The introduction of GT League (A single player career mode similar to those in the previous installments) to Sport could be seen as this after the mixed fan reactions to the game's focus on online racing and the lack of offline content at launch.
The inclusion of 12 additional cars in GT League, all production and tuner models (mostly the former), could be seen as this after the equally mixed fan reactions to the games' initial car roster being mostly made up of racing models.
The main theme of the Gran Turismo series, "Moon Over the Castle", composed by guitarist Masahiro Andoh of the famous Japanese jazz fusion band T-Square, is perhaps one of the most certifiably epic intro themes for any game, and has onlygottenbetter with each incarnation of the series. The T-Square performs this song under the title Knight's Song.
Gran Turismo 4 at least had the original replaced by "Panama" by Van Halen in the US. The EU release got shafted by comparison, with a remix of "Reason is Treason" by Kasabian.
The American version of Gran Turismo 3 had a few metal gems from the Eighties, with "Turbo Lover" by Judas Priest and "Kickstart My Heart" by Mötley Crüe as examples. The European version, instead, had a more Electronic Music soundtrack... Which still kicked ass, with artists like Overseer, BT and Apollo 440. And don't forget to mention Feeder's "Just A Day (Alan Moulder Mix)" from the said intro as well!
Apollo 440 is no strange to Gran Turismo. Every installment up to 4 had at least one song from the British Electronic Rock band. 4 even had tracks made for the game, "Start the Car" and "Hold the Brakes".
Gran Turismo 2 did have a great intro with "My Favourite Game" by The Cardigans (From their album oddly also named Gran Turismo). Both American and European versions had different soundtracks: the highlights of the American soundtrack are "Bodyrock (B & H Bodyrob Remix)" by Moby, "Now Is The Time" by The Crystal Method, "Push Eject" by the Boom Boom Satellites, "Cars" by Fear Factory and Gary Numan, and, the absolute fan-favorite, "Dragula" by Rob Zombie. The European soundtrack, while being much smaller, still managed to deliver some great tunes, with artists like Ash, Propellerheads and Fatboy Slim. Even the PAL version's intro features a nice trance remix of the said song.
The rest of the original soundtracks created for the series are excellent as well. Gran Turismo 4 at least had a few songs from its original Japanese soundtrack intact when it made the jump to Europe and North America.
6 got an awful lot of recycled soundtrack. So your mileage may vary here.
6 is also notable for the absence of Moon Over The Castle in its intros even for the Japanese version. Predictably a lot of fans were not amused. Thankfully the remixes for 5 and its prologue are available to listen as a special unlockable for finishing the GT World Championship.
For what it's worth, some of the later games like 5 and 6 are home to a lot of soothing jazz and lounge music, perfect for background music at any occasion. Here's a sampler.
"Standard" cars, which are cars from the PS2 iterations of the series that appeared in the PS3 games in order to boost their car count. While they were given a hi-res polish, the low polygon counts on them make it obvious that they were ported over from the last-gen systems, especially given how they lack proper interiors. Some of the standard cars were updated in 6 to have PS3-like exteriors (such as the RUFs and the Nissan R390 GT1), but many more remained. Many fans hate the standard cars for sticking out like a sore thumb amidst the fresher, newer cars, while many others like them for giving them the opportunity to drive certain particular vehicles that may not have otherwise been included.
The large number of different, and often useless/superfluous variations, on cars like the Mazda MX-5 Miata, the Nissan Skyline, and the Honda S2000. The fact that most of the cars subjected to this are Japanese also ties into Creator Provincialism.
The "Vision GT" program. While some thought the idea was cool and all, many others claimed that it wasted modeling time that could be used for demanded cars that are not yet in the game.
Tourist Trophy. Some fans loved the game for being somewhat more realistic than GT4, while others criticize for too many removed elements such as Le Mans track, raining, and pit stops.
Fans had mixed reactions when discovered Gran Turismo Sport is leaning more to esports. Some fans think Polyphony Digital is focusing in the wrong thing and should improve the game first, especially the audio which is often criticized by fans, instead of wasting time and resources developing an esports online experience. Another criticized feature is the realistic photo mode, where you can take photo of the cars in gorgeous landscapes. Some fans think it is a useless feature, but others find both the esports online experience and the realistic photo mode good additions to the game.
Older race cars such as the Group C cars (Jaguar XJR-9, Mazda 787B, Nissan R92CP and Sauber C9) in the Group 1 class and 2008-era Super GT GT500 cars (Epson NSX, Petronas Tom's SC430 and Xanavi Nismo GT-R) in Group 2 are somewhat divisive in Gran Turismo Sport. While there are some fans who welcome these older race cars with open arms due to their nostalgic value within the series, there are other fans who disapprove of their inclusion in these categories due to how obsolete and easily out-classed they are in comparison to the more modern race cars in their respective divisions.
The decision to essentially make Gran Turismo Sport an always-online multiplayer game by removing the series-staple single player campaign mode and making it so that the game locks the player out of most game modes (even single-player modes) and disables saving unless the player is logged in to PSN was extremely controversial and heavily criticized in some circles. Polyphony Digital, in an apparent response to the blowback, eventually patched in a single player mode, though the always-online restriction has remained.
Character Tiers: Cars can be roughly ranked as sluggish subcompacts, slow sedans, medium sport cars, fast supercars, very fast Super GT racers, lightning-fast Le Mans racers, and one Formula 1-like car to rule 'em all.
