Though the first part of my review notes experiment went live on time, some unavoidable problems in my life prevented me from getting the second, more crucial part up when I had originally planned. While the review for Gran Turismo 5 did appear in a recent edition of the Merc's print version, it was not accompanied by a Blogtown post of the review notes I had written for it. Hopefully by posting them now, I can at least write it off as "better late than never."

Besides, this is still an ongoing experiment (which is best explained in the preface for the recent Golden Sun: Dark Dawn review notes), so if you hate the concept of getting all this extra info on whatever game I'm reviewing, feel free to trash it in the comments.

Otherwise, hit the jump to lose a few hours to my Gran Turismo 5 review notes.

Once again, we realize that the notes include many grammar and spelling mistakes. They are copied verbatim from the notes I scratched out while playing the game in preparation for the 330 word review, and as the purpose of this series is to simply offer up that information sans any sort of filtering, even the typos have been left intact.

In short, don't bitch if I misspell Murciélago.

(Important aside: If you hate reading these notes and wish this feature would die, the comments at the end of this article would be the best time to speak up. Since these notes are especially long, and Gran Turismo 5 is something of a niche title, I'm weighting this part of the whole "review notes experiment" more heavily than the Golden Sun part. How this latest round is received will really be the deciding factor as to whether or not this feature stays or goes.)

- lighting effects (esp. evident in night races) are simultaneously subtle, yet quite well implemented in making the game a more visually stunning work

- humorously bizarre intro cinema details the entire creation of a car, from ore being dug out of a mountain into a vehicle racing the streets of Tokyo

- id love to see the stats on just how many people use the game's highly-touted 3D compatibility. needing a $5k TV, PS3 and a single game to take advantage of a gimmick feature isn't a great way to sell stuff.

- the pure scope of racing options present in GT5 is mindblowing. Everything from NASCAR to WRC to F1 to vintage street racing is represented here. Polyphony Digitial really seems to want owners of GT5 to never again need to buy a racing game. Depending on how well they keep up GT5's DLC support, they may just succeed.

- soundtrack quality of GT5 ties with Forza 3. the "songs" are slightly less quality, but the jazzy filler music more than makes up for it.

- GT5 is a graphically stunning game, making it the latest barometer for graphical excellence. Why are racing games always the best watermark for aesthetics?

- On the three days surrounding Xmas, GT5 played a jazzy version of O Holy Night on the menu screens. What a bizarre feature. One wonders how much dev time was diverted from the actual creation of the game into the creation of "extras" like that.

- Gran Turismo TV has a huge number of car-related programs to watch. Assuming PD and Sony keep up on keeping it stocked with content, it could be as much a draw for car nuts as the game itself. Also, it seems a no-brainer that Sony ought to have made a deal with the BBC to include new and old episodes of Top Gear on GTTV — esp. given the number of official licenses GT5 proudly displays

- the "import garage from PSP" option is, like most things related to GT:PSP, a totally half-assed let down. You can only import 50 cars, they can only be standard cars, and they can only be used in Arcade mode. Weak.

- the total install on GT5 is IMMENSE. I put everything on my Hard Drive — which DOES do an excellent job in cutting the rather large load times — and it took nearly two hours of install time and almost 8GB of HDD space. Despite this, I still see 1 minuteish load times prior to races.

- nice, well organized news feed

- online play, and online interaction seems to be the key "new" feature here that PD wants to push onto players

- the multiple car shops idea is a great one. the Used Car Dealer includes a random selection that can occasionally include rare cars, but they all have wear on them, the dealerships have the most extensive selection, but its all pretty standard stuff and its all relatively expensive, and the online dealerships allow people to sell/buy cars with other, real people online. 

- the menus in GT5 are huge, but well annotated (if not very initially intuitive)

- the background info on each car in GT5 is stupid huge. on the one hand you have the Museum which, through the acquisition of museum cards (earned by doing nearly anything in-game) offers you detailed history on all of the manufacturers in the game. on the other you have a full page of background text, in addition to the standard tech specs, on each car that is presented when you select the vehicle from the dealership or your garage. and, of course, that's forgetting all the GTTV stuff and any other extras i may be forgetting. car nuts will love all that.

- absolutely no damage modeling. cars simply don't break, no matter how hard they smash into stuff.

