The big Gran Turismo 7 State of Play event is today and to say fans are excited is an understatement. During the live stream (which you can watch below), Kazunori Yamauchi discusses some of the finer points of what we can expect from GT7.
Gran Turismo 7 State of Play broadcast
The road to get to this point has certainly been a long and winding one. Way back in 2016, we sat down with Gran Turismo director Kazunori Yamauchi to discuss Gran Turismo Sport (GT Sport).
During the interview, Kazunori told us (via translator) that GT Sport was a “reboot” of the series and that “there wouldn’t necessarily be a Gran Turismo 7.”
Four years later, during the PlayStation 5 reveal, the world learned that there would be a Gran Turismo 7. Since then, we’ve seen several teasers but nothing in-depth until now.
Now that the GT7 State of Play has come and gone, here is everything we learned.
Gran Turismo 7 will be the “most complete” game in the series
One thing that Kazunori Yamauchi is known for is being a perfectionist. He will not release a Gran Turismo game until he believes it has everything he wants to offer players, and GT7 is no different.
During the State of Play presentation, Yamauchi-san said that GT7 is “the most complete Gran Turismo game” in the series thus far. One of the criticisms of Gran Turismo Sport (GT Sport) from long-time fans was that it didn’t include a career mode.
Gran Turismo Sport is essentially designed as an experience purely meant for competition and online play. Fans of the previous games wanted to see the return of car collecting and the progression of a proper career mode.
Yamauchi has brought back the career, car collecting, and then some. Kazunori also mentioned that Gran Turismo 7 is also for people who have previously had no exposure to car culture and will allow those individuals to develop an appreciation for cars.
How many cars will Gran Turismo 7 have at launch?
Gran Turismo 7 will have 400 cars available at launch. Kazunori himself confirmed that number during the GT7 State of Play broadcast.
Yamauchi-san also confirmed that more cars will be available later on as DLC. Of the 400 confirmed launch cars, 300 will be available to purchase (with in-game credits) at “Brand Central,” an in-game shopping mall for vehicles.
The cars at Brand Central will span models from as far back as 2001 up until now, spanning over 50 brands. Keeping in line with the goal of promoting car culture, within Brand Central, players can read facts and history about the manufacturers represented.
The remaining 100 cars will be split between a used car dealership and a “Legendary Dealership.” The used car dealership will feature cars older than 2001 that will typically sell for lower prices than those found in Brand Central.
However, certain used cars that are popular may have higher prices. Kazunori cited 90’s Japanese cars such as the ’92 Nissan GT-R as an example. Other classic cars such as the Lamborghini Countach or Lancia Stratos will likely have higher prices as well.
Yamauchi also stated that the used car lineup will change slightly and be updated daily.
The Legendary Dealership is specifically reserved for exceptional cars that are historically or culturally significant. Examples include vehicles like the 1945 Jeep Willys MB or the 1998 Mercedes Benz CLK LM.
Gran Turismo Cafe
While we’re on the subject of cars and culture, this would be a good time to mention the new “Gran Turismo Cafe.” The Cafe will be located at the center of the “World Map” main menu in GT7.
The Gran Turismo Cafe will provide players with car collection “menus.” Players can complete the menus by winning races and championships.
Sometimes the actual designers of the cars featured in the Gran Turismo Cafe will appear to discuss the vehicles in question. That is another way Kazunori and the Polyphony Digital developers have integrated car culture into Gran Turismo 7.
Their thinking is that by completing the car menus in the Cafe, players will be organically exposed to car history and develop an appreciation for the vehicles they’re interacting with.
How many tracks will GT7 have at launch?
Gran Turismo 7 will have 34 track locations and 90 layouts at launch. The tracks are comprised of real global locations and fictional locations. Fan-favorite fictional tracks such as Trial Mountain, Deep Forest, and High Speed Ring are returning.
Real-world staple tracks such as the Nurburgring, Tsukuba Circuit, and more are included in the track lineup as well.
Each course will have “circuit experience” activities to help players learn the nuances of each track.
The license tests, which are staples of the Gran Turismo franchise, are returning to GT7 to help teach players driving techniques and hone skills.
So-called “mission races” are events outside of traditional racing and time trials add variety to the types of activities that players can participate in. Drag racing and Drift trials are just some of the other event types available to players at launch.
Will Gran Turismo 7 have multiplayer modes?
Gran Turismo 7 will feature local split-screen multiplayer and several online multiplayer modes. The split-screen option is a feature likely to be welcomed by fans; however the execution is a bit different than usual.
Typically, split-screen modes in racing games divide the screen horizontally, with one player looking at the top half of the screen and the other player at the bottom. However, in GT7, the split is done vertically.
While it does appear that there is less screen real estate for gameplay, this layout may have been chosen to preserve visual fidelity and aspect ratio.
Beyond local split-screen, Gran Turismo 7 will feature online lobbies and “meeting places” for casual racing and a “sport mode” for serious, ranked gameplay.
What will GT7’s visuals be like?
Despite the nearly 30-minute long presentation that provided a significant amount of information, no hard figures were shared about Gran Turismo 7’s visuals.
The only visual feature that was confirmed is that the PS5 version of Gran Turismo 7 will feature ray-tracing. For the uninitiated, ray-tracing is a technique that allows for a realistic rendering of how light interacts with surfaces in a virtual environment.
