At one point in time as a kid, you’ve probably dreamed about owning a sports car. For many of you, including me, adulthood brought with it taxes, loan payments, and a heavy dose of reality. Ferrari’s, Pagani’s, and Aston Martin’s run hundreds of thousands of dollars, owning one is practically impossible for the average person. Unless you plan on foregoing a home in lieu of living in your expensive car, the closest most of us can get to driving one of these bad boys is in our dreams. Well that, or video games. So thankfully we have the Gran Turismo series the, “real driving simulator”, to help make those dreams become reality… more or less.
The Gran Turismo series is built by people who love cars. The 6th iteration is no different. The cars are beautiful inside and out, on and off the track. Every single vehicle has a detailed write up about the car… all 1200 of them. Cars have unique and accurate engine sounds, making driving powerful cars much more exciting. Going through the dealership or via your own garage you can select the gallery option (not all cars have galleries) and sit there and watch as the camera pans over your beautiful piece of machinery. Although nice looking cars wouldn’t matter if they tracks you had to drive them on were bland and the music wasn’t good. Thankfully, that’s not the case. The lighting, vegetation, environments, and the very pavement you drive on is detailed and easy on the eyes. From the top of the Matterhorn, to the Desert of Willow Springs, to France’s Cote d’Azur GT6 is loaded with interesting places to drive your expensive digital investments. Don’t worry, fashion challenged cardboard spectators are still here en masse. The soundtrack is really good, it features ambient music in menus and rock and electronic tracks during races. I found the track selection to be varied, with a good amount of memorable tracks. You can edit playlists and omit songs you don’t like. There will be those who don’t enjoy the music. In GT6 you can add in your own music using the mp3 storage function in the PS3.
So the game looks great, but what can you do in it? GT6 thankfully brings quite a few racing modes to the table. I’m going to be talking about each one in depth later. For now let’s focus on the meat and potatoes which is, unsurprisingly, the Career Mode. The good news is that there are a lot of races, challenges, and championship cups. The downside is that it’s not really a “career” mode, especially when compared to games that include career modes (i.e. Fifa). The lack of true career mode is disappointing and its exclusion feels very archaic. In an age where consoles can do so much, it can’t be that hard to throw together some semblance of an actual career for your driver. I hope Polyphony fixes this in future GT instalments.
To advance in career mode, players need to compete in races and earn stars. Just racing gets you a single star, 3rd place and 1st place finishes also reward stars. Stars are cumulative, so a first place win will get you all three. You’ll need these to unlock championship cups and license tests. Beating those with bronze or better will unlock more difficult classes. Putting in extra time to get all stars for a class or gold all license tests can net you some free cars. Some were really useful and helped me avoid buying cars for specific races. There are six classes in total, starting with Novice and ending in Super. Each class, while increasing in difficulty, also increase the type and amount of races players can choose from. There is also an increase in the amount of AI drivers for each class. The Novice and National B classes are fairly standard and for the most part… boring. Things get more interesting in National A, before hitting their stride in the high octane International races. While the Super class doesn’t have as many races as the others, it is by far the most difficult. Super consists of fast, tough, and long races where any misstep can end your dreams of gold. This class also introduces fuel restrictions and pit stops. In every class but Super, cars can go forever without having to worry about fuel consumption. The Super class truly stands in a league of its own.
Alright, enough talk, we’re ready to start racing… well, kind of. It’s ironic that the game touts over a thousand cars, but when it comes to choosing your first vehicle… it picks one for you. I can’t lie and say it wasn’t a bit off putting. You begin with 30,000 credits (Cr), the game’s currency, but instead of GT6 leaving players alone to browse around the various dealerships, they go ahead and force you to purchase The Honda FIT RS ’10. Wait… what? It’s not like players can go and blow their credits on a Ferrari. At the very least, why not give them the choice of a dozen vehicles? Did Honda throw down some money for in game advertising? Regardless, the FIT, while not particularly fun to drive, gets the job done. Players can purchase another car of their choosing fairly quickly and forever stick the FIT in the garage where it belongs. Sadly, long load times await those ready to begin racing. While this is not always the case, it’s the rule rather than the exception.
