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Ace Combat 6: Fires of Liberation (Video Game 2007)

Photos

Top cast

D.C. Douglas

  • AWACS Ghost Eye
  • (voice)

Liam O’Brien

  • Aircraft Launching Announcer
  • (voice)

Joe Thomas

  • DJ Zed Waters
  • (voice)

Michael Gough

  • Debriefing
  • (voice)

Steve Van Wormer

  • Ilya Pasternak
  • (voice)

Paul St. Peter

  • Lt. Colonel Victor Voychek
  • (voice)

Karen Strassman

  • Ludmila Tolstaya
  • (voice)

Sam Riegel

  • Marcus Lampert
  • (voice)

Erin Fitzgerald

  • Matilda Herman
  • (voice)

Cindy Robinson

  • Melissa Herman
  • (voice)

Michael Lindsay

  • Sergeant Donnie Torch
  • (voice)

Kirk Thornton

  • Sergeant Louis McKnight
  • (voice)

Keith Silverstein

  • Stephen McCarthy
  • (voice)

Yuri Lowenthal

  • Toscha Mijasik
  • (voice)

Troy Baker

  • Additional Voices
  • (voice)

Joe Cappelletti

  • Additional Voices
  • (voice)

Richard Epcar

  • Additional Voices
  • (voice)

Heather Halley

  • Additional Voices
  • (voice)
    • Natsuki Isaki
    • Sam Riegel
    • Liam O’Brien(english voices, Cup of Tea Productions Inc. )
  • Writers
    • Sanshiro Hidaka(specification design: game design)
    • Toshiyuki Ishii(lead writer) (specification design: game design)
    • Takahiro Nozawa(specification design: game design)
  • All cast & crew
  • Production, box office & more at IMDbPro

More like this

Ace Combat 7: Skies Unknown

Ace Combat Zero: The Belkan War

Ace Combat 5: The Unsung War

Ace Combat 04: Shattered Skies

Ace Combat: Assault Horizon

Ace Combat Infinity

Ace Combat 3: Electrosphere

Air Combat

Ace Combat X: Skies of Deception

Storyline

Did you know

  • Quotes

    [after shooting down Pasternak]

    Ilya Pasternak: The Strigon Team has fled the combat airspace. We won…

  • Soundtracks

    Ace Combat 6 Main Theme
    Performed by Trinity Boys Choir, SIF 309 — Bulgarian Symphony Orchestra
    Composer: Keiki Kobayashi
    Lyricist: Keiki Kobayashi
    Conductor & Orchestrator: Youki Yamamoto
    Recording & Mixing Engineer: Matt Howe
    DAW Engineer, Sofia: Vladislav Boyadjiev
    Technicians, Sofia: Todor Mirchev, Sava Lafsov, Marin Marinov, Valentin Yordanov
    Orchestra Manager: Elena Chouchkova
    Production Manager: Asen Kanchev
    Assistant Engineer Phoenix Sound: Dave Moore
    Choir Director: David Swinson
    Music Preparation: STUDIO Old Theatre 3, UK, Naomi Suzuki
    Orchestra Producers: Youki Yamamoto, Matt Howe
    Orchestra Recording Studio: Studio1 — Bulgarian National Radio, Bulgeria
    Choir Recording Studio: Phoenix Sound Studio, UK, STUDIO Old Theatre 3, UK
    Mixing Studio: ‘STUDIO Old Theatre 3, UK
    Localization: Austin Keys, Emi Takeuchi, James Vance, Taiki Homma
    Recording Support: Faith Inc.
    Recording Coordinators: Toshio Shimizu, Akihiko Sawamura
    Recording Producer: Keiki Kobayashi

User reviews3

Review

Featured review

4/

10

«and always twirling, twirling, twirling towards freedom!»

Just another quick review here, as I must admit I grew tired of the game after only a couple of sessions.

Whilst Ace Combat 6 is nice to look at and the controls are responsive, the story is impenetrable (which I accept is my fault for joining in game six, rather than game one) and the dogfights quickly revolve, as they do in all my experience of dogfighting games, into endless spinning to try and gain the shot on an enemy who is also spinning to do the same to you.

