn't been made. It's safe to assume this because Sega
GT is a straight-up carbon copy of the PlayStation best seller.
Normally that would set alarms off in the game-reviewing part of
my brain since originality is among the most important criteria
by which I judge a game. Too many games nowadays either casually
imitate popular titles or just blatantly rip them off. Sega GT falls
somewhere in-between those two categories, but Sega is able to get
away with it this time because this particular racing simulation
was released on a platform on which a Gran Turismo game will never
see the light of day. Sega knew that in order to get a Gran Turismo-like
title on their console, they were going to have to get someone to
build it from the ground up.
In that case, developer Tose Software did a superb job of recreating
the Gran Turismo effect on Dreamcast. Sega GT plays the same, looks
the same and sounds the same as its PlayStation counterpart. Of
course, Sega GT is able to take advantage of Dreamcast's superior
processing power, so the cars and environments look more realistic
and less grainy than they would on PlayStation. Aside from that
however, it's hard to believe this game wasn't developed by Polyphony
Digital. I still can't decide whether that's a good or a bad thing.
Graphics:
As
nice as the graphics are, they're not quite as spectacular as
they could have been if they would've taken a more non-Gran Turismo
approach. Though the cars look realistic, they use the same false
metallic glare as the Gran Turismo games. This effect worked for
the PlayStation platform because it gave the low-res racing machines
a better illusion of depth and substance. But on Dreamcast, the
cars already look pretty great. For the game to rely on the visual
tricks of a 32-bit game only brings the sensual impact down a
notch. The cars don't reflect the tunnels they run through, the
clouds above or the scenery that whizzes by. Instead the same
solitary beam of light is stuck on the surface of every single
car in the game (and it's even there at night time).
Sound/Music:
Even
when Sega GT isn't doing the same thing as Gran Turismo, it's
doing the same thing as Gran Turismo. Let's use the music as an
example. Gran Turismo famously made extensive use of licensed
pop songs as part of its soundtrack. Tunes from the likes of Garbage
and Sound Temple Pilots were repeated endlessly as you raced your
cars along the tracks. Thankfully, Sega GT uses nothing but original
music all throughout the game, but the score still ends up falling
flat on its face. Most of it is rather passive and ordinary --
never coming out from the background to kick the game into high
gear. And I could swear that the instrumental tunes in Sega GT
sound strikingly similar to the pop radio songs in Gran Turismo.
On a more positive note, the sound effects in the game are quite
good. All the cars have distinct and very realistic engine sounds,
and there's a lot of nice atmospheric noise when you're barreling
around a track.
Gameplay:
There
are other parts of Sega GT that do more to make you feel as if
you've played this game before rather than make you feel as if
you're playing something new (which Sega GT is). Now I want to
be clear here: The fact that the entire game is essentially a
remake of Gran Turismo wouldn't bother me so much if some of the
minor details were either changed or improved upon. Instead, everything
seemingly comes straight out of Polyphony's Gran Turismo design
documentation. For instance, why not allow the cars in the game
to take damage during races? Isn't that one obvious area the Gran
Turismo games failed to explore? Sure, logical arguments can be
made as to why developers of racing sims have yet to make their
cars react to crashes the way they should, but these games are
"driving simulators" aren't they? The whole point of a racing
sim is to provide unparalleled realism. Who cares if damaged cars
open up a new can of worms gameplay wise? Isn't that exactly what
gamers want? A quick message to developers across the world: Go
there -- at least give it try. Anything to distinguish yourself
from the pack would be greatly appreciated, I assure you.
At the risk of wearing out this review by filling it with comparisons
to Gran Turismo, I must devote some space to the essence of the
game, but even that won't get me anywhere. Sega GT is all about
acquiring cars in your garage, racing them, winning prize money
and using that money to upgrade your cars or buy new ones so you
can win more money. That's all there is to it. The appeal of a
racing simulation however is to make the whole experience of racing
a car as authentic as it can possibly be, and Sega GT is no different.
The game is filled with over 130 real cars, and each of them drives
according to their actual specifications.There aren't as many
models or manufacturers represented as in Gran Turismo 2, but
I liked the in-depth explanations the game provides as to the
relationships between the after-market parts makers and the auto
makers. With enough sponsors to give new meaning to the term,
"sell out," Sega GT takes the time to explain how Nismo and Nissan
work together in racing development. Sega GT also allows you to
design original cars through the Carrozzeria feature. I was surprised
at how much the game limits you when you're building a car from
scratch, but there are entire racing circuits that revolve around
this mode, so putting forth the effort to develop a strong original
car is actually worthwhile.
While the original car mode is a new addition to the genre, everything
else gameplay-wise strictly follows the Gran Turismo formula.
