Jamie Knight
Wed, 11/01/2017 - 17:29

Racing games seem like a natural fit for VR, so it came as quite a shock when Driveclub VR developer Evolution Studios were shut down before Driveclub VR had even hit the shelves. Unfortunately, this also meant very little post-launch support, which left Playstaton Pro owners eager for another racing simulator to come along and push the limits of what PSVR can offer with some extra horsepower behind it.

Unfortunately, despite Sony heavily using GT:Sport to cross-promote the PSVR Headset. Now that the final game is out, it's VR offering only offers us a tantalizing glimpse of what we were all hoping for.

This review and the subsequent score is only for the VR Tour over the game.

The only VR functionality in GT:Sport can be found within it's VR Tour mode, which allows you to do 1-vs-1 races against an AI driver using the full roster of vehicles and tracks.

Much like the regular Arcade mode, tracks unlock based on your driver level, offering a total of 38 track variations across 15 distinct tracks. Graphically each track holds up well against it's 2D counterpart. Whilst draw distance and shader complexity have been toned down, resolution remains sharp and the game maintains a rock solid 90fps refresh rate, which is a surprisingly noticable improvement over the standard 60fps modes.

Whilst the game offers you some default cars to choose from, you can also dip into your garage and take any car you've purchased/unlocked out for a VR spin. One of my biggest criticisms here is the lack of that much variety, there are very few 'road' models to choose from, and when it comes to the supercars there are simply not enough of them, despite the high number of cars in the game many of them are simply variants or imaginary 'GT Sport' editions.

Not all the cars are suited to VR either, with some cars restricting your head position to a very confined area; any attempt to move your head out of this area results in the screen blacking out, which can be easy to trigger by accident when trying to look out a window to take in a view.

As someone who was hoping to play only in VR, I was initially worried that completing VR races didn't seem to unlock driver XP or levels. Fortunately, this isn't the case, but due to its jankey implementation you must leave the VR mode and return to the main menu in order for the level/XP indicators to start firing off. This is presumably so that the various reward mechanisms, such as the Car roulette wheel, didn't need to be ported into the VR portion of the game.

The opponent AI is not configurable and seems to be stuck somewhere between small child and learner driver in terms of difficulty. In order to try and inject some challenge into it I would often just park the car and watch the boats for a whilst, before pulling away and catching them back up. There is no online support at all which is a shame, as there doesn't seem to be any good technical limitation preventing them from doing so.

Whilst what little content is available is solid, and technically this is a great showcase for the PSVR. it really feels like Polyphony had little interest in accommodating VR and have instead just phoned in the bare minimum to keep Sony happy and put the blue badge on the box. Which given the amount of time spent on other areas of the game, such as the photography 'Scapes' mode, Is a kick in the teeth for those who have waited for this.

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