Specific to this game I found it difficult to work out exactly what the target was supposed to be. The opening mission involves a bombing run that you have to quell by destroying the bombers, but there were so many targets I was happily shooting down planes only to fail the mission as apparently these weren’t the right planes I was supposed to be after.

So after that happened a couple of times, I decided that life was too short, and on to the next game.

helpful•0

0

  • southdavid
  • Jan 25, 2021

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Details

  • Release date
    • October 23, 2007 (United States)
    • Namco (Japan)
    • Namco (United States)
    • Japanese
    • English
    • Ukrainian
  • Production companies
    • Namco
    • Project Aces
  • See more company credits at IMDbPro

Technical specs

    • Dolby Digital

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Review: Ace Combat: Assault Horizon – Destructoid

The combat flight sim genre is in a pretty good state these days. While PC owners can enjoy the IL-2 Sturmovik games for that excellent full sim experience, console owners have still seen a slow but steady flow of arcade air combat games in recent years.

Yet most games of the arcade console variety — Ace Combat 6: Fires of Liberation included — tend to focus on just locking onto enemy targets at range and letting loose a volley of missiles. Ace Combat: Assault Horizon has been said to attempt to Call of Duty-fy the genre in order to revitalize it, which has left a fair share of fans with giant question marks floating around their heads.

Whether this form of change to the genre was needed or not, Assault Horizon does breathe some new life into the genre with fuel fumes that can set your brain on fire.

Ace Combat: Assault Horizon (Xbox 360 [Reviewed], PlayStation 3)
Developer: Project Aces
Publisher: Namco Bandai Games
Released: October 11, 2011
MSRP: $59. 99

The changes to the Ace Combat franchise are hard to miss when playing through the first half hour. Even though he game still has its trademark ridiculous story involving superweapons, it’s told through the eyes of a range of characters you actually play as, as opposed to Fires of Liberations’ overly dramatic narrative that was often told from the on-the-ground “warfare isn’t very fun for civilians” perspective while you were just one anonymous person in an elite squad that saved the day.

This first half hour shoves you into the seat of the glorious F-22 as you play through one of the protagonists’ nightmares, fighting in the wartorn skies above a beautiful Miami landscape and pulling off scripted but amazing-looking maneuvers. After some cutscenes that are aimed to make you identify with most of the characters, you’ll suddenly find yourself in the gunner seat of a helicopter for a turret sequence. Yikes.

Progressing through the pretty lenghty missions in the campaign, you’ll find yourself playing through proper jet combat missions followed by a helicopter missions, and even sitting in an AC-130. It might not sound like the Ace Combat you know and love, and at times it isn’t.

Part of what makes Assault Horizon so different is the new “DFM” (Dog Fight Mode) system. If you approach an enemy and get close enough, a pulsing circle will indicate you can enter DFM. Doing so puts you in a close combat chase sequence, where all you can really do is try to keep the enemy plane under the reticule of your machine gun while firing missiles as they lock on. These sequences can occasionally take you through breathtaking chases between skyscrapers, through refineries, or simply through G-force ignoring aerial dances of death.

DFM is there to make the game look great, which is does well thanks to the cinematic style and heart-pounding action you’ll find yourself irresistable to enjoy, but it also serves to remove the boring gameplay of eternally turning your plane to keep your target reticule slightly in front of an enemy at close range.

As a result, the game’s design does tend to overly focus on close range combat. If you’re a fan of turning on stealth, circling wide behind an enemy strike group, and letting loose a volley of AMRAAMs from miles away — as you perhaps once did in F-22: Total Air War — you can forget about that in Assault Horizon. It’s hard enough to let a missile hit any of the more skilled AI fighters in any mission, let alone the aces that will use flares and fly all over the place. If you insist on not using DFM at all for simulation’s sake, you might as well not play the game altogether.

Having said that, the system does do a great job at giving you the sense that you are balancing on the edge of control with your bird of prey. Everything moves so fast that anyone who is prone to motion sickness in games should be warned, and once you destroy a plane you’ll get a nice Burnout-esque view of your opponent as pieces of his plane rip apart from it in mid-air. Sometimes you’ll even see the pilot being flung out of the plane; it never gets old.

