Gran Turismo 3 (2002)
Platform: Sony Playstation 2 / Atari Ascension
Producers: Polyphony Digital, Turn Seven Gaming, Aftershock Creative Laboratories
Publisher: Sony Computer Entertainment
What do you do when when you've made two of the greatest racing games of all times that are renowned for their depth and playability when the platform you've made them for is superceded? You move on to the new platform, of course, and you take advantage of everything that platform can offer you in terms of additional abilities for your game. For the developers at Polyphony Digital, Turn Seven Gaming and new partner Aftershock Creative Laboratories, this meant a new game to be ready for the launch of the Sony Playstation 2 and Atari Ascension.
While the landscape of gaming had changed, Sony had come to have huge respect for their American partners, and the PC-style separate GPU that had been developed for the Atari Jaguar by Commodore Technologies had made a point at Sony, and with it the Commodore Advanced Technology - Console 3 (known as the CAT-C3) would be integrated into the Playstation 2, dramatically improving its graphics capabilities, and it showed in the level of visuals offered by the Playstation 2 and Ascension, and with the PS2 Sony focused (knowing of Atari's integration work and the awesome power of the CAT-C3) on the performance of the CPU and systems, resulting in the Playstation 2 absolutely blowing its (already-revolutionary for its time) predecessor completely out of the water, and Gran Turismo took full advantage of this ability, even if it wasn't (as anticipated) released with the PS2 itself in early 2001. The game wouldn't hit the shelves until February 2002, but it turned out that it was every bit worth the wait.
The game took a vast step up in graphic ability, though the developers had worked hard to ensure the game physics, car and track list and customization abilities and tuning possibilities were up to the standards of the original two. The car list narrowed to just over 500, but the list was still highly impressive and the additional graphical abilities were added to with the game now supporting up to 18 cars on the track at the same time. The track list, however, was bigger than the first two, with both a selection of newly-designed tracks but also a number of new real-world circuits joining the series, including some very famous ones from around the world, with Spa-Francorchamps, Silverstone, Oulton Park, Zandvoort, Bathurst, Kyalami, Monza, Philip Island, Sepang, Dover Park, Potrero de los Funes, Bushy Park, Road America and Mont-Tremblant among these. The corporate support of Gran Turismo 2 expanded further with the new game, with the customization also now including the ability to have logos on one's car and many cars having selections of designs for visuals. The hillclimb mode expanded, and Gran Turismo 3 introduced open wheel race cars based on Formula One and Indycar competitors, with Lotus, Williams, Brabham, Reynard and Lola all joining the game. The additional space offered by the use of DVD-ROM discs also allowed for much-better sounds in the game and a sizable soundtrack, and the game including a sizable soundtrack that included (in the North American version) tracks from the likes of Jimi Hendrix, Motley Crue, Lenny Kravitz, Junkie XL, Cirrus, The Cult, Dr. Dre, Incubus, Linkin Park and Judas Priest.
The main complaints from the game came from a fairly steep difficulty level - newcomers to the series did at times find the difficulty of the new AI challenging - but had few complaints for the game's realism (which was improved even from the two previous titles), or the spectacular graphics, which were many leagues above what came before it, a result of the massively-more-powerful new platform it was played on. Once mastered, though, the game proved as incredibly rewarding as anyone could have hoped, and it was indeed just as successful as its predecessors, continuing the remarkable success of the games into the next generation of consoles.