You can choose to play the game in a single- or two-player arcade
fashion -- where you can select from a limited number of cars,
but before you can do any racing in the Championship mode, you
have to earn a driver's license. In Sega GT there are four classes,
each ranked according to engine size. Starting at the bottom,
you have to work your way up -- each class more difficult than
the last -- but thankfully the driving tests aren't nearly as
tedious or as unforgiving as the tests in the Gran Turismo games.
Getting a license in Sega GT simply involves achieving a good
lap time instead of completing a series of skills tests. This
is not to say that the game is cakewalk. It will take much practice
before record-breaking times will be in your reach, and during
races opposing cars like to resort to nasty and sometimes unfair
tactics -- almost as if they're trying to keep you from winning.
Perfection is the only thing that will put you in the winner's
circle. It can be frustrating, but I thought the high level of
skill that Sega GT demands from the player was the best reason
to keep playing. You've played this game before, but once you
get wrapped up in it, you want to get better and better until
you can hang with the best.
Enjoyment:
Whether
you're a car fanatic or not, Sega GT does manage to surprise on
a few occasions, but not quite enough in my opinion. If you're
VMU's batteries aren't dead, you can play a mini-game called Pocket
GT, which allows you to earn money and new cars in a variety of
ways. There's also an Internet feature that lets you enter the
Network Cup, upload scores and lap times, as well as download
Ghost Car data. Overall though, the Internet feature is hardly
worth the effort of plugging your Dreamcast's phone line into
the wall unless you're just dying to find a way to put yourself
to sleep. Head-to-head online races, which would have been a real
treat, are nowhere to found in Sega GT.
I like how the game throws you bones early on -- like the new
cars beginners will find in their garage after winning a few of
the easy races. At this point, the game is telling you, "If this
is what you get for winning an easy race, just think of what the
prize will be for winning a difficult race." This idea works pretty
well for a while. All the hard work that goes into placing first
in a series seems worth it when you're rewarded with beaucoups
of money and a nice bonus car. If you can manage to break the
record for a particular track during a driving test, you win an
exclusive new car from whichever manufacturer sponsored the test.
What I don't like about this system however is the fact that you
can keep reentering the same races even after you've won them.
In other words, the game never really finds a way to move you
along. If you need money, keep entering a race you've mastered
and every time you'll get the money plus the bonus car -- which
you can sell for more cash. I would've like the game to stop me
at some point to steer me toward some sort of finale or ultimate
goal rather than allowing me to simply play the same parts over
and over and still get rewarded for doing so.
Sega GT can be a fun game, but the fun never reached critical
mass for me. The Gran Turismo games never aimed to please the
general gaming populace, and since Sega GT is stubbornly cut from
that same mold, it can only offer the same incentives to keep
you playing -- new cars, new races and some hidden extras here
and there. But apart from sports car fanatics, is that really
enough? I like Japanese sports cars, and this game has those to
spare, but let's face it -- racing sim or not, driving a Honda
Prelude in Sega GT isn't even close to the experience of owning
the real thing. If the game can't manage to replicate at some
level the feeling of racing a modest sports car like a Prelude,
what's the point of working toward a dream car like an Acura NSX
or Integra Type R?
Multiplayer:
Sega
GT can be played with two players through a head-to-head split
screen mode. The game also allows you to trade cars via VMU, but
other than that it's mostly a single-player experience. Internet
competition is limited to uploading and downloading Ghost Cars
at the Sega GT Web site. I guess it's kind of cool that you can
see how your skills match up against other people across the world,
but a true multiplayer online racing mode would have been much
more fun.
Overall
Impression:
Sega
GT would've benefited from a more tightly woven game concept,
not to mention just a hint of taking the genre into a new direction.
I would've liked to have seen the game delve deeper into the feelings
that surround sports car mania and Gran Touring racing. I wanted
Sega GT to at least try to capture some of the more subtle elements
of its subject matter. I wanted more than Gran Turismo for Dreamcast,
but for some that might be enough. Imitating a proven best seller
was a safe bet for Sega, and Dreamcast's stock of racing games
is deep enough now that they can afford to target a more focused
audience. There are probably legions of Dreamcast owners who are
just dying to taste the Gran Turismo flavor on their console.
Sega GT was made for them.
Marketing
Efforts Towards Women:
This
game is nothing but cars, cars and more cars. Sega GT doesn't
even contain human beings, much less favor a specific gender.
Had this game been developed by Nintendo, there probably would
be selectable male and female characters. But this is essentially
Gran Turismo DC, and like I stated in my review of Gran Turismo
2 for Sony PlayStation, males tend to get more excited about automobiles
than the women. But that's a gross generalization. The bottom
line: Sega GT doesn't lend itself to either males or females,
so women can get as much enjoyment out of it as men -- if you
like cars that is.
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