DFM does have its share of problems, however. An enemy can get ready to do a counter-maneuver that is indicated by a tiny indicator in the UI, which you’re likely to miss every single time since so much is continuously going on on-screen. You can counter this counter-maneuver and ravage the enemy jet as it tries to loop over you in slow motion, but it’s more a matter of luck than skill.

Likewise, you can do such a counter-maneuver yourself if an enemy is locking on to you from behind by decelerating and leveling out the plane to get two triangle indicators to overlap, which instantly puts you behind your foe if you’re successful. But sometimes — especially in multiplayer — you won’t have the time to do so before you get hit in the butt by a missile. It can be a bit frustrating to die just because one time the action works fine and looks fantastic, while at other times it just refuses to work because you didn’t overlap the triangles well enough or didn’t level out correctly. Furthermore, if you happen to drop out of DFM at the wrong moment because an enemy flies too far out of sight — even though it’s hard to tell what exactly governs the rules of staying in DFM — you could find yourself flying into the terrain at Mach speed.

A side-effect of basically being required to use DFM is that you have no sense of place on any of the maps where you control a jet. One minute you can be here, the next you can exit DFM at an entirely different location. One of the things that makes arcade air combat games so fun is that you feel in control of a ridiculously expensive aircraft and that you can claim the skies for your own without requiring a brain wired for simulation games. It’s hard to do that when you never really know where you are nor have a sense of the aerial theater overview, so you end up just going after the closest enemy until the mission is over. It fits the live-in-the-moment style of the game, but essentially you’ll be hopping from one chase event to the next.

Similar to DFM, ASM (Air Strike Mode) lets you enter a ground assault path where your machine gun will overheat less quickly, and where the camera will make it more cinematic and easier to annihilate everything on the ground. It’s a bit like a more assault-oriented version of that radar-evation mode you had in Tom Clancy’s H. A.W.X., clenching your controller as you try to make quick decisions to get through it successfully without crashing your plane. You can even do a bit of ASM as a stealth bomber to carpet bomb the hell out of bases, which is of course is what mankind was born to do in the first place.

To further spruce up the variety, Assault Horizon throws a bunch of missions at you that don’t necessarily belong in a game like this. Being neither novel nor necessary, the turret gunner sections are seemingly only there to draw in the Call of Duty crowd and despite being fun enough to play (how can you mess up a turret sequence anyway?) they feels a bit forced.

The helicopter missions are simply a throwaway way to add variety. Only one camera mode actually lets you see what you are shooting at, and even though the jet controls let you switch between a super arcade “Optimum” mode — in which you can’t even rotate your plane — and an Original mode that is more like Ace Combat, the choppers are stuck to one arcade control scheme. Players who put effort into learning the more sim controls of Apache: Air Assault can basically forget what they learned as they work their way through some drab helicopter action. Thankfully, there is always the AC-130 to save the day and make you forget about most of the game’s failed attempts at forced variety as you rain down death from above.

While the campaign is a nice distraction on its own, with a good old Elite difficulty and different aircraft selections to make it worth replaying it a couple of times, multiplayer adds a whole other layer of life-enhancement. Eight co-op missions are there to enjoy, Deathmatch can be a bit hard on the rookie player as you’re thrust into the skies with more skilled players, while nobody appears to be playing the “capture the base” Domination mode at all. Capital Conquest, however, is the online mode of choice.

This mode puts players into two teams who have to protect their HQ buildings while simultaneously attacking the opponent teams’ buildings, supporting bomber and multirole fighters as they do so. If you have a bunch of friends who like Ace Combat, it will be a while before you get tired of playing this mode and destroying random online people who don’t communicate at all.

Earning points in multiplayer also lets you unlock skills to put in “skill sets” (i.e., Class layouts) that provide bonuses to yourself and your team. It provides a good enough reason to keep playing the game after you finish the campaign and the Capital Conquest games only take 10 to 30 minutes — with the option to fully customize any of the modes — so it’s easy enough to pick up and play without having to spend hours on the multiplayer.

Although the introduction of the DFM in Assault Horizon does change the feel of Ace Combat dramatically, it is a beautiful and heart-pounding addition to the air combat genre. As long as it works well and you have an idea what is going on, that is. When everything falls in place and works, further stimulated by the trademark Ace Combat soundtrack, there’s nothing out there that can give you an experience anything like it.