- the jazz heard in menus adds a classy, cosmopolitan vibe, even if it may not appeal to everyone

- "if forza 3 is the rad dude you can go to bars with, GT5 is his older brother, the doctor and concert pianist with a loft in SoHo"

- the rare/concept cars are especially cool. Many are vehicles that the average person, even the average racing game fan, will never have seen before, and all offer some compelling reason to lust after them

- GT5's advertised "1000 cars" is certainly far more than its competitors, but it seems to have achieved this selling point by including a number of alternate year variations. this may be good news for people who want to see a certain notable year model of a particular car, but i could see some fans angered that their favorite vehicle was passed over in favor of a third variation of the Audi TT Coupe

- accessing new content in GTTV is less intuitive than id like

- gt5 was 5 years (almost 6) in development

- gt5 physics model allows developers to simply plug a car's real world specs into the engine and the game will faithfully recreate it down to its handling profile, acceleration and wind resistance.

- some gttv clips are already outdated due to gt5's extremely long dev cycle

- at times the graphics in gt5 actually manage to hit photorealism. or, at least, they manage to hit "identical to imagery in car commercials" — as "realistic" as you'd imagine those photos are. so far ive only seen that in in-engine cinematics, but i have no reason to believe that you couldn't achieve the same level of visual fidelity, given the right angle/moment during a race. quite an impressive feat for any graphics engine, really.

- once you've played GT5, GT:PSP will feel like an afterthought. It's like Sony told Polyphony Digital that the PSP needed a Gran Turismo game, and while they were initially excited to bring their series to the handheld, they got bogged down in delays, and halfway through the dev cycle of GT:PSP, PD simply lost enthusiasm for creating the handheld game while they were working on its much more impressive PS3 counterpart. Honestly I can't blame them, but they really should have scrapped the PSP game, instead of releasing the half-assed mess we eventually got.

- PD seems to have spent more time fine-tuning menu aesthetics than most devs spend creating their entire game. this may prove detrimental to the core gameplay, but it does allow PD and Sony to offer gamers a FUCKTON of extra content, and a very aesthetically/aurally pleasing wrapper for the driving portions of GT5

- having to manually exit out of an click through to the next race, esp. when playing a series of 3 races, is needlessly complex. yes, it allows players to quickly re-race a race that they may want to do better in, but those who are more used to games like Forza 3 that automatically move you along to the next race in a series will be initially confused. i ran the very first race 4 times before realizing i wasn't advancing in the event i was trying to complete.

- the hyper realism of gt5 might impair some gamers' idea of fun. to wit, gt5 won't allow you to take a $1.5million McLaren F1 car on a rally race through the African desert, nor can you take your go-kart into a NASCAR race at Indy. but, again, gt5 is a slave to realism.

- the initial learning curve, that of the menus in gt5, can last half an hour. the secondary learning curve, that of the racing model, could last months

- the key difference between forza 3 and gt5 is in each games' realism. while forza 3 strives for realism, if, at any point, the realism interfered with the game's fun factor, the devs ditched realism in favor of fun. gt5, on the other hand, always goes for realism.

- though gt5 doesn't have the bordering-on-cartoonish car aesthetics options of forza 3, it does include a very impressive swath of official color options

- with the shocking depth of options in gt5, im surprised the game doesnt include minigames allowing you to actually wash and change the oil in your car yourself. i understand how it could detract from the game's racing core, but it could be a neat addition that adds more personal connection to each vehicle (see next)

- every item in the game has scarcity, making each decision (up to and including painting your car) an important one. by restricting your ability to change and customize your vehicle, gt5 forces gamers to build a personal bond with each car in their collection. i loved my '02 Accord Euro-R, but I loved it even more after putting a ton of work into her

- the game's attn to detail includes big name license grabs, including NASCAR legend Jeff Gordon

- following the game's racing line perfectly (or taking a corner sans assists, such as the line) offers a HUGE sense of accomplishment, owing to the serious attention to realistic physics

- you can get huge advantage at the beginning of the game by buying the right car

- gt5 sucks up HDD space like crazy. exporting a photo to the XMB set me back 501MB for some reason.