That means the cars in GT7 will have realistic reflections that are dynamic to the lighting environment that the vehicle is in at any given moment. However, it was not specified if ray-tracing would be enabled during gameplay or only during specific showcase-like modes.
There were also no frame-rate or resolution figures revealed during the presentation. We speculate that GT7 will likely run at a target frame rate of 60fps with a dynamic resolution on PS4 and perhaps a locked frame rate and resolution on PS5.
Again, that is just speculation on our part.
Gran Turismo 7’s weather simulation is mindbending
One area in which Kazunori Yamauchi was very forthcoming is how Gran Turismo 7 handles weather effects. While in games like Forza Horizon 5, developers used special cameras to capture the sky and then recreate it in-game, it seems that GT7 is utilizing a more involved method.
It was a bit tricky to follow, but according to Yamauchi-san, GT7 simulates the atmospheric prosses of cloud formation to create dynamic skies. Furthermore, the game uses real-life meteorological data, including temperature, humidity, and air pressure to simulate cloud patterns that are accurate to geographical locations.
For example, if players are racing on a track in Japan, the sky will behave like real Japanese skies. Yamauchi claims that this will be true for any location in the game.
A special star simulation will be used for night races that utilizes geographical data on how stars appear in specific locations on specific dates at specific times. This even includes the location of other planets that can be seen in the night sky.
It was also stated that “the moon will rise and set in the same way the sun rises and sets.” They really are swinging for the fences when it comes to details, aren’t they?
Naturally, the simulated changes in weather and atmosphere will play a factor in gameplay. As the temperature of track surfaces changes, it will affect how cars handle and the levels of grip available.
The developers studied how tracks change in wet weather and have applied that data to the game. So, at Tsukuba Circuit, for example, when it rains, the areas of the track that tend to dry faster in real life will also dry faster in the game. Areas with puddles and standing water will take longer to dry.
On large tracks like the Nurburgring, there may be completely different weather conditions depending on what part of the track the player is on.
A cloud radar is incorporated into the user interface to help players be prepared for the dynamic weather.
Car physics rely on decades of data
Kazunori touted Gran Turismo 7 relies on 25 years of car physics data, input from Lewis Hamilton, FIA-GT drivers, and Michelin for its handling model.
Additionally, Yamauchi-san stated that height changes on the front and rear of a car, wind direction effects at a circuit, and slipstream effects are recreated using simulation based on aerodynamic computational fluid dynamic (CFD) data.
Gran Turismo 7 will take advantage of the adaptive triggers on the PlayStation 5’s “dual sense” controllers to further translate the dynamic physics effects to the player.
Yamauchi claims that players will feel things like surface changes and grip levels through the triggers. He even went as far as to say that holding the dual sense controller will be the same as holding a steering wheel.
Car customization and tuning
Gran Turismo is the originator when it comes to tuning cars in driving games. It was the original GT that allowed players to upgrade performance parts so it is to be expected that tuning would return in GT7.
Kazunori claimed that there are “approximately 60 types of performance upgrades per car” which significant but not totally mind blowing.
From what was seen in the presentation, all the staple modifications such as exhaust, intake, ecu, and boost upgrades will be available. However, it looks as though engine swaps will be coming to Gran Turismo 7.
Tuning a car involves creating unique combinations of purchased performance upgrade through an elaborate interface featuring several drop down menus for each part.
There is no branding of performance parts with the exception of Brembo on brake upgrades.
For those more interested in style, there are over 650 aerodynamic parts available but like the performance parts, there are no officially branded aero components available.
However, there are 130 wheels to choose from and those are branded so there’s that.
The livery editor has been upgraded to allow sticker placement in a greater variety of areas on a vehicle and the limit to how many stickers can be used is increased. Though, it is hard to say at this point if the Grand Turismo livery editor is on par with what is offered in recent Forza games.
Scapes photo mode returns
The innovative “Scapes” photo mode made its debut in Gran Turismo Sport and allowed players to place their virtual cars against real life background environments for realistic photos.
Scapes returns in Gran Turismo 7 but now it has more than 2,500 global environments available and can take HDR photos.
There is also a new “race photo mode” that allows players to take more detailed shots from races they have already run. One promising feature we noticed is that the controls in both photo modes mimic the parameters of real-life cameras.
That means anyone who is familiar with taking photos with a traditional SLR camera should be able to jump into Scapes or Race Photo Mode and feel comfortable.
Frankly, we wish that Forza games would adopt the same thing.
This State of Play will drop a ton of information, so watch this space as we will go over everything as it’s revealed.
Will GT7 be worth the wait?
Fans have waited a long time for Gran Turismo 7, and some (including us) have even battled bots and scalpers to buy a PS5 just to experience GT7 at the highest quality possible.
But, there have been plenty of examples of highly-anticipated games that failed to live up to the hype once they were released. Could Gran Turismo 7 join that sad group of blockbuster games that don’t meet expectations?
We won’t know until we go hands on with it. Unfortunately, we don’t quite have the same connections with PlayStation that we do with Xbox so there is a very good chance we will not get GT7 to review before it launches.
Regardless, we promise to give you a full review once we do get our hands on the game, even if its after every other outlet’s review! Stay tuned and we’ll keep you updated.
In the meantime, if you have questions or want to share your thoughts after watching the Gran Turismo 7 State of Play, share them in the comments below or Tweet to us at @MotorworldHype.