Assault Horizon looks beautiful to boot, provided you can get over the fact that it is not Ace Combat 5, nor Ace Combat 6, etc. The cinematic style might put off some old fans, but once you accept Assault Horizon for what it is you can enjoy it immensely; there’s really no arguing that the new style makes you feel more engaged with the action whether you care for Call of Duty or not. You do have to accept that this is a departure for the series, as evidenced by the way the Original control scheme is the more intuitive option for veterans while at the same time it makes you feel like the game wasn’t designed to really support it.

It might not be the perfect console arcade combat flight sim experience, but Ace Combat: Assault Horizon remains a treat for any fan of the genre or fans of stupidly awesome looking air combat action. Where it breaks with tradition, it injects a shot of epinephrine straight into your heart and keeps it pumping until a mission is over. The changes have turned it into a rollercoaster version of Ace Combat, for better or worse depending on what you wanted from the franchise’s latest, resulting in one of the finest examples of how to turn graceful air ballet into a mosh pit of fighter jets.

Ace in the Hole: Shovel Knight Review: King of Cards PS3

Developers from the Yacht Club Games studio know how to keep their word. Also in
In 2013, to the people who supported them on Kickstarter, the guys promised
tons of free add-ons for Shovel Knight. Since the release of the game
they released a lot of high-quality content for their offspring, the
thereby expanding the beautiful universe of the Spade Knight. old school
platformer received two incredible campaigns, challenges, several
modes and a plethora of small improvements and changes. By the end of 2019of the year
The indie studio has completed its epic campaign in support of Shovel
Knight. Its results were two luxurious additions — a simple
fighting game Showdown, made in the spirit of Super Smash Bros. , and fresh
scenario for King Knight — King of Cards .

With each campaign, the game world expanded and acquired details,
showing us various events through the eyes of several heroes.
For example, the plot of Plague of Shadow unfolded in parallel
with the story of the original Shovel Knight and the previous
add-on Specter of Torment was a prequel,
narrating from how the Conjurer collected the “Order without
mercy.» King of Cards took the first place in this series of plot dominoes
place. It starts a little earlier than the story of the Phantom Knight.

This is not a royal business

The knight-king is full of strength and ambition. His dream is to become true
king and get the castle and possessions at your disposal! But here
annoyance: he is in no way connected by blood ties with the families of monarchs and
cannot inherit anything. To get what you want, hero
begins to work out a cunning plan related to a card game
«Fight». Behind the tournaments of this popular table entertainment
three great judges are watching — three kings. Whoever overcomes them can
get the title of «King of Cards». Is this not a chance? Without thinking twice, our
ambitious owner of the crown and mantle goes to
journey. nine0005

Shovel Knight: King of Cards unlike previously released campaigns
offers players not just redone levels and new stages, but
reworked passing system. How was it before? On the map
there were a couple of branches, but without going through the main collection
stages to pass the game was impossible. The classic scheme worked
most 2D platform games where at the end of the player’s stages
the bosses were waiting. We ran through 7-8 key levels with the leaders — here you go
credits. In King of Cards the situation is different! Reach the title of «King»
maps in several ways. nine0005

The game world was divided into several large locations, numbering
over 30 different levels. Some lead the player through the halls where
play «Fight», while others allow you to bypass card fun and
fight in the usual format for the game. No risk. Bravo!
Solutions are awesome. Yacht Club Games secured themselves as
The board game they invented may not be to everyone’s taste. Why
bully people? They killed two birds with one stone, diversifying along the way
gameplay and adding variability to it. This was not the case before. nine0005

If I had known the buy-in, I would have lived in Sochi

like? Is there something wrong with her?» No. It’s just that these things come
far from everyone. What is the essence of «Fight»? There is a small field
divided into cells. It contains one or more
precious stones. Players need to occupy the cells with sparkles,
whoever has more — he won. The nuance is that just put your
a card on the field with a stone cannot be, it must be pushed! Each
pieces of paper with a picture have arrows with direction showing in
which side one card can push another. Respectively,
nothing can be pushed to the arrow, a kind of block appears.
There are no complex characteristics, dice, dubious rules
and others. Pure logic. nine0005

The review is based on the 3DS version, which is extremely inconvenient
take screenshots. In fact, the game is quite pleasant
localization.