- huge number of non-car collectible items. ex: paint chips for every different color you may want to paint your ride

- the "Home" screen may be the most gorgeous part of the game. it is just your current car sitting in one place relatively related to a certain location in the game, but the attention to graphical detail present is simply stunning

- ever-changing seasonal events (updated via the 'net by PD and Sony, and offering special awards for completion) give gamers tons of reasons to continue playing this game for years to come

- karts may seem like a silly gimmick, but given gt5's attn to detail, GT5 is the finest go-kart simulation ever made

- the realism in gt5 makes driving off the course a terrible idea, at all times. there is almost no good place to dip off the track in an effort to take a shortcut, unlike the comparatively unrealistic compeition

- stunning number of post-race replay/photo capturing options

- taking photos/videos of a race tops forza 3's options. it's almost as if PD and Sony looked at F3's options and went down the list topping each by 50-100% in GT5's design phase

- though driving lines/assists are present, much as in F3, GT5 allows for far more creativity, assuming you have the skills/hardware to make it work

- generally speaking, gt5's aesthetics tie those of Forza 3. the latter offers more in-depth (occasionally unrealistic) aesthetic vehicle customization, but the former offers more minor details, the total of which add up to a more impressive basic overall package

- i dont think gt5 can be fully appreciated yet due to the number of obvious DLC hooks in place. it may not even be fair to review the game yet, as in a year it could very well be a far different game. at the very least it will have a number of new tracks and vehicles.

- may have the most realistic tactile feedback system ever seen in a game. the vibration is normally quite subtle, but it can also become jarring very quickly. regardless, it always manages to translate the on-screen events to your controller's vibration motor perfectly

- gt5 is easily the best reason to drop big money on a quality force feedback wheel. car geeks won't even blink at the idea of dropping $200 on a good wheel and i could even see casual fans dropping large amounts of money to get the most out of this one title. it ranks alongside rock band 3 as the best reason to spend lots of money on peripherals that will only be used for a single title.

- the shock of how realistic/intelligent the AI is becomes evident in the very first race. none of them cheat, yet they all manage to give you a quality competitive field to race against

- offers the most on-track opponents of any racing game to date. gt5 can do 8 racers on a track at once with absolutely no slowdown or tech problems

- seems to constantly run at 60FPS with no slow down

- driving guides are quite useful — though the lack of a mode that literally brakes for you makes gt5 less newbie friendly than forza 3. non-newbies, however, may appreciate the lack of this mode, which many (including forza 3 fans) saw as a totally bullshit hand-holding tactic designed to draw in those who have no real business playing a racing game

- the GTTV video on the Concours d'Elegance perfectly captures the concept/spirit behind what Polyphony Digital head Kazunori Yamauchi hopes to achieve with gt5. That is, offering players a playable museum of the evolution and importance of the world of automobiles

- the affection that Yamauchi has for cars and the experience of high-level driving is palpable throughout every aspect of GT5

- the detail in each individual car is surprising, even after you've been playing the game for a while. ex: the Aflac logo (including that damn duck) on the side of the 2010 Ford Fusion NASCAR car

- with 1000 cars, researching and penning the 1+ page of informational text (in addition to the technical specs) attached to every single vehicle when viewing said machine in the dealership or in your garage must have taken a huge amount of time and manpower. Especially since the level of detail and "inside baseball" info present goes far beyond Wikipedia level to hover somewhere just below "rambling story spouted by semi-drunk, hyper-obsessive car geek offering close friends a personal tour of Monterey Auto Week"

- every racing event offers a special vehicle as an award for successful completion. for many of these vehicles, completion of these events is the sole method to acquire them, and presents a VERY compelling reason to work toward 100% completion of the game's racing modes