GT5 Prologue had an actual Formula One car, the Ferrari F2007, which was the top tier car. Later GT5 also throws in the Ferrari F2010 as well as a fictional car, the Formula Gran Turismo, which is an even faster car, included since GT4. GT6 replaces the two Ferraris with Senna's Lotus 97T due to licensing issues pertaining to the Ferraris and the Ayrton Senna content deal.
And if you reach a certain level in either the A-Spec or B-Spec games in GT5, you'll unlock the ultimate badass race car of all: the X1.
Gran Turismo Sport has its own tier system:
N-Class: A vast majority of road cars go here. The N-Class is divided into ten subgroups based on a car's horsepower, starting from N100 all the way to N1000. N100 is primarily populated by compact cars such as the Suzuki Swift, Honda S660 and novelty cars such as the Fiat 500 and Volkswagen Samba Bus, while N1000 is populated by high-powered hypercars such as the Bugatti Veyron and LaFerrari.
Group 4: Sport's equivalent to the real life GT4 European Series, mainly featuring race cars that bear resemblance to road-going production models such as the BMW M4, Mitsubishi Lancer Evo X and Porsche Cayman GT4 Clubsport, while also featuring detuned supercars to fit in with the class such as the Lamborghini Huracan, Ferrari 458 and Bugatti Veyron.
Group 3: Based on real life GT3 cars. Featured in this category are famous real-life GT3 and GTE cars such as the BMW M6, Audi R8 LMS and Porsche 911 RSR as well as some custom-tuned fantasy variants from Polyphony Digital such as the Alfa Romeo 4C, Volkswagen Beetle and Toyota FT-1 Vision Gran Turismo.
Group 2: Based on silhouette race cars, but as of 1.29, only features cars that were in the GT500 class in Super GT, such as the Honda NSX Concept-GT, Lexus RC F and Nissan GT-R.
Group 1: Based on Le Mans Prototype race cars, both new and old, as well as tuned versions of high-powered Vision Gran Turismo race cars. Expected cars in this category include the Toyota TS050, Mazda 787B and Dodge SRT Tomahawk.
Group B: Essentially a modern day re-interpretation of the real life rally category of the same name. This class is mostly populated by custom-tuned fantasy rally cars such as the Subaru WRX, Hyundai Genesis and Nissan GT-R, but also features the Audi Sport quattro, a real life Group B rally car.
Group X: If a car doesn't fit into any of the above tiers, it usually ends up here. Group X features a wide variety of cars such as Vision Gran Turismos, track toys such as the Pagani Zonda R, historic racers such as the Ford Mark IV, Ferrari 330 P4 and Jaguar XJ13 and Formula 1 race cars such as the Lotus 97T-inspired F1500T-A and Lewis Hamilton's 2017 Mercedes-AMG F1 car.
Contested Sequel: Just about every entry in the series since 4 has been viewed as one by the fanbase.
Some of the fanbase has criticized 5 for tedious grinding, the fact that you can't sell highly expensive cars or farm for them anymore, endurance races giving you low sums of money, a poorly implemented paint system, segregated A-Spec and B-Spec modes, no fast forward for B-Spec, a weak track generator, a 20 million credit limit, among other things.
6 has also ran into same problem, such as some features (course maker, quick match, community features, B-spec, and more) being added on a (slow) timely basis.
Sport is practically this trope incarnate for reasons listed under "Broken Base".
Every time there is a 500 PP production car race in the Open Lobby, always expect a 2002 Ford Focus RS. Even for a front wheel drive car (with rallying background, mind you) when properly tuned the car would be in a David vs Goliath situation. The same also happens with Mazda RX500 concept car (albeit without the David vs Goliath part).
Some maximum speed races in the Open Lobby (always held in Special Stage Route X) often ban the Pagani Huayra and the Alfa Romeo TZ3 Stradale from racing in the lobbies. Whether this happens or not, always expect Nissan R35 GT-Rs, Toyota Supra RZs, and Tommy Kaira ZZ-IIs, unless the hosts bans any of those.
Racing car seasonal time trials are dominated by either the Chaparral 2J, which has a sizeable acceleration advantage even if the car has to be saddled with severe power and weight penalties, or the Toyota TS030 LMP, which only needs a few nerfs to be eligible for most time trials, as well as the car's hybrid system . On most road car seasonals, the Suzuki GSX-R/4 Concept also dominates by virtue of light weight (comparable to Caterham-class vehicles such as the new for GT6 LCC Rocket).
The GSX-R/4 is now a common sight on Quick Match events that allow the players to bring their own vehicles.
On most Open Lobby races without tire restriction, expect everyone to pick the super grippy (but costly and wears out fast) Racing Soft tires, moreso if tire/fuel wear are disabled (which is the default). Many drift lobbies also use, and even require, the tire with worst grip in the game, Comfort Hards.
Good luck finding a semi-full lobby that isn't on the Suzuka Circuit East course or Tsukuba Circuit.
The Balance of Performance (BOP) system introduced in Sport have led to frequent changes in the meta, often times causing daily races to be almost one make races. In Group 4 (FIA GT4 class, one-make cup cars, and lightly modified showroom cars) the Group 4 versions of Nissan GT-R and BMW M4 had a reign of terror at launch before the role switched to three European front-wheel drive monsters in Megane, TT Cup, and RCZ... then after BOP changes after changes, came the mid-engine semi-prototype cup car, the Renault Megane Trophy.
The Group 3 class (consisting mainly of real life Group GT3 machines in addition to some fictional Group 3 variants) is in general a lot more balanced. However, the Volkswagen Beetle and Porsche 911 RSR were the most popular and among the strongest cars in the class on launch, until the July 2018 update introduced the fictional Ford GT LM, which eventually got nerfed. Then the March 2019 update introduced McLaren F1 GTR, a classic GT1 racer.
