In the old days, racing games began as either top view or back view (becoming the standard). A popular racing classic was Pole Position which put you in an F1 car to the tune of 8-bit sweetness.
Similar Games would follow and upon the release of 16-bit generation consoles, the next wave of racing games emerged.

Pictured: If Jésus was a game console...til PSX came out
Though many games improved on the F1 theme and gameplay, there was one game that took the racing formula but rather than being realistic turned it crazy which resulted in much Fun:

I could so go off on a tangent on this game...but i won't, lol
I could go on a tangent and talk about how good this game was (like your mom last night), but I'd be digressing. Any who, there weren't that many good racing games that really could claim where as close to racing simulators as you could get (at the time). However, recalling from my childhood there was one game or series that caught my attention and got me to be a fan of racing games:

The best racing game on the SNES, in my opinion...
There's so much to say about this game: graphics, music, gameplay...
As you can see in the video, the tune is just nice (intro theme played in video only). Now the only "minus" with this game was the fact that it was always played split screen. Even in single player, the bottom screen would be played by a computer player. Two player was more of a co-op where both racers had to place above 6th position (of 20) in order to go on to the next race (4 races per country, 8 countries total).
This game was followed by 2 sequels: TOP GEAR 2 and TOP GEAR 3000...the former I never played nor do I know much about (and I'm too lazy to do some research :-P). The second one however, was a big step towards a racing sim. Top Gear 2 followed in the steps of 1 but it fixed the constant split screen gameplay (single player could now play in the whole screen), and they added the ability to pick up dollar icons along the race which then could be used for currency in upgrading parts: wheels, exhaust, engine, aerodynamics, turbo, and paint.
Again, gameplay and music were phenomenal. My only 'minus' with this game was the fact that there was only 1 car model (a Ferrari F40 look a like) unlike it's predecessor which had 4 vehicle choices (all a balance between speed, handling, and gas consumption). Both games made it semi-realistic as far as making sure you pitted appropriately so as to not run out of gas or to save money for better upgrades later on. Overall I liked 2 for the single player but 1 for the two player game play.
I know I'm skipping more info/games, but I don't want this post to be very lengthy so let's warp to the next gen consoles: N64/PSX.
The (at the time) next gen consoles brought about a revolution to racing games. Once again in the fun multiplayer department, Mario Kart (64) satisfied that hunger while those seeking a fun racing (without crazy powerups) arcade game would either go to the arcades:

Pictured: an almost extinct game...endangered but found in movie theaters
Or they would pick up one if not the best known racer on the home consoles (at the time): Ride Racer. This game brought the fun of arcade racing (along with customization options) to the home consoles and was very fun to play...or just watch

As a teen, the only reason to play Ridge Racer...
However, for those that weren't looking for crazy/fun racing or arcade racing but REAL SIMULATION RACING, their answer came in 1997:

...Perfection (at the time)...
This game revolutionized racing games (at the time) and became an instant hit! The level of physics and realism where unheard of up to that time. Polyphony Digital pushed the Playstation's hardware to the limits (as it would with later titles) to bring an experience unlike any other. The game featured 178 cars and 11 tracks. There was an Arcade Mode and a Simulation Mode (both modes would become standard in future titles). Arcade mode was well, arcade: pick a car and a track and race. Simple enough. However, it was Simulation Mode that really immersed you in a racing experience.
You began with 10,000 credits which you could spend to buy your first car. However, that amount wasn't enough for a new car (as in real life) and so you'd be left to purchase a used vehicle. Once having purchased your vehicle you had to win races to earn more money, BUT you couldn't do any racing until you got Licenses. YES, you had to take a driving exam to race (see how good this simulator was).
There were 3 licenses (if i can recall correctly): B, A, International A (in order of difficulty). Each license required the passing of 10 tests (from starting and braking to drifting, taking curves w/vehicles that oversteer or understeer, to completing full courses). Each test was timed and thus completing a test at a certain time would give you a Gold, Silver, or Bronze trophy. Failing a test would result if you didn't reach the lowest time threshold (for Bronze), if more than 2 wheels went off the road (yes, they were that picky) or if you crashed too hard into a wall (more on crashing later).
Once you had a license(s) you were able to compete in events that would give you money in relation to your finishing a race. When you competed in more difficult events you'd win more money and a free car (which you could turn around and sell for more money) as a bonus. Eventually once you felt ready, you could undertake some Endurace Events which really tested your racing spirit. How? by making you do 30-50 lap races. Yes, you'd have to race for over an hour! However, the reward felt great (like your sister), you would win a bunch of money and get a bonus car that would most likely be a Racing Edition vehicle that once again could be sold for money.
The highlight though, that in my opinion put GT above all other racers was the ability to upgrade a vehicle. From tires to suspension to engine parts, to turbo, to aerodynamics (like in Top Gear). The fact that you had different 'levels' of upgrade made a difference on the track. A car without racing tires would have to pit more often than one with racing tires. Similarly, a car with an upgraded turbo package would show an improvement over one without. The driving experience would be very noticeable if enough upgrades where done. All of this was encompassed in a very positive reception by gamers and critics which propelled the series (and the PSX) to be one of the best selling of all time. Over 10 million copies of GT have been sold worldwide. 10 million! and that's just for 1 game, lol.
A sequel would follow on the PSX which would be very similar to the first installment except with improved graphics, more cars and tracks and an 'oil change' option in the Simulation Mode.

The legacy continues...
GT2 also came in 2 discs: 1 for arcade, 1 for simulation. It also introduced rally racing (which would become a standard in following sequels). There were 2 more licenses introduced (Rally and Super S) and the racing events where made more variant: a cup for cars that were certain sizes/years/type of engines. Endurance Races too where anted up now to races that had up to 100 laps as part of the event (over 2hrs of gameplay).
The series would continue on with the 3rd and 4th installments following on the Playstation 2.

Jésus resurrected (if he was a console)
Again, the concept (arcade, simulation) would remain generally the same. Improvements on these later sequels would include: better physics (cars who went on grass/dry road would slow down substantially and or spin out of control), snow and wet roads where introduced. Customization options more detailed (ie: controlling how much wheel spin each tire could give if purchased the control variable slip traction component), better lighting effects on cars and racetrack.
The racing experience was once again taken to the next level: more real world courses where added and also events such as the 24hr endurance races...yes, you could literally race for 24 hours. However, to ease this situation you could race w/the aid of an auto-pilot or computer mode which let you take a breather whilst the computer raced for you as you told it how fast to go, when to pit and when to pass; furthermore you could speed up the race by up to 3 times so as to finish the 24 hour race in just 8. Again, the reward for doing these events were good not just for money or a bonus car but because you realized it was as close as you could get to real racing but at the comfort of your home.
With the release of the PS3 came a 'semi-sequel': Gran Turismo 5: Prologue