- Modes List:
GT Mode:
A-Spec: The main simulation racing section. This includes all your standard races. More become unlocked as you progress through your career and gain experience points which translate into new levels.
B-Spec: A series of events in which you "direct a driver you have created by issuing commands." Essentially you seem to be training an AI driver to take on races on your behalf.
Car dealers:
Online: offers rare, ever-changing cars
Used: offers ever-changing cars, occasionally rares, and great prices on cars that already have wear on them
New: offers standard selection, high prices, but lacks rare cars
License Tests: Allows players to hone skills used during races. Earning medals in these tests can unlock cars, tracks, events.
Seasonal Events: Offers online-updated events that change over time and can offer special rewards
Car Delivery: Allows you to retrieve cars you've earned vouchers for by completing tasks
Tuning Shop: Lets you buy aftermarket car parts (turbos, new wheels, etc.)
GT Auto: Lets you customize your car via new paint, aero kits and maintain it with oil changes, engine overhauls, and chassis repairs
Special Events: Offers special, pre-prepared challenges with special rewards. This is where you find the Jeff Gordon NASCAR driving school, the Top Gear test track, the Gran Turismo Rally events and the Gran Turismo Karting Experience
Garage: This is where your cars are stored
Photo Album: Allows you to take/organize/edit/share photos from throughout the game
Photo Travel: Lets you take your favorite (Premium) car to a number of in-game locations for a photo shoot. Given that a few of the game's Trophies require you to snap photos of certain in-game people/items/locales, this is a little more than just "playing dress up for car nerds"
Community: Online/friend list communications
Profile: Lets you see your accolades/achievements
Museum: Lets you view the detailed history of all the manufacturers in the game, or at least as much of it as you have unlocked by acquiring museum cards
Replay Theater: Lets you watch replays you've saved to the HDD
Items: Lets you see the items you've earned (paint chips, etc.)
Arcade Mode: Races that allow you to use cars you earned in other modes, with less emphasis on perfect performance, and more emphasis on speed. Useful for learning tracks, racing against friends and goofing off.
Course Maker: It's a course maker. Surprisingly in-depth. Saving tracks takes up relatively little HDD space, and sharing them online is a lovely addition.
GT TV: View videos ranging from Gran Turismo ads, to races from around the world, to documentaries on car culture. Despite it being in gorgeous HD and some of the videos being 1GB+, the vast majority start playing right away and I've yet to see any buffering, stuttering or delays in play.
Manual: Offers a fully functional version of the GT5 game manual that can be viewed from within the game. Also accessible from most of the other modes, though accessing it from the main screen is the only way to see the whole thing all at once. Presumably Sony and PD can update it as necessary.

- B-Spec mode doesn't seem to overlap with A-Spec mode. You can not sub in your AI driver when you don't want to run a race and still receive the requisite points necessary to advance.

- B-Spec driver creation is pretty rudimentary, consisting mainly of naming him, choosing helmet and racing suit colors and defining basic AI driving characteristics. These characteristics improve over time based on experience points earned through racing.

- B-Spec drivers use cars in your garage. Namely, whichever one you are currently driving, unless you specify otherwise.

- Offering tips to your driver in B-Spec is very simple. You have a fully-realized racing screen complete with gorgeous live footage of the action, telemetry of your car, maps and a leaderboard. You click the headphones at the bottom and tell your driver "pace up," "down," "maintain" or "overtake." Based on his abilities and current mental and physical status, he will either successfully follow your commands or not. By doing well in races his abilities can increase, giving him the ability to do more in the future. Pretty simple, tough this simplicity may turn some players off if they were hoping for a more in-depth pit crew simulation.

- B-Spec is a great way to earn money (despite the wear and tear on your car), and also to take gorgeous pictures of your cars being put through their paces.

- Push your driver too hard and he will start to make mistakes on the track. Even virtual people can only be told to "go faster" so many times before they start to fuck up. My main driver, Nico Miura, started trying to take shortcuts in his attempts to overtake the first place spot in his first race, and ran off the track near the end of his first race. Luckily he had a large enough lead that he didn't drop out of his second place spot, but it shows how pushing them too hard can quickly go wrong.

- While watching your driver in B-Spec mode you're given handy meters measuring their anger, and physical and mental strength. They may seem like ambiguous quantities otherwise, but watching them change during a race depending on your demands and race conditions quickly teaches you how the whole system works. It isn't as intuitive as driving the car yourself, but it's also far easier to learn than one might imagine based purely on a description of the concept.

- Learning when to properly issue the overtake command is key to winning races, at least early on. It also allows you to learn when are the best times to attempt to pass other drivers when you are driving in A-Spec mode.

- B-Spec, if nothing else, is a phenomenal learning tool whose lessons can and should be applied to A-Spec mode, particularly in the higher levels/later races.

- If your driver gets angry — likely due to a series of mistakes — his pace will increase, but so will his likelihood of screwing up. It's crucial to calm them by telling them to drop or maintain pace at this point.

- Rival drivers will also tend to drive more aggressively depending on how the race is going, and may take advantage of your driver if they start getting pissed. Clever addition by PD.

- More intense races will drain your driver's physical strength quicker, causing them to make more mistakes.

- An angry, mistake-prone driver is VERY obvious. PD did a great job translating the otherwise dull numerical scores to on-track performance.