In the Group 1 class (which consists of a mix of modern Le Mans Prototypes, Vision GT cars and a few classic Group C cars), the Porsche 919 tends to be one of the most popular choices. Similarly to the Toyota TS030 with its low PP rating in 6, the 919 is rated at "only" 500 horsepower and so far has remained unaffected by BOP because of this. However, like the TS030 (which is similarly unaffected by BOP here, as are the 2016 Audi R18 and Toyota TS050), this power rating does not factor in the additional output of the hybrid system, which provides brief bursts of closer to 900 horsepower plus part time all wheel drive, giving the car nearly unbeatable low end acceleration.
This also extends to liveries: for instance, the moment the GT Award winner FuguZnote A custom Datsun 240Z owned by Sung Kang, of The Fast and the Furious fame. and the AE86 Sprinter Trueno were added to the game, the livery gallery was instantly flooded by replicas of Devil Z and Takumi's car respectively.
Critical Dissonance: 6 had reviews scoring around the 7-8 ranges, not incredibly high for GT standards. It is however held in very high regard by fans, who notice it as a true step up to 5. Sport suffered the opposite. Like 6, most of reviews around 7-8 but fandom rating at low 6.
Disc-One Nuke: All you need is an IA licence - and, in 4, the Driving Missions will give you some incredible cars. While it's balanced by the sheer difficulty of some of the missions (23 and 34), any driver competent enough can walk out with three endgame cars - the Pagani Zonda Race Car, the Toyota 7 and the Nissan R89C - without having even entered an actual race.
In 2, you can get the TS020 GT-ONE Race Car by beating gold on S License, which again, is also balanced by the sheer difficulty. The developers even thought that the reward is too much that in the later games, the most that you can get by getting all gold on S License is a supercar.
In 5's seasonal events, due to difficulty scaling on the prize payout, you could enter a hard race with a joke car, finish dead last and still end up with nearly a million credits, especially if you'd been playing 5 days in a row. If you bought the Academy Edition you also get a download code that adds all the DLC up to that point, including the lethally broken X2011, which adds the car straight into your garage, not just the game, as early as you want.
There are lesser versions of this case and they are all available on all regions. Making Data Transfer from 1 to 2 will give you the B and A license for free, while making one from 3 to 4 will also give you 100 thousand credits, if your Gran Turismo 3 save file does have that cash.
Really, though, all Seasonal Events of Gran Turismo 5 and 6 are this. Well, in 5's case, it was.
Outside of special prize cars, data transferring, and Seasonal Events, getting the IA License in 3 immediately opens up all ten endurance races. Of these, the Roadster Endurance centered on cheap Miatas where you can only change the tires. All you need is to either scrounge up enough money to buy one of the best Miatas (mid 20,000s) or get Gold on all B License tests to win a free one, get Super-Slick tires for 10,000 Credits, and with enough practice on Apricot Hill, you can easily win the 40 lap race in just over an hour. This will award you with 100,000 Credits and a chance to win an F1 car.
In 3, there is a set of ten time trials available in Arcade Mode right away, which can be done even before you touch simulation mode at all. Beating all of these rewards you with the Panoz Esperante GTR-1 race car, which has 588 horsepower and is more than capable on taking on most high level races. If the car itself doesn't appeal to you however, it can also be sold for a cool 500 grand.
Fandom Rivalry: With Forza for obvious reasons and Need for Speed for others. A big reason for the rivalry with Need for Speed is because it is to blame for Ferrari, Lamborghini, Porsche and McLaren vehicles not appearing in the first four Gran Turismo games; Polyphony was unable to secure licensing rights for them because at the time all four manufacturers had the licensing rights for their vehicles exclusively signed over to Electronic Arts. Today, EA still has the Porsche license and they've only shared that license with Forza. However, due to problems circulating this (notably Dieselgate problems that affected Porsche as well), this was turned into non-exclusive licensing rights allowing other game developers to use Porsches freely, with Sport finally adding the manufacturer's cars to the series.
Game-Breaker: The Pikes Peak Escudo in 2. They nerfed it in 3 by making it nearly uncontrollable, and worse, they removed the course it was designed for. However, a skilled enough player with a good setup could still use it efficiently, and it could be tuned to 1843 freaking horsepower, enough to get it to 430 km/h while still outdragging all other cars. They had to nerf it again in 4 to get it stay as a curiosity rather than a Game-Breaker. Thankfully, in 5, while it's not the game-breaking racing machine that it was in 2, it finally became controllable again to the mild delight of fans.
In 2, JGTC (GT 500 class) cars. For some unknown reason they have 200 more horsepower than their real life counterpart, resulting in them being faster than a Group C car. Even more when you can win one by simply tuning a Skyline R34 up to 580 horsepower and race the Grand Touring Races.
In 2, winning the race at Red Rock Raceway in GT All Stars; you get a TVR speed 12 every time, which sells for half a million a go. Get the Unisia Jecs Skyline from the Grand Touring race at Midfield Raceway mentioned above, and you'll win quite easily and soon be able to afford the Escudo Pikes Peak mentioned top.
Toyota GT-One road car in 3. Sure, it's hard to get one (though not as difficult as the race car), and is not available in showroom. But once you have one, it has 600+hp and 900kg, plus insanely good handling, making it a Jack-of-All-Stats among road cars. You can beat the events where only unmodified cars are allowed (except Roadster endurance), or slap a turbo upgrade on for up to over 1000 horsepower.
