Gran Turismo 7 features the shady ability to top-up your in-game credit balance with real money via the PlayStation Store. At the time of publish the link to do so directly from the various purchase screens in-game is not functioning, so we're unable to see how much credits cost. It would seem that this is a different approach to the microtransactions added to GT Sport in 2018 (which was around a year after it was reported it would not feature microtransactions). The microtransactions added to GT Sport allowed cars to be directly purchased a la carte for real money; GT7 appears to be a cash-for-credits scheme. Either way, GT7's microtransactions have me feeling a bit cynical overall, especially considering how hard GT7 leans into making some of its coolest cars artificially scarce. Some rare cars will only pop up occasionally to buy before they're "sold out", and others require peculiar, time-limited, in-game invitations to actually purchase. It's easy to see how the fear of missing out may coax some players who are light on credits to shell out real cash to grab certain cars before they disappear again.
From the first honk of the series\u2019 iconic countdown klaxon, there are moments during Gran Turismo 7 when it feels almost like a remake of the 1997 original. In the space of a moment I\u2019m 16 again and stuffing earthshaking turbos into a bright red Mitsubishi GTO, wondering how I\u2019m going to be able to beat my dad around Trial Mountain when he always gets the DualShock and I have to make do with our only other controller \u2013 a terrible, translucent blue aftermarket job with no analogue sticks. That\u2019s a kind of magic a video game series can\u2019t buy; it can only earn. Gran Turismo 7 has that magic; that compulsive car upgrade loop the series established, plus the hot looks and sterling handling to back it up. But there\u2019s a lot more to Gran Turismo 7 than the sum of its nostalgia \u2013 even if there are still a few traditions it should\u2019ve left in its rear-view mirror.
Nostalgia isn\u2019t a requirement, though: Gran Turismo 7 is the most welcoming GT ever, with dozens of hours of curated races and tasks designed to induct a new generation of players into the classic GT experience. GT7 achieves this via the Gran Turismo Caf\u00e9, an eccentric but effective little hub that the developers at Polyphony have placed right in the middle of its world map. When we drop in, the caf\u00e9 owner assigns us specific races and tasks via a series of 39 so-called \u201cmenu books.\u201d Working through those gradually introduces new drivers to how things work in GT \u2013 from earning licences and finding and buying cars, to customisation and racing. Some of it may initially seem like busywork to long-time GT players, but the racing events the Gran Turismo Caf\u00e9 deliberately threads us through all make up part of the large list of career races we\u2019d be otherwise doing anyhow \u2013 and the decent collection of reward cars offered for working through the menu books makes it well worth your time.
You\u2019ll definitely be able to win many more cars this way than you\u2019d be able to afford to buy in your first week with GT7, that much is clear. Payouts aren\u2019t particularly extravagant and car upgrade costs can be surprisingly high for some items, like tyres that cost twice as much as an entire MX-5, or $100,000 nitrous systems no amount of boosted DVD players would ever pay for. Even neat ideas, like the huge range of official manufacturer paint colours we can use in the design booth, annoyingly come with a cost attached.
Gran Turismo 7 features the shady ability to top-up your in-game credit balance with real money via the PlayStation Store. At the time of publish the link to do so directly from the various purchase screens in-game is not functioning, so we're unable to see how much credits cost. It would seem that this is a different approach to the microtransactions added to GT Sport in 2018 (which was around a year after it was reported it would not feature microtransactions). The microtransactions added to GT Sport allowed cars to be directly purchased a la carte for real money; GT7 appears to be a cash-for-credits scheme. Either way, GT7's microtransactions have me feeling a bit cynical overall, especially considering how hard GT7 leans into making some of its coolest cars artificially scarce. Some rare cars will only pop up occasionally to buy before they're \"sold out\", and others require peculiar, time-limited, in-game invitations to actually purchase. It's easy to see how the fear of missing out may coax some players who are light on credits to shell out real cash to grab certain cars before they disappear again.
