GT3: Article #2:
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Behind the wheel of the most anticipated PS2 racer yet…
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Look at the Wheels
{You can even see this car's brake discs heating up as the driver slows through a sharp turn.}
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         Running at an unwavering 60 frames per second, the latest version of Sony's racer makes a real visual impact. Some of the high points we noted included especially high-resolution textures (that don't fuzz out when you get really close to them). Also the true real-time reflections (you can even see your car's reflection in the bumper of the car in front of you), and the best looking trees we've ever seen in a game. Of course, the car models are also looking every bit as good as you'd expect from PS2, and in the version of the game we played, they even had fully 3D wheels - you could actually see the brake discs heat up and cool down when cars took sharp corners. That's how detailed this game promises to be.
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Is Real Or, Is It GT3?
 
{Forget the cut-out trees and canned reflections of other racers - this stuff looks Real! No joke, the replay mode will have you fooled; Why aren't other developers squeezing  this much performance out of PS2?}
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          While we still haven't seen the much talked-about weather effects that the gang at Polyphony Digital, the game's developer, have been promising, we were able to take GT3's dirt track mode for a spin. Thanks to the much greater number of physics calculations going on in comparison to GT2, the off-road racing feels far more natural - and graphically speaking, it's simply jaw-dropping. The was dust kicks up from your car's tires is super realistic, plus on the audio front, newly recorded sound effects let you hear every little effect of the bumpy roads on you car's suspension.
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Look at the Backgrounds
{A. The Seattle Circut has been even updated to include the new sports arena that's currently under construction there; B. California's Laguan Seca speedway has been faithfull recreated, although these rally cars look a little out of place on it.}
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          Speaking of audio, it was on of the cooler aspects of the near-final build we had a chance to experience. Earlier demos were using a stock sound system with effects mostly taken from GT2, which sounded fine, but it can't hold a candle to what GT3 has in store. Thanks to PS2's powerful sound processor, the game uses multiple layers of sound effects for each car, so that you can hear even the subtlest details clearly. Hit the gas hard when taking a turn and listen to the squeal. Hit a trackside berm in a turn and hear your tires bouncing on the uneven surface. You can even hear the wind rushing over your car.
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The Course, Of Course
{We're still waiting to see the new Morocco and Tokyo street courses, but here's a first look at what some of the GT2's courses now look like in this game.C. When in Rome, do as the Romans do - gawk at the awesome looking Coliseum; D. When you see the High Speed Oval running, you'll think you're at the races.}
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          Sony hasn't announced an exact date for GT3 in the States, but what we've played, racing fans are definitely be in for a treat. We'll hopefully have a full review of the game next issue, so stay tuned.
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An Up-Close Look At the Game in Action
{A.Check it out - it's Bigfoot! We wonder how many other little things there are like this in the game; B.The environments are the best we've ever seen - just look  at the trees; C. Like in previous the Gran Turismos, the focus is on realistic simulation, so you'll have to brake early in the turns. Just like in real racing, a good racing line is of major importance;D.The reflections on the cars are completely done in real time - no phony effect here. Here you can even see the overhead tree branches on the trunk!}
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Written By: Randy Nelson, from March '01 PSM Issue

- The game at this point when this article was written is about 70% complete -     
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