The GT-One road car was pretty broken on its debut in 2 too; once tuned, sans the Drag 180 SX it had the highest top speed in the game while still being plenty maneuverable. Still not as good as the Escudo all round, but not far off, and for half the price.
The F1 cars in 3, while designed as the ultimate cars and are the only cars allowed in the final event, can still break the game easily since you can get one almost immediately. You have a 25% chance to get one from each endurance race, all of which are unlocked upon getting an IA License, and as mentioned under Disc-One Nuke, the Roadster Endurance is essentially a beginner-friendly endurance race.
Endurance races in 3 in general. Excluding the Roadster Endurance, which pays less and awards you with another Miata if you don't get the F1 car as a result of requiring less money and effort to get into, prize money ranges from 150,000 to 500,000 Credits, and the prizes are all amazing even if you don't get an F1 car. All you need is one really good car from one and you can easily beat most of the other Endurance races, as well as any races the car is eligible for. note The Roadster Endurance and Trial Mountain Endurance are the exceptions, as both require normal, untuned cars, and the Roadster requires Miatas.
The fourth game has the Plymouth Superbird and the '65 Pontiac GTO for historic car events — often resulting in five 40 hp alleged cars put against a 400 hp V8 monster — and once you unlock it, the Polyphony Formula Gran Turismo.
The Chaparral 2J in 4, with its vacuum downforce system which gave it a massive acceleration advantage (it was banned from real-life competition due to this). As an opponent, it often made the All-American Championship unwinnable. It costs a third of the price of a Group C car, and is so easy to win with that even B-Spec Bob can win the Gran Turismo World Championship. And it is small enough to take part in World Compact Car Races, which is designed for nimble, small but painfully slow Joke Cars.
Thankfully it was nerfed in 5. Or, rather, it was put in the used car dealership lottery, and became twelve times more expensive.
For early- to mid-game, the stock Dodge Viper. It's essentially the same car as the racing-class Team ORECA model, but it costs one-tenth as much (to the point where, with an Old Save Bonus, you can buy it as your first car in GT4) and, unlike the latter, it is fully upgradeable, letting you reach up to 1000HP+ in some games.
In the first game however, he is the best production car of the game. 440HP, 100 more than most of the others, cheap and it turns quite well thanks to game's weird physhics. On the Normal Car Cup, where only stock production cars are allowed, he demolishes the competition.
If you're good enough to get it, the Nismo 400R does a similarly comprehensive job on the competition.
Step one: Win first rally, get Cien.
Step two: Win 2nd rally with Cien, get Toyota Rally car.
Step three: Sell Toyota Rally car for a quarter million.
Step four: Repeat steps 2 and 3 for tons of cash.
GT4's "rules" are easily bendable in a lot of cases. If you're into earning A-spec points for a Self-Imposed Challenge, you'll find that installing a racing suspension to improve cornering does not at all affect your points earns. Want to use a car as a rolling wall to make a turn at higher speed? The game usually will not object. This also extends into cases where driving across grass to avoid a chicane does not cause a penalty at all.
GT4 also had another freakishly speedy car, the Toyota Minolta 88C-V, obtainable by winning the El Capitan 200 Miles race (which you should definitely win by using the Cadillac Cien or the Toyota RSC Rally car shown above) Don't be fooled by its deceptively cute looks - this car easily gives the Formula GT a run for its money with its ludicrous speed and handling and to this day - yes, even in GT5 and GT6 - is unquestionably the fastest LM Prototype in the game. Ironically, it never won a race in real life.
Even the most incompetent B-Spec Bob can then win the Nürburgring 24 Hours in the Minolta - and thus win the Formula Gran Turismo F1 car, itself a ludicrously overpowered Game-Breaker.
GT5's Stealth Model "Gift Cars", which consist of black versions of: a Nissan GT-R GT500, a Honda NSX GT500, a Mazda 787B, a McLaren F1, an Audi R10 TDI, and a Mercedes-Benz SLS AMG. Made especially moreso by the fact that repairs on those cars from racing damage are dirt cheap.
And now in GT5, the X1 (renamed X2010 after an update) - insanely fast with ungodly grip (basically, combine the best features of the Formula Gran Turismo and the Chaparral 2J, then put that on steroids), if you can master it.
It does the 20km Nürburgring in a lot less than half the Real Life record, doing most of the corners well over 300km/h. Did I mention that the Nür is one of the most difficult tracks of the world?
Arguably the borrowing system and having friends that have a X2010 to put online. Step one, Borrow X2010, Step two, race with it, Step three, Profit.
And then, as of GT6, they've topped THAT with the X2014◊, but for some reason it has 10 less PP than the X2011, but the PP system is often considered unreliable. The description of the X2014 do explicitly mention that the car's engine power had been reduced from the X2011.
Fridge Awesome: Most of these cars exist in Real Life, and since reality doesn't care about Competitive Balance and can't be nerfed as easily as a game can, some of the real cars (like the nerfed cars in the later games) are even more game-breaking than their in-game counterparts.
The Seasonal Events in 5. To make up for the pitifully slim payouts in the regular A-Spec mode, they really increased the prize money (to compare, the first 90-minute long endurance race gives you about 120,000 credits, while a 10 minute Seasonal Event usually gives you thrice that). They also don't require any licenses, and some of them only require easily obtainable cars (like a Honda Civic). Even coming in second or third gives you more than the said endurance race. Much easier than grinding the Like the Wind event.