-  GT5 allows you to listen to your own songs, though they must be installed on the PS3 HDD, much to the chagrin of people like me who stream everything to our consoles via awesome programs like Rivet

- The "demo" — the mode that runs if you leave GT5 on a menu screen too long — obviously took a lot of dev time and attention, thus it has a host of options specifically for it in the options menu. Admittedly, it looks fucking gorgeous, so PD and Sony did some excellent work there.

- quite impressive that even settings like snowy mountains or a rainy freeway at night (with all the requisite reflective surfaces and falling rain drops) don't seem to put a dent in the graphics engine's 60fps frame rate

- Likewise, racing through crowded city streets with hundreds of spectators (and their requisite camera flashes going off) doesn't affect the rock solid frame rate- You must earn experience points and thus levels in both A-Spec and B-Spec in order to challenge the higher tiers of races

- For a game that purports such realism, its a real shock to the ol' suspension of disbelief when you're cruising along the crowded streets of Circuito De Madrid, miss a turn and go plowing into a wall at 70MPH only to have your car bounce off like a pinbal and continue happily driving along — especially since you also aren't charged a dime for the wear and tear that should have resulted from such an impact. I realize car manufacturers don't want their gorgeous babies getting dinged up, even in a virtual setting, but if Forza 3 can do realistic collision damage, why can't GT5?

- To test that last point I ran my '02 Accord Euro-R into a concrete wall at 102MPH on the first turn of a race. I hit so hard that the back end jumped 8 feet in the air and the whole car was spun around. I thought maybe I had made progress when I saw smoke coming from the undercarriage, but it turned out to merely be the smoke from my tires burning rubber as they accelerated at full speed. I sprinted off and completed the race in first, never having dropped any lower. I even beat my nearest competitor by 9 seconds and change. Le sigh.

- Oh wait, I was wrong. There is a SLIGHT bit of aesthetic deformation resulting from such impacts. That 102MPH wreck I mentioned bent the bumper on my Accord.

- cars must be maintained (oil changed, tires fixed, suspension aligned, etc) lest they gradually (and pretty slowly, I might add) lose the ability to perform up to snuff. This doesnt really become a concern until you get into the latter parts of the game.

- very easy to earn money in this game. In 20 minutes of racing I earned $60k.

- money pretty roughly translates to real world dollars. Cars cost around what they should in reality. obviously this isnt the case for priceless and hyper rare vehicles, but its about as close as can be reasonably demanded of PD and Sony

- It's cool to have a night track, and even cool to have a track at dusk, but to have a track on which races begin at dusk and end during the night, is just super awesome. Propers to PD for that one.

-Yamauchi claims that the game includes mechanical damage modeling (in all modes as of December's 1.03 update), and one of the Trophies even tasks you with making a piece fall off of your car, but again, in my own tests, I saw no such thing, despite purposely smashing into concrete at lethal speeds

- the difficulty (though I dont know if that is the right word, or if "realistic competition curve" is more accurate) ramps up pretty quickly after the "level 0" race series. Of course, that could just be because the first 3 series allow you to race any sort of car against relatively weak competition and the ones after that drop some pretty stark demands on you (only cars older than 1979, only tiny Japanese lightweights), but after taking first pretty easily in the first 3 series you will immediately find yourself struggling just to place. on the upside, this forces you to very quickly learn the ins and outs of the game and apply them to your driving, lest you be unable to advance any further than the very beginning.

- alongside the stark increase in competition competence and/or difficulty, the amount of cash earned from finishing races ramps up pretty quickly as well, allowing you to always compete even if it means repeating races over and over until you can afford to simply turn your current vehicle into a street legal rocket

- the game offers pretty standard viewing options. front bumper, cockpit, behind and above, far b&a, and in modes where you arent driving, cinematic. nothing here that you haven't seen before.

- in modes where you arent driving you can pause at any moment and switch to the photo menu to snap a quick still. Very useful in capturing that perfect photo.

- handling profiles are STARKLY different from car to car with weight/tire changes being extremely noticeable. As I'm not a race car driver I can't truly say how authentic this is, but it SEEMS far more in line with what you'd expect given a knowledge of physics and the specs of certain cars. For example, my essentially stock 2002 Honda Accord Euro-R, though relatively quick and fast, feels like it's tied to a bouldar compared to the 2000 Hommell Berlinette RS Coupe that I spent nearly $70k outfitting with a turbo kit, $10k racing tires, carbon fiber reinforced frame and two-stage body lightening mods. So much so that after switching to the latter I spent an entire race weaving on and off the track and sliding through turns like the love child of Eddie Griffin and Vin Diesel on a meth bender.