For a car to enter a race, it must meet specific criteria. The two standard criteria are the Point Point (PP) limit and the type of tires. All cars have a PP value indicating how powerful and fast the vehicle is. This number can be increased or decreased by tuning your car and buying upgrades. When having to change cars due to ineligibility, the game will give you a list of eligible cars that you own, for that particular race. However, it will not list all eligible cars. It will only list those that meet all requirements including the PP and tire criteria. So 1980 European cars will not show up as eligible cars for a European 1980’s challenge if their PP is too high or they have the wrong tires. Both of these values can be adjusted enabling that car to enter the race. The game should list it as eligible, even though you would have to adjust its upgrades. Most races require certain types of cars such as front-wheel or rear-wheel drive cars, or specific years and nationalities like the “Japanese 90’s Challenge” where cars made only in Japan and in the 90’s can compete. While some players might find these criteria annoying, it forces the player to go out and purchase different cars to drive. I enjoyed having to buy different cars. It was during this process that the “real driving simulator” started to become apparent. The cars do have a different feel to them, requiring different ways of handling. I can’t tell you how many times I spun out with my Lamborghini Murcielago when I first got it. Obviously not every single car is going to be noticeably different, but getting behind the wheel of a muscle car is drastically different then a modern sedan or sports car. Players will find certain types of cars and drivetrains that work best for them.
In conjunction with the main career races are challenge races. The first one you’ll experience, the aptly named “coffee break” challenge, requires players to do certain tasks like knocking over cones or drifting within a time period. Mission Races take place in sections of race circuits and require you to overtake rival car(s) on your way to the finish line. Oddly enough, I achieved bronze on more than one Mission Race without beating the other car. Why is this possible if my objective is to overtake the car(s)? Regardless, it’s a minor gaff that really doesn’t hurt the races. Mission races are one part challenging and one part frustration. You’ll find yourself disqualified from the race by going off the track, hitting walls, or bumping other cars. While this is more realistic, they do become frustrating if you nudge another car or if you cut a little too much and get disqualified. One Make races pit specific cars against each other, with the aim of having a level playing field between you and the AI racers. It takes some pretty good handling and knowhow to get gold. While these are fun the first time few times you play them it doesn’t last. After a while I felt as if these were shoehorned in to increase the length of career mode. It then occurred to me that they are actually hidden tutorials. They feature a wide range of cars to drive and have a “tips” section before every race detailing how to drive these cars. For example, the International B Mission race IB-1 tells you about mid-engine cars; these are powerful machines, but are hard to control at high revs. For players who truly want to master this driving simulator, knowing how these cars work is the key to success. It really reflects how much effort and detail they put into making this a realistic driving simulator. From a gameplay standpoint there really isn’t too much of a reason to get the coveted 1st place. The credit payoff is pennies compared to the main races and unlike those main races you can only win each trophy’s credit payout once. My willingness to sit there and achieve gold was minimal. I learned what I needed to and moved onto the next one. One Make races are particularly polarizing. To participate, you must own one of the listed cars. Not too much of a problem right? Well… why would I want to go out and spend my hard earned credits on specific vehicle for a single race? I could use those credits to buy another car, one I actually want, to use on main races. With the credit payouts so low, there wasn’t really reason for me to participate in them until I was rolling in credits late in the game.
There are two “special events” modes, the Goodwood Festival of Speed and Lunar Exploration. I found the Goodwood to be a lot of fun. It puts you in the seat of some crazy fast cars on a short and narrow track. The 1st truly fast car I drove in GT6 was in one of these races; the X-BOW R’ 12. Goodwood just works. To succeed players need to have precision handling while pushing the car to its absolute limit. Unlike the other side races discussed above I spent a lot of time attempting to get gold in these races. While you cannot earn credits like you do in main races, the trophies stack and give you the payout once. The good news is that they do give you considerably more credits then Mission and One Make races. Goodwood ends on a high note, letting you drive one of, if not the fastest car in GT6. The Lunar Exploration is fun for what it is, although it did just seem like an excuse for the GT6 developers to show how accurate and good they are about recreating driving conditions and simulation. Like other side races you’ll play it for a bit then probably never come back to it unless new content is added.