Every time you put your GT5 game disc in your PS3, as long as you don't pass a day without playing the game as well as having a PSN account, your monetary awards will increase from 100% to a maximum of 200% if you manage to keep playing the game after 5 days or so have passed. This means that every time you win a race, you'll get absurdly high payouts, especially if you manage to get first place and even more so if you do the Seasonal Events. If you plan to do this, keep that in mind if you're going to play your favorite racing game, because once you're away from playing it, the opposite effect will happen, and after 5 days have passed, you're back to 100%. This feature returns yet again in 6 to much fanfare.
Any higher tiered car you can enter into the A- or B- Spec races where "No Restrictions" is specified for the car type in terms of performance. You can throw in anything from the Skyline GT-R to the Bugatti Veyron to the X2011 into the Sunday Racers event (which is supposed to be for low powered sedans) for instance. Or the McLaren F1 into the British Hot Hatch event (a race for UK made hatchbacks). No wonder Polyphony Digital added PP limits for career races in 6...
Rain. That's right, a weather condition is a Game-Breaker in 5. The 1000km of Suzuka, the La Sarthe 24 Hours and the Nürburgring 24 Hours (being on the only tracks to have variable weather) become incredibly easy, as the other cars are absolutely awful in wet weather. The Nissan R35 Touring Car makes it even easier, being a four-wheel-drive car (and thus very controllable in the wet) that is tuned to compete with the Group C legends.
Mazda 787B stands out in 3, being the fastest car of the game and also the only Group C car on it. And unlike the Escudo from the example above, he does drives really fast on any track.
The race version of the Dodge Copperhead Concept Car in the first game is completely unfair. It is as fast as the cars like the Impreza Rally Edition and Supra GT, but weighs as much as a Formula 1 car. The result is a killing machine that smokes everyone while turning on a dime.
The Impreza Rally Edition in the same game has a massive handling and acceleration, but lacks top speed. In fact, it's not really a true game breaker because of the 141 mile top speed, until you mess with it's gearbox. Almost to no acceleration power was lost and you have a rally car outspeeding true tarmac racing cars on high speed tracks like High Speed Ring.
In 1, once fully tuned, the Nissan R33 Skyline, Mitsubishi GTO Twinturbo and Toyota Supra RZ all churned out over 900 horsepower. You could just outspeed everyone to victory with an advantage that big. All were nerfed in subsequent games to the 6-700 HP mark.
Also in Gran Turismo 1, the TVR Cerbera LM prize car has about 600 horsepower, weighs less than a Miata, and has an unbelieveable amount of grip and downforce, even compared to the other LM cars. Not even the fairly cheaty AI Castrol Supra in the GT World Cup can come close to catching it.
Genre Turning Point: *The huge critical and commercial success of Gran Turismo in 1998 proved that sim racing could be deep and realistic, yet if made accessible and fun enough, could be as mass-market as Mario Kart and Daytona USA, and opened the doors for the sub-genre to co-exist and succeed next to its arcade racing breathren.
Due to a power calculation mishap, the 1997 Daihatsu Mira, a little Japanese kei car, could have up to 500 horsepower when fully tuned in the day one version of 6. This has since been patched though, so now it can't make much more than 160.
Another good-bad bug in the day one version of the game, which doubles as a money-making Game-Breaker, involves selling a car added by the day one patch (usually Mercedes-Benz Vision GT, although the BMW M4 Concept, the DeltaWings, the NSX Concepts, etc, also work), moving to any other car, disconnecting the PS3 from the internet, deleting the game data, then selling the now-useless cars for maximum amount of money allowed by the game before installing again the patch. Again it got patched.
In the early days of 5, glitches were found in Special Stage Route 7 and all layouts of Nürburgring that has the GP course in it (therefore excluding Nordschleife). A certain part of those two tracks were not solid, allowing anyone who knows the trick to shortcut the tracks in question and make money. It got patched swiftly.
Prior to Spec II, it was actually possible to enter the Intermediate Gran Turismo Rally (tarmac stage only) in the Ferrari F1s as long one sets the power limiter correctly. This is also fixed.
In the earliest version of GT5, it is also possible to get a easy gold in license test National B-5 by turning right and banging to the wall where Tsukuba Short route would go. Video.
There's a Peugeot 206 WRC, one of the opponents of the Tahiti Maze Rally in 2, which will simply hit the right wall and do nothing else. This was fixed in later revisions of the game, however.
A glitch in 4 allows you to access the special colors in several cars (this includes the four black Le Mans cars, as well the secret black color option in both the Formula Gran Turismo and Mazda RX-7 LM Race Car) in Arcade Mode, as well as using cars in rally courses on cars where dirt/snow tires are otherwise not supported. This glitch also allows you to race the Jay Leno Tank Car, which is otherwise confined to time trials, as well as using "special cars" (such as the Tank Car and Toyota Motor Triathlon Race Car) in 2-player races.
Sometimes, an AI car would fall into the ground on the start of the race and vanishes in 3. It's also a Game-Breaking Bug too: The AI seems to reach the maximum speed the game can handle and thus causing it to crash.
After GT6's long awaited custom course creator came in October 2015 (Update 1.21), players discovered how to use the tracks in career races by starting a free run on a custom course, then entering and suspending a championship race. This was fixed in the next patch, much to the ire of the players.
In Sport, reversing into the pit lane at the start of the Nürburgring 24h circuit, or on any track that has a pit lane, can reset you onto the track (not a glitch in itself), but will reset you in first place and crossing the line will finish the lap. This has been exploited for quick money grinding by using the Arcade Mode's Custom Race feature to create a one lap race on the circuit using a Mazda Roadster against Group 1s, which with this glitch can generate hundreds of thousands of credits per minute. While this bug/exploit persisted for multiple patch version, exploitation of this bug in online races eventually to it being finally patched out as of 1.11.