«Fight» is not just fun gathered on the knee. Yacht
Club Games came up with a huge set for Shovel Knight: King of Cards
out of 120 cards! They can be searched, bought, collected and even won!
According to the rules of the «Fight», the winner can take precious papers
with pictures from the loser. Now imagine that the NPC is in the game
through one offer you to play. They don’t seem to have anything else to do.
Therefore, people who intend to collect all the cards (like Pokemon)
it will take quite a long time to run between gaming clubs. nine0005

The developers made a number of cards personal, giving cool heroes,
such as The Dark Knight, additional effects. For example,
played his paper with a picture and the enemy card changed
command! These things can turn the tide of a match. But also for such
tricks have control! Trader Chester can sell you sneaky cheats.
Do you want to occupy cells with pebbles in one move? Please
fork out! Pleasure is not cheap. Pockets empty fast
and in order to fill them you will have to arrange a raid on levels and
literally knock out valuables from chests and enemies. nine0005

The king favors, but the huntsman does not favor

The knight king is an excellent fighter and has his own special style. Shovel
Knight: King of Cards did not lose face in front of its
predecessors, each time changing the mechanics of battles. At
the protagonist has no weapons, and he literally rams all enemies with his shoulder,
making a leap. This is his normal attack! After the hit, he immediately
soars into the sky and spins like a top, which allows him to make
baldness on the head of any enemy. In the process of passing, he collects
and acquires shrines that unlock new abilities. Fly in
bubble, hit with a hammer, cry, restoring health — this and
much more he learn in the course of the game. Useless abilities
does not exist. nine0005

Thanks to the changed combat mechanics, each of the familiar
previous boss campaigns is presented to us in a new light.
Bossfights are well remade. It will not be boring. We guarantee! But
no spoilers… Yacht Club Games did a great job
work on creating funny scenes and dialogues. They always have humor
was in perfect order. But now some game events are easy
skip! This makes them look like random events. Remember
characters walking around the map? They may just not get caught by you.
the path you have chosen. Of course, no one bothers to return and open
all levels and secret places, but what is the scope by the standards of the expansion,
at the cost of ten «dead presidents»? nine0005

Greatness
crowns

Shovel Knight: King of Cards has a total of five trophies — 1 bronze, 3 silver and 1 gold.
Ordinary story for DLC. To collect them all, you have to
literally close all activities at 100%. Collect cards, pass all
levels, defeat all travelers, find hidden paths and special
medals.

In general, the scrupulousness with which new additions are created,
is striking. Now the Treasure Trove compilation is a giant compilation
adventures with different heroes, including content like
at least 50 hours or more. Each campaign for 6-10 hours,
huge challenge packs for 2-5 hours plus a replayable Showdown.
Great? Not that word! nine0005

In terms of graphics, the addition did not bring anything new. Without
surprises. The graphics upgrade will only be in Shovel Knight Dig.
The signature pixel art has been preserved here, which is great
combined with chic chiptune compositions. Scold Shovel Knight:
King of Cards is actually for nothing. A slight sense of secondness
against the background of the main release? There is such. But before us is not a new part,
and another addition, the quality of which hundreds can envy,
if not thousands of indie crafts.

Shovel Knight:
King of Cards is a demobel chord from Yacht Club Games,
surpassed all previous additions in size and quantity
innovations. New combat mechanics, full card game,
many levels with forks, excellent humor and more —
The developers have done a great job. Together with this DLC collection
Shovel Knight: Treasure Trove has become even more solid. If you still
haven’t gotten to know the world of the Spade Knight, now is the time! Everybody
campaigns and available content will easily drag you into dozens
hours. nine0005

The review is based on the digital version of the game for 3DS.

Guys finally guys! The knight is already so overgrown with content that he
just right to release a collectible with all the characters, a book about all
characters and of course with all the toys. Here it would be
gift )

Posted by KrepkiyChaiy

Boys are guys! The knight is already so overgrown
content that it is time for him to release a collectible with all
characters, a book about all the characters and of course with all
toys. That would be a gift)

The game is certainly superbly made in retro style, + Mouzon drags,
but the wooden controls just really piss me off to hell
at all!))

