Developer/publisher - SCE (Polyphony Digital)
Format - PS2
Release - 2001
The launch of Sony’s PlayStation 2 was on the horizon, and Kazunori Yamauchi’s Polyphony Digital had a clear brief for its next Gran Turismo title: show the punters exactly what the hardware can do. This was the studio that discerned itself in the previous console generation by conjuring deeply realistic vehicles out of PlayStation’s wobbly polygons, creating a different kind of racing-game experience best summed up by the original game’s adverts – billboards along a motorway that read ‘Caution: you are not playing Gran Turismo’.
But Polyphony had always concerned itself with much more than realism. The new title it was developing at its studio in Tokyo’s Koto City ward was certainly making use of Sony’s new hardware architecture, rendering vehicle models with 28 times the polygonal complexity of Gran Turismo 2, and trackside environments with 128x128 textures that appeared pin-sharp on the CRT screens of the day. It looked every bit the generational leap that it was supposed to be, but that was never the focus. Polyphony – then and now – obsesses over the minutiae of car ownership.
Diese Geschichte stammt aus der Christmas 2022-Ausgabe von Edge UK.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent ? Anmelden
Diese Geschichte stammt aus der Christmas 2022-Ausgabe von Edge UK.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image