Sport has a bug where running out of fuel with the Mercedes-AMG W08 Formula 1 car (which normally should reduce your top speed to 50 mph like any other car since 4) and shifting down to first gear allows you to accelerate infinitely, as if a jet engine was installed. However, this was patched out of 1.25, coinciding with the W08's use in an FIA Nations Cup event the day after the update.
In 4, on the reverse version of the Motorland circuit, sometimes faster AI cars will miss the trajectory of the final corner and drive straight into the pits. This can be seen most notably in the Type R Meeting and 206 Cup one make events.
It's the Same, Now It Sucks!: A common complaint of 5 and 6; the lack of penalties for riding barriers and hitting cars, weak damage modeling, and not updating the hold-the-racing-line AI — all holdovers from the early games — felt disappointing to critics and a portion of the fanbase as the series shifted to the powerful PS3, especially in light of contemporaries like Forza offering those and more like car customization. Despite the lingering issues, 6 was seen as a better step forward than 5 thanks to removing some of the latter's more annoying quirks, although critics would still prefer Polyphony spending less time getting the stars in the skies astronomically correct and more time fixing these long-standing problems.
Junk Rare: Some of the cars that were only available the once (cars as prizes for All Golds in the License tests, for instance) are really not worth the effort, even as far back as the first game.
The sound of the turbocharger(s) spooling as well as the blow-off valves in 2. Just listen to this, for example.
The engine sound for the new Red Bull X2014 Junior was highly praised by the Gran Turismo community.
In Sport, the chime that plays along with the lap time beeps whenever the player sets a new fastest lap, or breaks the lap record.
No Problem with Licensed Games: Anonymously, but Gran Turismo is well regarded for having this to Initial D, for having Takumi's AE86 (Actually, Shuichi Shigeno's own AE86, which Takumi's is based off of.) and Impact Blue's Sileighty (stock form) included throughout the series. Even the later games mention this as well.
The Mitsubishi Lancer Evolution and Subaru Impreza WRX STi series of high performance rally cars were brought over by their respective makers to the United States, thanks largely to their exposure in these games.
One could say Gran Turismo helped with the huge popularity of the Nissan Skyline GT-R in America, which went on to be featured in The Fast and the Furious and in countless racing games. While the non-GT-R Skyline was exported to North America as the Infiniti G35 (replacing the Nissan Primera-based G20) beginning in 2001 (and later becoming the G37 when the VQ37 engine debuted), by the time the GT-R nameplate made it over in 2007, it had evolved into a more exotic, Ferrari-fighter brand, dropping the "Skyline" name entirely and just going with GT-R. While many design aspects are still prevalent, it's clearly not the same car anymore.
Padding: In early games (until the fourth one), certain cars sold with different names in different locations were given their regional names dpending on where you were (i.e. Mazda Miata for America, Mazda MX-5 for Europe and so on). In the PSP installment, as well as Gran Turismo 5, Polyphony added every regional model of the various cars. Take the aforementioned Miata/MX-5/Roadster; 33 cars out of the 1,000+ in GT5 are Miatas, but with different badging. The same thing applies to Vauxhall/Opel, where the only difference is the badge and the country.
This is a much more glaring problem in Sport due to the drastically smaller car list. While there are 279 (as of Update 1.32) cars in the game, a large portion of them are Gr.4, Gr.3 and Gr.1-homologated race car variants. Much like the abundance of Miatas in previous games, Sport has 12 Nissans bearing the GT-R badge on them (which is 75% of the current Nissan roster), 8 of which are based on the Nissan GT-R R35 alone, in both road-going and racing form.
Venturi to Ferrari and Vector to Lamborghini, both in 2.
Pagani to both Ferrari and Lambo from 3 onwards. Few see this as a bad thing though.
Averted with 5, as it finally features Ferraris, Lamborghinis and the McLaren F1.
In fairness to Polyphony, the reason why Ferrari, Lamborghini, McLaren and Porsche vehicles didn't appear in any of the first four Gran Turismo games is because Electronic Arts had exclusive licensing deals with all of them to put their cars in its Need for Speed games; this is the same reason why no NFL video games currently exist outside of EA's Madden franchise. Come The New '10s, with Gran Turismo's status as a cornerstone of the video game market cemented, Polyphony was finally able to secure licenses for Ferrari, Lamborghini and McLaren vehicles. In April 2017, Porsche has finally been confirmed for GT Sport after the EA exclusive licence deal expired back in December 2016.
Rated M for Money: Averted. The entire franchise has been rated E for Everyone throughout its conception but has been selling like hotcakes, is loved by both hardcore car enthusiasts and regular gamers, and is one of many flagship Sony exclusives. It helps that, with sales of 61 million units through the entire series, Gran Turismo has become the best selling Sony exclusive of all time. OF ALL TIME!!!
The 5 second penalties in GT4's special condition races and missions. Justified if you screw up and have to pay the price, but many, many times it's because you make a clean pass, only for the mindless AI to ram into you and reward your skill with a penalty. Can become especially bad on Marathon Level races, such as Mission 23 which can last over 7 minutes and requires dependance on the AI cars to win, who can bump you the wrong way and give you a penalty, if not just knock you out of any chance of victory.
You will be hard-pressed to find a single person in the entire world who enjoys the One-Lap Battles in 4, simply because of the interminable wait before each one. Mission 34 illustrates this - instead of starting the leading 300SL two minutes ahead, you instead have to wait idle on the grid for two minutes. Every single time you restart. You could quite feasibly wait two minutes, outbreak yourself into the first corner, get a five-second penalty, have to restart and wait another two minutes. This mission - and, primarily, the waiting - singlehandedly prevents many people from getting 100%.