The age old arcade mode makes an appearance, with both single and multiplayer modes. I want to give props to GT6 for including a local multiplayer option, as most games forgo this today. Players have the option of picking a single race, time trial, or drift trial on any track in the game. I did find their car selection option to be a bit weird. You have the option of choosing your current car to race or choose from your favourites. Shouldn’t you have access to your garage? Why do I have to back out to the main menu to get a different car out of my garage to use? What if the car I want to use or test out isn’t in my favorites? I may be nitpicking here but it’s an annoyance that has hit me on numerous occasions and something that should have been obvious to include. There is also an option to use a courtesy car. On certain tracks you can borrow some pretty powerful machines. For players early in the game this is a cool way to check out and test drive some of the faster cars. One the opposite spectrum of the usefulness scale is Photo Travel. A waste of time and resources just so players can take pictures of their cars in European locations. I’m not even going to bother with the specifics, unless you‘re planning numerous photo shoots with your car, you won’t use this more than once.
There are a few last modes I want to talk about so bear with me here. The first and my personal favorite are the Seasonal Events. Here players can compete to get the fastest time on leaderboards and win prizes. However, true to its name, these events are only available for a limited time. For example, those planning on waiting for a price drop won’t be able to get Mario Andretti’s 1948 Hudson for free. Seasonal Events usually consist of a single lap. I say usually because GT might add other types of seasonal events in later. Be warned, hitting a wall or going off the track will be met with disqualification. While they don’t just give the seasonal event car away, you can earn it by getting a bronze or better. Those they achieve gold are awarded with an additional paint color. Other seasonal events require you to buy the car to participate. Here, the credit payoffs can be absolutely unbelievable. A seasonal event that can be done right now pays the following amounts; bronze – 120,000 Cr, silver – 360,000 Cr, and Gold 570,000 Cr. These trophies stack so you’re looking at a grand prize of 1,050,000 credits for a single lap. While these aren’t easy, they aren’t impossible. I managed to get gold my first try once and won 800,000 credits. Oh, and if that wasn’t good enough, GT6 has a reward system in place for players who sign in for consecutive days. Signing in for five or more days nets you a 200% increase in your credit earnings. Yeah, you read that right. So that 1 million credits you could win becomes 2 million. This really cuts down on grinding races to earn credits. You do have to be signed in to keep getting the reward. If you get disconnected from the PSN it will not give you the sign in bonus. Recently added was the Red Bull X Challenge consisting of championship cups (starting with karts), with the goal to make you a better racer. Not all cups have been released as of yet. It is a good sign that Polyphony is releasing free content for GT6 regularly; it bodes well for continued support.
The online multiplayer component to the game is nothing out of the ordinary. You have self created lobbies with a lot of customization and options. Players can look for a particular course, race type etc that best suits their needs. The open races are listed on the screen, but aren’t organized too well. Nor is there a sorting option that can organize races by how full each lobby is. Players new to the online mode have to be careful about which one they pick, as there are certain restrictions lobby hosts can implement. This is done either by the game options or by adding what type of race they want in the comments section. Some strictly state clean races (i.e. no crashing into other cars), but going 250+ mph might produce some accidents. Players may end up getting booted or not, it largely depends on the host. There is a text and voice chat option. All in all it’s your standard online mode.
GT6 offers a lot of different ways to drive/race, although these modes have their pros and cons it wouldn’t matter if GT6 wasn’t fun to play. Rest assured, at its core, GT6 is extremely fun to play. Driving these virtual speed machines is done in two ways; automatic and manual transmission. The control scheme for GT6 is pretty basic in regards to automatic driving. The x button is used for acceleration, square for brakes, and circle for the emergency brakes. Players won’t likely utilize the emergency brake until later in the game. It does become a useful tool, as lightly tapping the emergency brake around bends can swing your car just enough allowing faster acceleration out of the turn. The emergency brake’s usefulness can depend on the car and drivetrain however. In contrast manual controls require two additional buttons and a lot of practice. Shifting gears is done utilizing the left and right triggers. Knowing when to shift up and down can make all the difference. The best manual drivers will know specific speeds and their corresponding gears, as well as auditory cues like engine sounds. There is a shift indicator that tells you what you should be in. Depending on what viewpoint you’re driving in, it could be a pain to keep taking your eyes off the road. Players who master manual transmission will have an advantage over those who use automatic, as they have more control over their vehicle.