- another impressive facet of the game's aesthetics are the reflections. Every racing game since the beginning of the 32-bit era has prided itself on its "realistic" reflections, but GT5 is the first one I've seen where, at no point so far, have I been able to point to a part of a reflection and say "that wouldn't reflect like that" or "where is X? they forget to render X in reflections or didn't have the horsepower to do so." This is especially evident in cockpit mode as you drive off the line and can see the starting gate and grandstands mirrored perfectly (reverse image, altered depending on viewing angle, accelerated retraction as you speed up, hood geometry altering image accordingly, vibration of engine under hood causing vibration/blur in image, images appearing more or less clear — though never perfectly so — depending on cleanliness of vehicle, etc.) on the hood of your car

- as with past gran turismo games, gt5 simulates the conceptual fallacy that a clean car drives better by making clean cars drive ever so slightly better (at least initially) to a degree that is almost imperceptible unless you've tracked it in past gran turismo games

- compared to forza 3 — and, really, any other racing game — gt5 has a much larger focus on classic cars, with a huge section of the game's garage devoted to vehicles from the 60s, 70s, and 80s. And that's not even mentioning the super vintage cars that are there specifically to point out a certain memorable moment in automobile history (ex: 

- Gran Turismo 5, by the numbers:
1,031 cars
71 courses
5 years in development
8 GB of HDD space for a full install (though I highly recommend doing the full install, various options can cut this down significantly for those who need to save space)
8 cars on track simultaneously
60fps frame rate (at the very least, though at times it can exceed this number)
5.5 million units sold worldwide (as of 12/2010), making it the best-selling PS3 game of all time
423,000 copies sold daily for the first 13 days GT5 was on store shelves
61.41 million units sold worldwide of the entire Gran Turismo series, continuing its reign a the best-selling PlayStation-exclusive series of all time
84 percent average score on Metacritic, making it the lowest rated main, console entry in the Gran Turismo series to date

- the addition of NASCAR seems to be PD/Sony's attempt at attracting American audiences who may otherwise not care about a game like this. I don't know how solid a plan this is, as I don't think there's much overlap between the sorts who might own/buy a PS3 and GT5 and those who actually like (or, more crucially, don't view NASCAR as redneck entertainment) the sport

- gt5 includes both standard and premium cars. the latter get super detailed cockpits, good damage modeling, and special mods and can be used in Photo Travel, while the former do/can not

- though the history of/info on NASCAR offered by virtual Jeff Gordon in his virtual racing school is quite nice, the lip sync work on virtual Jeff Gordon is kinda crap

- the interiors on the premium cars are ridiculously well detailed. meticulous down to the stitching on the leather seats. definitely makes you wish that every car got this treatment, but i could see why PD might not have the time/space to do so.

- demo mode, in which a single car is raced by AI at max speed around a test track while its background description text scrolls across the bottom of the screen is another nearly useless extra bit, but it is very pretty and fun to watch

- Even with the huge number of cars, there are some peculiar omissions. The Pagani Zonda F, for instance. And, of course, GT5 includes no Porsche cars because that license belongs to EA.

- fewer tracks added than were removed since gt4

- a number of fan-favorite courses/locations have been ditched in gt5

- pre-release reaction — post-spec reveal — is summed up nicely by this forum comment: "its like they have taken two steps forward but one step back there is an improvement on the games as a whole but not what everyone was looking for." though, he later adds "i will still buy the game"

- in the end, for people who are new to the series, gt5 will seem like a vast car culture wonderland, full of years of gameplay potential. longtime fans of the series however, will be displeased by how little has changed since gt4 (or been dropped). they'll still be sure to add gt5 to their library, but many will be immediately looking forward to the possibilities inherent in gt6, instead of enjoying what gt5 offers.

- though it is undoubtedly the most realistic, meticulously designed racing simulation the world has ever seen, Gran Turismo 5's final score may hinge on players' past experience with the genre. those new to the series, or who only exposure to automobiles has been driving to work every morning will see GT5 as a virtual wonderland of exotic vehicles, but those who have slavishly devoted themselves to Polyphony Digital's past efforts may focus more on those elements that GT5 is missing than the new features it brings to the table.

Review notes: complete.

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