Random prize cars from endurance races and championships in the first 3 installments. In the first 2 games, you have no indication or choice of what you can win. In 3, you have some influence via button pressing when the prize wheel comes up, but it's still difficult to have any influence. It's annoying to do the Roadster Endurance again and again and keep getting Miatas.
Sport refuses to let you save your Campaign progress when the servers, PlayStation Network, your own internet connection or a combination thereof are offline.
3 has the Côte d'Azur (Circuit de Monaco), and the Mistral 78 Laps endurance race (the Monaco Grand Prix). There's also the omnipresent Formula GT World Championship event.
Northern Isle Speedway in Sport is this for Bristol Motor Speedway.
The F1500T-A in Sport is this for the Lotus 97T from 6 (And other Formula One cars of the era), the latter of which could not return due to licensing issues.
Sidetracked by the Gold Saucer: An unusual example in Sport. Polyphony Digital intended the game to be online multiplayer focused, with an eye towards esports. To that end, they initially opted to release barely any single player content in the basic game and mandated an internet connection to save and access most of the game modes. In response to fan demand, they eventually introduced a single player mode (which was initially rather barebones, but has since been fleshed out by subsequent patches), only to see it become the primary focus for a significant portion of the playerbase. Based on the trophy stats, somewhere between a quarter and a third of Gran Turismo Sport owners have never played so much as a single online match in a game where that was intended to be the main focus.
Specifically, Mission 23 (the Nissan Skyline slipstream mission). The other slipstream missions have the cars positioned at the exact distance, but in this mission we have 4 opponent Skylines clustered in a place and the leader at 11 seconds ahead of you. Slipstreaming isn't enough because once you passed the opponents you still are 9 seconds behind the leader, so you either get behind of the second place's butt and get as many draft as possible and wait until you have the right distance to overtake the leader.
Mission 34, the SLR McLaren race at the Nürburgring; it is not helped by how you have to wait two minutes to simply start the mission. To explain why this mission is the reason why many players can't 100% the game, here's the scenario: You are given a Mercedes SLR where like the game says, it handles like a fish out of water. Any mistake or scratch or even going to the grass one bit result in the car going out of control and crash. To make things worse, you don't just start racing, rather you must wait a long time to actually get out of the grid. Then, there is the track itself: It's Nürburgring, one of the longest track of the world, filled with difficult and twisted corners while having a narrow and very bumpy road, which fucks up entirely the car's stability. But the worst of them all is that the driving missions has the stupid 5-second penalty, which forces you to run at 50 kilometers an hour for five seconds. After you do proper practice, the first half of the 'Ring is simple, but the second half is an issue because it's the half where you must overtake and any bump into an opponent while overtaking causes you to get penalized and because the track is narrow as hell, bumping in the opponents is very easy. The only redeeming factor of the mission is that should you be crazy enough to do the 34 missions before going to the actual game, you will be awarded with nearly 200 thousand credits, one good starter car and 3 powerful racing machines, one of them being a Le Mans Prototype.You must do the Mission 34 to get the Nissan R89C Le Mans, be warned.
The Nürburgring Nordschleife and Côte d'Azur (Monaco), both of which are the That One Tracks in real life.
The Top Gear Track beginner level, which has you racing around tightly-knit track in a dinky, slow-as-heck VW Samba, then put non-contact rule over it... And there's the advanced one, which you use a WWIIVW army vehicle with 16 opponents. 8 ON EACH SIDE OF THE TRACK (counting you and Those Wacky Nazis). If you're not careful, you will crash on one of Those Wacky Nazis vehicles that are on the other side of the track passing through the intersection at the same time as you.
Complex String in 3, of course! It is five minutes long in any normal car, as it was seemingly designed as a testing track for licenses and the such, with almost every type of turn represented. The worst part of the course is the slalom section, which is a nightmare to racing machines, even the Formula One-like cars. The time trial event on it made 100% completion very difficult indeed. Mercifully, they don't put an endurance event on it (they saved that for the Nürburgring and La Sarthe in 4).
Special Stage Route 11 in 1 and 3, which is quite tight and hard to maneuver through if you don't have a good handling car. Not to mention the original version's insane chicane on the back straight. Arguably, it's even more difficult in the reverse direction.
That fucking Vitz championship in 3. The Beginner one isn't bad, but still annoying while the Professional one is just stupid. 5 races with ten laps each, with of all the tracks Test Course and Route 11. On a Vitz. Now you know why everyone hate this championship.
The Professional All Japan Grand Touring Championship and Gran Turismo All Stars, due to a Guide Dang It!. The game gives zero warning that the cars that you will race against are tuned, resulting in getting your butt kicked since your car is still stock. All Stars makes thing worse by adding the 787B in the middle of the pack of Dream Racing Cars, forcing you to get one aswell by racing...
...Like The Wind. What's wrong with a race that's all about going fast? Maybe because it's about holding your finger on the acceleration button for 40 minutes because it's a 20 lap race on Test Course. Even though you can use any car here that can go super fast, it's still boring to hold down your finger on the X button for more than 40 minutes.
Seriously, Test Course itself is just hated by fans in this game, not due to the track itself, but how they use it. In total, Test Course was used in GT3's main race more than 10 times. How much was it used in the main races of Gran Turismo 4? Only twice, on the Extreme Hall.
The S-6 License Test in 3. It's a time trial like every other Super License test, with this one in a fast car on Laguna Seca. It's already a difficult course, but doing a whole lap under license conditions with poor handling and a strict bronze time makes for an excruciating experience.