While on the track you have a bunch of viewpoints to choose from. The standard 3rd person view showing the entire car on the screen, the driver’s seat view, a 1st person view just showing your speed gauges and the road, and finally a hood view where only part of the hood is seen on the screen. Playing around with what you’re most comfortable is the best route (pun intended) to take. Every view has its pros and cons. The 1st person view might be too low to the ground making bends and turns harder to see. The 3rd person view gives the player complete view of the car and road, however driving seems much slower compared to the other viewpoints. The driver’s seat view can be great; this is for players who want a more realistic driving simulation. There are some downsides as some cars do not have an interior and the windows can be tinted offering a darker view of the road. The interview viewing angle can be changed to more narrow options. I actually prefer narrowest setting when using the driver’s seat view. The last view, the hood view, was my personal view of choice. It gives a higher viewpoint than the pure 1st person without the screen limitations in driver seat view, and it gives a great sense of speed. No view is bad, it largely depends on what view you feel comfortable with using for large periods of time.
Players have wide array of options regarding control over their vehicles. A few examples are; active steering, traction control, active stability management, anti-lock brake (ABS), and so forth. While I’m not going to go into depth for each one, they do make in impact on the vehicles maneuverability. It will depend on the individual to what they like or dislike. Settings can be advantageous when used on the right type of track, i.e. long straights versus more technical tracks. For example, a high ABS value will allocate the available tire grip to cornering performance rather than braking performance. This trade off means the car will be able to go around bends more effectively, but the ability to brake becomes reduced.
Polyphony puts itself between a rock and a hard place. With the goal of delivering a real driving simulator, they drop the ball when it comes to collisions. They have two options, either they go all out and try to replicate collisions or they prevent the possibility of a race ending crash by omitting realistic collision physics. The former has implications regarding trial and error races (especially long races). How much is too much damage? To what degree will the car’s performance be affected? These questions are hard to answer and would add a lot of time and resources to solve them. Polyphony went with the later collision option. Cars can get damaged, but their performance is not affected. There is also a limit to the amount of damage that can be seen visually. Collisions between cars or objects remind me of bumper cars, especially the sound effect. Slamming into other objects feels so unnatural. The damage to the cars is covered automatically, by not taking credits away from you.
Another major feature of gameplay is the driveline. While there is an option to turn it off, it provides great help even after you get used to the controls. It’s GT6’s recommended route to take around bends and through straightaways. You don’t have to follow the line exactly, as times its better to use it as a suggestion and go with your instincts. The driveline is great for gauging how far things are away and is great for knowing when to brake and when not to brake. These are indicated by sections of red that change depending on your speed, as you break the redline gets smaller indicating that you need to brake less. It works, its effective, but can be turned off if the player so chooses.
I may have mentioned that GT6 boasts an impressive array of motor vehicles, about 1200 of them. That’s a lot of cars… probably too many cars. Actually, when I reflect on that number more, IT IS too many cars. The reality is that vast majority of cars will not be used by the player. This is not due to players eventually moving on to play other things than GT6, nor the simple fact that they may not want that particular car. It’s that a large chunk of vehicles are absolutely useless. They are no more than filler cars that Polyphony added in to boast the large number. Taking an educated guess they could have reduced the number down to about 800 cars, even less. That’s still a lot of cars! The sheer number was likely to account for the wide array of tastes and preferences of its fan base. However, just how many 17 horsepower Fiats do you need? If your answer was one or zero, you’re wrong. Apparently Polyphony needed four of them. In response, I did the only logical thing I could do… purchase one, buy over 100,000 credits of upgrades, and enter it into the very first race of Novice class. Here is what happened: I lost. I didn’t just lose, in five seconds I gave up all hope of victory; I realized it was impossible to win. It’s absolutely impossible. Cars with a base PP of 400 or under become useless once you go beyond National B. National A PP limits can reach a max of 600. Toyota has 43 cars with a PP limit less than 400, Mazda has 56. The very first race, in Novice has a 430 PP limit. So unless you like earning no credits and enjoy really slow races, there’s already no point to coming back to Novice and National B classes, let alone owning, upgrading, and these types of cars. There is one exception, the Daihatsu Midget II D type ’98. The Midget II gets a pass due to the sheer hilarity of entering it into online competitions against supercars.