Nevertheless, collecting each themed trio of cars for the GT Caf\u00e9\u2019s menu books (like European classic compacts, or retro Japanese sports icons) also unlocks a sweetly earnest short video that showcases the cars and explains their relevance to automotive culture. These vignettes are clearly aimed at people with a more limited background in motoring history than I have but I still admire Polyphony\u2019s efforts to try and add context to why certain cars are here. That said, while some of these collections are very historically robust and can properly chart the lineage of certain iconic models, some others are hamstrung by GT7\u2019s limited pool of cars to pull from. For instance, GT7\u2019s Supra and GT-R collections are great examples of menu books that span decades of motoring evolution, but others have to take a bit more of a grab-bag approach. GT7\u2019s car roster exceeding 400 sounds good on paper (and it surpasses the nearly 350 that 2017\u2019s GT Sport ended up with after several years of updates) but accounting for multiple variations of the fantasy Vision GT cars, the race car versions of road cars, and then the reverse \u201croad car\u201d versions of some of those race cars, that 400 figure shrinks a bit. It\u2019s really only around half the cars available in Forza Motorsport 7, the crosstown rival racer it originally inspired.
The reality is the garage in GT7 is not nearly as rich as you may expect \u2013 and certainly not as current. With a few exceptions, most manufacturers\u2019 ranges tend to top out at around 2017. If you\u2019re expecting to see quite a few high-profile cars from the last two or three years here, like the latest McLarens or any Tesla built since 2012, you may be disappointed.
Crucially, however, the car handling is quite impeccable \u2013 and virtually every single car I\u2019ve driven feels appreciably different from the last. Retro road cars feel lairy and loose, and they can become wilder still with some extra oomph squeezed under the bonnet as proper performance tuning returns to the series after its absence from GT Sport. Modern sports cars feel a bit more planted but they\u2019re nothing like the dedicated race models, which are stiff and cling to the tarmac like their tyres have talons. In what feels like an improvement on GT Sport, grip doesn\u2019t quite disappear off a cliff the moment I overcook a corner exit. I\u2019ve found I\u2019m able to drive out of trouble more often after perching a car in a slide. I have my reservations about the off-road handling \u2013 specifically how it deals with jumps \u2013 but GT7 is amazing on asphalt.
Like GT Sport before it GT7 seriously sings on a steering wheel (I\u2019m using the Thrustmaster T-GT) but know that it still feels absolutely at home on a DualSense controller, and I haven\u2019t felt like it\u2019s a disadvantage; in fact, I\u2019ve achieved gold cups in the bulk of the license tests using a controller. I have found the weaker of the two countersteering assists useful in some vehicles because it takes some of the dramatic edge off my car\u2019s bulk snapping from side to side \u2013 something that can be a little tricky to intuit with only the tiny amount of travel possible on an analogue stick compared to a wheel \u2013 but if you require more assists GT7 features plenty of them, all the way up to full auto-braking. GT7 may be a serious racer, but it\u2019s not an entirely inaccessible one.
The PS5 DualSense\u2019s haptic feedback also rates a positive mention. There are times where it feels like it\u2019s trying to deliver a few too many sensations simultaneously to really grasp what each is trying to illustrate \u2013 so it\u2019s just a lot of whirring and buzzing, all at once \u2013 but the DualSense otherwise copes with GT7 splendidly. The response to curbs is particularly nuanced, and there are some other bits of feedback that are unique to particular tracks that feels very cool \u2013 like the whirr from whipping over the metal grates that stretch across the Tokyo expressway circuit. That this buzz feels distinct in my hands from the clunk of a gear change is exactly the type of thing I\u2019m keen to keep seeing done with the DualSense.
However, it remains a shame that Polyphony keeps compromising its high-quality driving by persisting with frustrating rolling starts for career mode events, repeating the same mistake GT6 made. In a real-life motor race, cars cruise closely in two rows for rolling starts. But in GT7 career races, the cars are arranged in single file, 50-odd metres apart, and we are always placed in last. In a race with 20 opponents at Mount Panorama, this means the leader is already all the way up Mountain Straight and approaching the Cutting by the time we cross the starting line. In simple terms, that\u2019s well over a kilometre away. These ridiculous head starts mean career events are less a race than they are a chase. We\u2019re not dogfighting for track position with backmarkers; we\u2019re simply blazing past them trying to negate the immense starting deficit. The racing really just amounts to an overtaking challenge, which GT7 already officially has a bunch of in its addictive set of driving mission challenges. What\u2019s mystifying is that GT7 has a great and extremely granular custom race creator that features grid starts so we know there\u2019s no technical reason not to have them. It just\u2026 doesn\u2019t use them where they\u2019d work best.
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