The endurance races in 5, especially as you can't B-Spec your way through them like in 4. More for the tedium of driving for however many hours than for any actual difficulty, though.
In 6, the final event of the Goodwood Festival of Speed special events, 5-3, pits you in a Red Bull X2010. Just as if the original Vettel challenges in 5 was a torture (especially if you don't have a steering wheel controller), 5-3 is an ultimate torture, thanks to the circuit's small roads, even in spite of the very-easy-to-beat Gold medal time.
In 6, the Rainmasters Event in the IA license races. Your vehicle cannot handle well in the rain and to make matters worse, the game prohibits the use of 4WD vehicles in this event (which can handle rain really well and gain a major advantage to non-4WD vehicles) and forces you to drive either an FR, MR, or RR vehicle which are notorious for their tendency to oversteer (and thus making it very likely to fishtail, or spin out). The worst of this 3-race event is the Nürburgring 24HR course; the track is already extremely difficult to begin with (namely the Nordschleife section), but the problems are compounded tenfold when racing in the rain, as it is horribly easy to lose traction in the course thanks to the open sections of the track. You must have a combination of the right suspension tuning settings and really good handling skills to even make it to first place in this race. Then, to make matters worse, a high powered hypercar (such as a Pagani Huayra) almost always starts in first place. You can turn on ASM (Active Stability Management), which really helps your car in the turns, especially in the rain, and makes it far easier, though you still have to keep sharp with your handling skills.
Historic Car Cup in 2 has one race in Rome Full Circuit that's actually almost unbeatable. The race has a limit of 300 horsepower, but a Ford GT40 appears in the race sometimes ramping the difficulty up. You can't use a GT40 yourself and the car itself is a road version of the late 60s Le Mans championship winner. Due to the low horsepower requirement, you're forced to find a car that is agile, but not powerful and if you're doing the races with the proper cars, your only option is either the Mini rally car or a Lotus Elan.
World Classic Car from 4 is either this or the most easiest championship of the game. The game's strange grid generator can make you race against a bunch of weak old cars while you're using a classic muscle, or he decides that it's fun to race against 2 Buick Specials. These 2 Buick Specials are classic cars with a top speed of 300 kilometers an hour and it does not lack acceleration. Depending on the car you're using, you can't win. Not at all. Not when 2 of the tracks you're racing have a monstrousity of a straight (Nordschleife and Fuji).
The Historic Racing Car cup from both 5 and 6. Don't know what car you can get? Good luck racing against legends like 2J and the Toyota 7.
Tourist Trophy has Yamaha TZ250 Challenge Mode. While most other challenges in Challenge Mode are easy (barring One-Lap Time Trials), this one is the most-threatening: you are pitted against ridiculously two small-but-fast Yamaha TZ250 on just two laps of Tsukuba Circuit, which is already frustratingly short. And you can only overtake one on each lap. Even if you're skilled, you may end up only overtaking one rider on entire race, thus you need to start over and over to win that bike. And you need to own that bike - as well as the smaller sibling, the TZ125 (that has the same yet easier challenge to obtain it, as you only race against one TZ125) - for progression, since there are one make events requiring those bikes. To compare, the TZ250 Challenge made the Driving Mission 34 in 4 look less intense.
Both TT World Championship and Special Machines Festival pit you each time in a fucking seven-to-ten-lap races, complete with pit stops closed down, and you are forced to use very hard tires to beat the track. Have fun!
From Sport, we have Mission Challenge 8-6: Blue Moon Bay Speedway 15-Minute Endurance. It's a 15-minute race restricted to Gr.3 cars on the Pocono Raceway-esque Blue Moon Bay. It may sound easy enough on paper, but the problem is the AI in this race is absolutely relentless: they always take the optimal line through the three corners, and it's not uncommon for them to spin you out. Another issue is that your car gets BoP'd, but the three cars that start out in front will always be much faster than you are. A good strategy for this race is to bring out the Subaru WRX Gr.3 with Racing Softs on the front and Racing Mediums on the rear, and pit on either Lap 9 or 12 for tyre change (preferably to Racing Mediums) and refueling, but even then you'll most likely have to resort to underhanded tactics if you want to win.
In Sport's GT League's the La Festa Cavallino race at Monza. A Ferrari one make event, the race at Monza at this event will often have the 330 P4 in it, which opens up a large lead which you have to close in just six laps. Worse, you are limited to sports tires and if you want your own P4, it'll cost you 20 million credits. Even if you use a LaFerrari or 458 GT3 you may not catch up till near the end of the race.
A few of the earliest license tests in 5 are considerably more challenging than most of the later challenges. In particular challenges B5-7 are incredibly difficult if you're going for Gold, with many stating that B7 in particular is not possible to gold medal without external racing simulation hardware.
They Changed It, Now It Sucks!: The reaction to the performance point calculation system change in Update 2.10 of Gran Turismo 5. It reverted in update 2.11, shuttering the complaining.
Most fans says that the original version (as appeared in the first game) of Special Stage Route 11 is better than the one appeared in GT3.
Some people do not like at all the lack of Used Car Dealership in 3, primarily because getting a starter car becomes much more difficult. Similar complaints exist in 6, except that the Forced Tutorial already gives you the Honda Fit as the starter car (not that people liked that either).
The fandom's reaction to Sport is this trope incarnate. There are very few changes Polyphony has made from 6 that haven't caused controversy.
Uncanny Valley: GT5 features the "Jeff Gordon NASCAR Driving School," starring Jeff Gordon, who voices "Zombie Jeff Gordon◊", a terrifying alien that looks somewhat like him.