If there’s one aspect of video games I want to see major advancements in, it has to be artificial intelligence. The AI in GT6 really shows its limitations. Don’t get me wrong, the AI is not broken in anyway, but players will begin to notice a pattern to how the AI works. For starters, a rather archaic feature is used by GT6. AI drivers will most likely finish the race in the same position they started. Later class races do feature some AI drivers overtaking, but they never feel like real opponents. Leaving AI drivers up to their own devices will allow Joe Smith who began the race in 1st place will finish in 1st place. Maybe he’ll wind up in second, but that is usually due to your influence on the race (i.e. hitting them with you vehicle). Again, later races will be slightly different but don’t expect Joe Smith to finish below 4th place. Rarely will you see a 9th place car climb up the latter to contend for gold. This can be a pain in championship cups where one bad race could cost you gold. Joe Smith will probably come in second all the races you win, and in first if you screw up. It’s either you win or he wins, it doesn’t feel like you’re in a racing championship with 16 other drivers. You can tell Polyphony tries to solve the problem by featuring different cars and different “drivers” when you leave and comeback to a race. Hitting retry will give you the same opponents however. Specifically, Joe Smith who started in 1st place might not be competing in the race at all next time you decide to race it.
There’s another aspect to the AI that players might notice. Just chilling in the back of the race will not prompt the leading AI cars to start pulling away from the pack. However, moving up the ranks will result in the top few cars start to pull away from the rest of the pack. Sometimes it’s just the car in 1st sometimes its 1st and 2nd. Think of it as reverse rubber band AI. For those unfamiliar with the term, rubber band AI is often used to describe AI of racing games that fall within its description. Rubber band AI will always be within a certain distance behind you, no matter how fast or well you race. You could finish 3 laps in 1st place at 4:10 or 3:40 but the AI will be right behind you approximately at the same distance. Here, the AI pulls away the closer you get to 1st. However, doesn’t go to the extreme of rubber banding, since the developers have to make it possible for players to actually win. I also like how the AI does have a few vehicles that will put up a fight when you start moving up the ladder. While the AI isn’t great, it’s probably the best that can be implemented into a racing game with current technology. It works, it provides challenge, and the races are still fun. Polyphony does a good job of compensating for its AI with the rolling start… and you at the back of the pack. Starting 20 seconds or more behind the leader in late game races really ups the challenge and provides a true sense of urgency. Seeing your progress, via checkpoint times is satisfying when making positive progress.
One of the most satisfying aspects of Gran Turismo is the car upgrade system. It’s great to get a car you really love driving and using hard won credits to upgrade your vehicle. The upgrade system is flexible yet simple. Most upgrades give descriptions on what they do and improve. For the most part, upgrading is little more than buying and installing. In response to upgrades, your PP will increase. Be aware however, that PP alone does not indicate which car is superior to another. Players can also decrease the PP value by reducing the power of your machine; adding in ballast weight or literally reducing your horsepower via a power limiter. A car with a base of 501 PP can be reduced to 500 allowing it to enter the race. Keep in mind these upgrades are standard across all vehicles. You will not find an upgrade that other vehicles don’t have, unfortunately the opposite is true. You can end up owning cars where their upgrade options are limited. Some like the BMW M4 Coupe, come with very few upgrade possibilities.
There is great depth in what is possible with the upgrades. Players can squeeze every last ounce of power out of the vehicle, customizing it for rain, or the type of track you’ll be driving in. These are available in some of them more complex upgrade options available to players; Height-Adjusted Fully Customizable Suspension, Fully Customizable Mechanical Limited Slip Differential, and downforce adjustment. I tended to not use these as the simpler upgrades proved enough to get me through the races. Playing around with these settings is the only way to truly figure out how they work. I do wish there were driving tutorials that covered just what these very fine adjustments were capable of. It would have saved me some headache. Players don’t need these to win races; however maximizing the cars potential will be a necessity for those wanting to master Super Class.
Before I wrap up the review, there are a few odds and ends I want to talk about. The dealership is nice to look at and easy to navigate… unless you want a particular vehicle. There is no option for searching through the entire collection of dealerships at once for specific types of cars. With 1200 choices trying to determine the best front-wheel drive car, in a specific PP range, can be a chore. Individual dealerships have sorting options where players can sort by PP, price, name etc, but it’s only effective if you know exactly what brand of car you want. You’ll spend some time just clicking through various dealerships trying to find the car you want to buy. Sadly, it’s not possible to compare the specs of two similar cars. The game does consolidate some of these choices under recommended cars; it can be really useful if you have no clue what car to buy. The last section is called Vision GT. Here GT and real world car makers partnered up to create some amazing concept cars… which will be unveiled throughout the year. Right now the only one offered, is the Mercedes-Benz AMG VGT. Players can get the car as a free gift, whether or not all future Vision GT cars will be free gifts is unknown. This car is incredibly fast, controls well, and looks slick. Upgraded it gets over 1,000 horsepower and will win with authority at the International A level. I can’t wait to see which cars get unveiled next.