Pictured: > any M$ attempt at Racing Sim.
I say 'semi-sequel' because Prologue is basically a Demo (the size of a full game). It gets updates from time to time and other than that, it's a glimpse of what GT5 (full version) will be. From the reviews and feedback I've seen (i haven't played this title) it seems GT5 will be very promising. The graphics on Prologue are amazing as well as the game play. There's a reason GT has earned the title of "The Real Driving Simulator" which has been endorsed by racing fans and teams alike.
This brings us to perhaps a very delayed stating of why I wrote this post: The Upcoming Release of Current Gen Racing Simulators.
Now, by now I'm sure most know what happened at E3 with Microsoft and it's announcement of Forza 3.
Apparently this new iteration will feature over 400 cars and many new real world tracks. Sony announced over 800 cars...for the PSP Version of GT.Now, don't get me wrong, the game 'looks' great but will it 'feel' great? The ongoing 'argument' that Forza fans have been using against GT is the damage issue. No GT games have featured damage. Usually if you hit a car or wall you'd either slightly bounce or come to a halt but no noticeable damage...less latest titles where wheel wear would be faster if you hit with a certain region of your car. But Forza fans will always mention how their games do show damage and thus they are more 'real.'
I saw some videos of the last Forza to be released and they do indeed provide a good sense of damage, BUT, it's a sad attempt...cars who get hit over 5 times at 60+mph will continue racing as if nothing happened. Sure there is visual damage of a dented hood or missing bumper, but that's it. The car continues to produce the same results as if it was never hit, so how is that realistic? Furthermore, owners of both systems more often (9/10) than not will say that though Forza is fun and and such, it FEELS too arcade style whereas GT does give you a good driving sense.
Now...GT5 has been in the works for years (almost 4 i believe). We all know it's coming but Sony and Polyphony Digital are very good at keeping it down on when this will come. At E3 2009 they showed a glimpse of what they have been working on:
This brings us to perhaps a very delayed stating of why I wrote this post: The Upcoming Release of Current Gen Racing Simulators.
Now, by now I'm sure most know what happened at E3 with Microsoft and it's announcement of Forza 3.
Apparently this new iteration will feature over 400 cars and many new real world tracks. Sony announced over 800 cars...for the PSP Version of GT.
I saw some videos of the last Forza to be released and they do indeed provide a good sense of damage, BUT, it's a sad attempt...cars who get hit over 5 times at 60+mph will continue racing as if nothing happened. Sure there is visual damage of a dented hood or missing bumper, but that's it. The car continues to produce the same results as if it was never hit, so how is that realistic? Furthermore, owners of both systems more often (9/10) than not will say that though Forza is fun and and such, it FEELS too arcade style whereas GT does give you a good driving sense.
Now...GT5 has been in the works for years (almost 4 i believe). We all know it's coming but Sony and Polyphony Digital are very good at keeping it down on when this will come. At E3 2009 they showed a glimpse of what they have been working on:
Now, honestly, is there any doubt that GT5 looks better and with more potential than Forza? There will be NASCAR and World Rally in the game...that's 2 individual games inside GT5, lol. The other day I was browsing through a Gamespot forum (why? I forget) and Forza fans kept saying that GT5 had no 'real events' such as the LeMans 24 hour race (most known racing event in the world). Well, obviously those n00bs know nothing about Le Mans. It's an event that takes place on a course called 'La Sarthe' which was introduced in GT3! So they're so wrong on that. Furthermore to illustrate my point, our good Professor WIKIPEDIA says the following about the Le Mans 24 hour race:
"At Le Mans there are various traditions that have been seen over the years. One of the longest lasting is the waving of the French tricolor to start the race. This is usually followed by a fly-over featuring jets trailing blue, white and red smoke."
A 'fly-over featuring jets trailing blue, white and red smoke"...in case you have a short attention span, go back to the GT5 trailer (at 45 seconds in and watch). ~insert another burn~also you will notice that subaru race had damage.
To Turn 10 (Forza team) I say, don't talk smack until you:
1) make a real SIMULATOR game, not one that is more arcade style
2) Have REAL tracks with MORE than a handful of cars (400 on the newest/best installment whereas PSP's GT will have 800)
3) Gain recognition from real racing teams/drivers
4) Sell copies in millions
They have no right to be talking smack. Heck, the upcoming Need For Speed: SHIFT is getting more praise on realism than Forza.
Yamauchi and his team have always pushed the SONY console(s) to the limits and produced work of great quality. I have every GT game (less prologue) and will be playing GT5 on the day it comes out. There's no doubt in my beaner mind that the game will blow people away.
Honestly if 'damage' was what made a racing game real or not (like Forza fans say) then gameplay would be like this: crash your car, you're out of the race if you crashed too hard and upon going back to your home/menu screen you're faced with a repair bill relative to your crash...dont have enough credits? GAME OVER.
Yes there needs to be a lot of realism, but not to the extent that I just described which is what would happen in the real world. Even simulators that real drivers practice on aren't as detailed as some GT features.
Any who, so concludes this lengthy post where the moral is: Don't mess w/Polyphony! Go back to playing your arcade simulator wanna be Forza fans.
My prediction: GT5 launch this holiday season w/PS3 as a bundle. GT5 will end up outselling Forza about 5:1. Reviews for GT5 will be very positive and Forza players will go back to crying in their parent's basement.
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