Oh, now it’s time to buy a cartridge with a complete collection
spade knight

I completely forgot about this game, but thanks to your review I remembered (
+1 game to familiarize

It hit Vita… I shed a tear.

I just have no words for how cool this DLC is, and even
given away for free for the fact that I once bought the game … Bravo, Yacht
Club! nine0005

I have played 70 without this add-on in Spade Knight
hours. So, with DLC it will be 100 hours, and with NG+ it will be 200 hours.
Fine!

Gran Turismo 6 is the last one for PS3. Review / Games

Genre Racing
Publisher Sony Computer Entertainment
Publisher in Russia Polyphony Digital
Developer Firaxis Games
Release date December 6, 2013
Age requirement from 6 years old
Platforms PS3
Official site

It’s funny that for three generations of consoles from Sony, auto racing remains the most successful gaming series on them — Gran Turismo releases sold 70 million copies in a decade and a half. However, it is difficult to underestimate the importance of Polyphony Digital studio projects — the very first GT at one time almost turned the entire genre upside down. Under 19In 1997, there were no intelligent car simulators (in particular, on consoles), and half-cartoon rides remained the most popular entertainment. Kazunori Yamauchi, the creator of the series and a great lover of everything related to cars, took and realized his dream: he transferred real cars with all their unique properties and physical characteristics to the virtual space.

Gran Turismo has become even bigger and more interesting with each new release. Although with the fifth part, which was released three years ago, not everything went smoothly. Of the 1,000 vehicles featured, only a couple hundred were drawn in HD, with the remaining 800 carried over almost unchanged from Gran Turismo 4 (which looked far less technologically advanced, after all, the PlayStation 2). There were questions about the strange organization of a career and multiplayer, artificial intelligence and an ambiguous damage system. nine0005

That’s all we have to the fact that Gran Turismo 6 is not much different from its predecessor. The new game has retained all the important virtues of the great series and, unfortunately, unpleasant shortcomings.

⇡#Love to drive

First of all, the game impresses with an incredible amount of content. There are 1200 cars here — from karts and modest small cars to powerful cars and supercars (both real and fictional). True, the bulk of the vehicles still come from the previous generation: the somewhat disgusting models from the GT4 of the beginning of the 2000s were pulled up in the “upscale”, and they generally gave up on the interior of the cabin — there is just a black texture. In addition, developers sometimes cheat — and two variations of the same model that are not fundamentally different from each other (for example, it’s a matter of color or a pair of horsepower) are presented as different cars. nine0005

But, despite the above, the GT6 can take forever to try, tune and pick up an interesting car — the choice is almost endless. Moreover, the main advantage of the game remains its physical system, which by the sixth issue has become — sorry for the banal turn — even more realistic. Each model feels fundamentally different; it’s a rare virtual racing experience where you can easily distinguish a relatively underpowered front-wheel drive car from a rear-wheel drive car — you feel it when you press the gas, at the very first turn. The unique features of the suspension behavior and the weight of vehicles are perfectly conveyed — it is worth modifying a familiar car a little (for example, putting lighter body elements) — and the car really drives a little differently and turns more gracefully without losing speed due to excess inertia. nine0005

Of course, to enjoy Gran Turismo 6 to the fullest, you need a good steering wheel with pedals and, very desirable, a gearbox. On a regular gamepad, you can’t turn the steering wheel 360 degrees with a sharp turn, and the analog “triggers” are not so sensitive as to correctly transmit the “tone” of pressing the gas and brake.

But the game still lacks an adequate damage system. At one time, Jeremy Clarkson, the host of Top Gear, conducted an experiment — he drove the same car along the Mazda Raceway Laguna Seca track in Gran Turismo 4 and in reality. The results differed by 16 seconds, but the showman said that this was not due to the unreliability of the physics in the game, but because of the fear in real life. This characterizes the competitive aspect in the series: the player does not feel sorry for himself or his rivals — nothing bad will happen anyway. A popular and favorite technique is to drive into the side of a competitor on a sharp turn and gently bounce to an approximately correct trajectory. And no you fallen off wheels or overturned cars. nine0005