There are options to view the cars in your garage, photos taken, stats, and notifications. There’s also an option of going to the “GT store” for some nice microtransactions. Those with overflowing pockets of real world cash can turn it in for some credits. They range from 500,000 credits for five bucks or 7 million Cr. for fifty bucks. I know quite a lot of gamers who hate microtransactions with an unending fury. In my opinion these are acceptable and will not have a negative impact in the game what so ever.
One section I haven’t talked about is Tuning and Maintenance. Here you can tune your car, add on custom parts, use the pit service, and purchase racing gear and paint. Racing gear is largely a waste of credits; while it may be cool for some to buy the gear of famous NASCAR drivers you will almost never see your driver sport that new helmet. GT6 also employs a questionable paint system. Buying a car and selecting a color will unlock that paint for future use. You cannot actually buy paint colors. Unlike racing gear I would use my credits to purchase colors. I still don’t understand why this is not an option. Custom parts lets you change the wheels and add aero parts to your car. These do have some added benefits as increased aerodynamics. Tuning parts is just a more glitzy version of your car’s upgrade options. If you ever forget what a certain upgrade does, go here and it will tell you. The last thing is the Pit Service. Here you can see how the car is holding up. It highlights oil, body rigidity, and engine condition. Overtime you will need to change your oil, overhaul your engine, and restore body rigidity. You can also improve body rigidity; it is a helpful upgrade that improves cornering and stability, while putting off the need to completely restore the cars rigidity after heavy use. Restoring rigidity can be really expensive. I’ve only had to do it once, but it cost me 500,000 credits to do so. The good news is that it takes a lot for your car to wear down. I haven’t had to overhaul an engine or change my oil yet. If you do use a particular car a lot, it is good to check the Pit Service from time to time.
Gran Turismo for all its ups and downs is a really fun driving game. No matter how good the game is technically, if you’re not having fun, it’s not a good game. The cars, environments, and tracks look great. The soundtrack is solid and can be changed at your leisure. Engine’s sound superb and truly unique to each car. You can tell these cars were created by people who are true car enthusiasts. While early races can be boring, don’t let them put you off. The later races are challenging, varied, and extremely fast. Although you’ll have to wade through long load times to get to those races, sometimes GT6 gives cuts you some slack and doesn’t make you wait as long. Gran Turismo 6 features an overwhelming amount of cars, a lot of which could be cut from the game. Trying to find specific types of vehicles can be a chore when navigating through the dealerships. Most players will find their driving time consumed via the career mode or by online play. While the online dishes out every option it can think of, it’s pretty much your cut and dry multiplayer. At times it can be hard to find races with full lobbies. Career mode has a lot of races to do and offer. However, career mode is lacking a quite a bit of the “career” component. I do hope Polyphony manages to do something about that in future instalments. Perhaps give players the choice to pick a sponsor, gain a fictional fan base, do mock interview, have a rival racer, just anything to give the career mode some life. The other modes are hit and miss. I highly enjoyed Goodwood and the Seasonal Events do a great job of keeping things interesting, adding in new content, and giving out a crazy amount of credits, which kept me from grinding races. The others, (Coffee Break, Mission Races, One Make) are fun for a bit but lose their appeal. They are hidden tutorials, more or less, that are helpful for those who want to know all about how cars handle in the game. The lunar exploration missions are in the same boat, minus the tutorial aspect. Handling wise the cars are fantastic. There are plenty of settings players can choose from to get the right fit as well as a great upgrade system that is simple yet contains a fair amount of depth. The cars I’ve owned had a unique feel to them, requiring their own way of handling, which truly brings the driving simulator of GT6 into the limelight. Automatic and manual controls both are effective. True masters of driving will likely want to master the manual transmission since it gives more control over the vehicle. While the artificial intelligence of your fellow drivers leaves a little something to be desired, they work and pose a challenge. With the implementation of a sign-in bonus, seasonal events, Vision GT reveals, and a steady stream of free updates and content (Red Bull X Challenges), I have plenty of reasons to pop GT6 in my console for months to come.