A powerful car at a speed of 320 km/h crashes into a curb at a right angle and, with the sound of two empty juice boxes hitting each other, just bounces a couple of meters. No tangible damage — just a slightly wrinkled bumper and dust on the hood. In 2013, in a game that is considered a cool car simulator, this looks at least strange. Especially in light of what is happening with competitors — in particular, in Forza Motorsport with its albeit compromise, but quite appropriate damage system. nine0005

Another problem is half-dead artificial opponents. Of course, there is some progress compared to Gran Turismo 5 — competitors have learned sometimes not to let the player pass and go off the ideal trajectory for this. At the same time, they practically do not overtake each other and keep the entire race like a “snake” at an even distance; usually by this time the user is either far ahead or somewhere in the tail (depending on the correct choice of car for a particular event).

All of this again makes Gran Turismo 6 not so much about racing and competition as it is about authentic driving. Here it is interesting to choose and set up a car for yourself, tinker with it, try different settings and test them on real tracks. GT6 is also a huge auto encyclopedia. But the competitive spirit and dramatic battles of skill on the roads… well, that’s not what you’re looking for. nine0005

⇡#Loyalty to tradition and beauty

When looking at the GT6 main menu, it becomes clear how conservative its creators are — the interface is somewhat reminiscent of Windows 8 tiles, stylized in the late 90s; something very similar was in the games on the first PlayStation. Although all sections are surprisingly logical: the career mode is structured more simply and more clearly, all cars are immediately open for viewing and buying (although there is still no convenient search and navigation through these 1200 units). nine0005

Career competitions are played in the usual way: a series of «class» races, where cars of a certain type (Japanese only, only front-wheel drive, only no more than 500 horsepower, etc.) are followed by license examinations. The monotonous sequence can sometimes be interrupted by optional events: races with certain rules like “go the maximum distance with 1 liter of fuel” or “correctly knock down cones”. In short, all this is somewhat meditative, monotonous, but, perhaps, traditional and understandable for Gran Turismo. nine0005

Polyphony Digital promised full-fledged multiplayer, but everything is rather meager — only two modes. Traditional races between users and «Seasonal events». Everything is clear with the first, the second is a set of eccentric tests from the developers. Updates are promised soon, and with them new modes and events, among which there will certainly be something related to the GT Academy, which makes it possible to become a real racer in real life (the event is supported by Sony and Nissan).

As for the visuals, the screenshots do not deceive — Gran Turismo 6 is indeed one of the most beautiful racing games on the outgoing generation of consoles. Especially if there are models with native HD textures in the frame and the photo travel mode is enabled with interesting angles and a cool play of light. A dynamic change of day and night and weather conditions has appeared, which makes the already diverse tracks (here, perhaps, the best set of tracks in the genre — 33 locations in 71 variants) even more interesting. nine0005

Gran Turismo 6 is a special aesthetic pleasure, but in many ways — a contemplative plan. The sixth part as a whole has the same problems as the fifth part — the series lacks a fundamental shake-up. Solve the problem with zombie AI, introduce a more realistic collision and breakdown model, forget about the PS2’s low-texture heritage, and then it would be the ultimate racing game.

We really hope for Gran Turismo 7 for PS4.

Advantages:

  • 1200 cars for every taste;
  • a wonderful set of three dozen tracks;
  • realistic physical model;
  • great visuals;
  • a sea of ​​other content.

Drawbacks:

  • questionable damage system;
  • artificial intelligence that doesn’t even try to compete;
  • many cars in low resolution and without interior textures;
  • boring career. nine0199
Graphics One of the most beautiful racing games of the generation is spoiled by unfinished content — a lot was transferred from the PlayStation 2, only by stretching the textures. 9
Sound Classical (and, by the way, very appropriate) music emphasizes the sophistication of what is happening in the GT6. On the other hand, something incomprehensible is going on with the sounds of some cars — let’s just say, this is not very similar to the work of real motors. nine0094

7
Single game A long and monotonous career will sooner or later get bored; here it is not interesting to compete with AI — it is much more fun to just drive a selected and carefully tuned car, cutting circles. 7
Team play Nothing special — the usual races with live players and slightly more tricky challenges from the authors of the game. But soon there will be patches that will bring something more interesting. nine0094

7
General impression A big update for Gran Turismo 5 that doesn’t quite feel like a stand-alone game.