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Gran Turismo 6 review

Gran Turismo 6 New_rendering_engine_03
Image used with permission by copyright holder
Gran Turismo 6
“Gran Turismo 6 is a diagonal step for the series, improving some minor aspects but losing some of its predecessors’ charm in the process.”
Pros
  • Excellent physics
  • Dynamic weather
  • 1200+ cars
Cons
  • Very little new
  • Less content
  • Less personality

During World War II, a now-famous propaganda poster posed the question “Is your journey really necessary?” It was meant to question whether your travel was worth the precious wartime resources it consumed, but the same question could be posed to Sony and Polyphony Digital regarding Gran Turismo 6. Were the more than three years of development worth their journey, and your money?

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Given, the game’s less-ambitious goals and the developers’ unusual decision to release the game on the PlayStation 3 while the three-week-old PlayStation 4 controls the spotlight, the answer might not have pleased wartime authorities.

A new game on an old platform

Since the last Gran Turismo title came out three years ago, it would have made sense to position GT6 as a next-gen launch title – the same sense that lead Microsoft to take that approach with Forza 5. Instead we’ll need to wait two years for GT7 on the PS4.

Sony’s wisdom may have had something to do with the millions of PS3s already out there, the game’s rabid following in Japan where the PS4 isn’t out yet, or any number of factors. But the fact remains: To release a game in the shadow of next-gen consoles, it needs to stand on its own. It needs to hook people back into playing a game they’ve already played before. It needs to win people over.

It needs to make its journey necessary.

Gran Turismo 6 makes strides in that direction with a number of notable improvements over GT5. More cars? Check. More tracks? Check. Better graphics? Check(ish). And so on. There are even some major additions that make the series better, like improvements to the physics that will likely carry over into future iterations. But there are also things that are missing.

Creeping forward

First, the good: Gran Turismo’s driving physics have always been exceptional, and they are even better in GT6. Individual cars handle a bit differently, and once you are familiar with them, you’ll be able to quickly tell the difference between a rear-wheel-drive and a front-wheel-drive car, regardless of whether it’s a high-performance ride or an economy car. Certain stats have more impact than ever before – like the weight of a car versus its horsepower, or the gear ratios. These were always important elements, but now more than ever you’ll notice the subtle differences. Race a few times around a mud-soaked rally track and you’ll begin to appreciate why weight distribution matters so much.

GT6 takes what was introduced with GT5 and fine tunes it, but strips it down as well.

In past games, you could generally just upgrade to the best parts and not think too much about it. The option was always there to go deep into the tuning system for the optimum performance, but generally credits won over tweaking. That was partly due to schizophrenic AI that could be on you like a magnet, or that could be so far behind that they risked being lapped. That is no longer the case in GT6. On any difficulty other than “beginner,” the competition is stiff. More than that, their cars are usually specifically chosen and tuned for each race. Racing in a city is going to require different tires than on a track, and your AI opponents will know that, forcing you to keep up.

While winning races still earns credits that you put toward buying cars, you’ll also earn between one and three stars just for racing – a new addition for the series. Stars automatically unlock new races and modes when you reach a new goal. The system keeps you trying new races and replaying old ones, but other racing games have used a similar system for years.

A streamlined new user interface makes it easier to keep track of your car’s performance upgrades. You can still spend hours in the tuning menus, but sorting through them all is easier than ever. The game explains and even simplifies some of the options. Gearheads may find them a little too simplistic, but it makes it a bit more accessible. GT6 also removes the limits on performance tuning and racing mods that existed in GT5.

Gran Turismo 6 C7_Ronda_02
Image used with permission by copyright holder

Completely overhauled weather features now offer changing conditions even within the same race. Night races are a highlight as well, with constellations accurately reflecting the location of the track in the real world. If you are racing in Japan and look at the stars, it’s the same night sky a real person looking up in Japan would see. It’s a neat trick, but one few will notice.

Graphics are slightly improved as well, polishing the already lauded car representations of the previous game. Shadows and other details show less pixilation, making the world seem a bit more seamless. Backgrounds are somewhat unremarkable, but if you are looking at them instead of the car and road, you are probably driving straight into a wall anyway. Load times are also noticeably improved.

Where’s the innovation?

All of this comes with a cost, though. Say what you will about the often quirky presentation of GT5, the game was ambitious. Not everything worked, but features like Gran Turismo TV – which highlighted real-life motorsports – were an original touch. GT6 brings very little of that to the table, making it feel like a much more generic game as a result. This is amplified by a generic soundtrack filled with unremarkable – and often annoying – tracks. 

To release a game in the shadow of next-gen consoles, it needs to stand on its own.

The career mode has also been streamlined down to six classes to unlock, beginning with Novice and going up to Super. Each class offers a handful of options, each with multiple races. Once you earn enough stars, you unlock the license test, which you need to complete to proceed. As you play, you’ll also unlock side games like “Coffee Break challenges,” where you are given objectives like to drive as far as possible on a liter of fuel, or “Mission races,” where you try to complete an objective like overtaking another car while a timer ticks down. These side races offer a lot of variety, but some of them – particularly the timed ones involving going off the track or bumping an opponent – can be hair-pullingly frustrating. The game doesn’t offer a rewind feature either, meaning you’ll be restarting and replaying races frequently. 

There is a lot to do, but less than in GT5, at least until you are deep in the game and have unlocked multiple classes. Even then, the game feels stripped down from its predecessor. Going into the arcade mode confirms this. At any time you can try a single race, time trial, or drift trial. You then choose a track from the game based on real locations, an original track the GT team designed, a city course, or a rally track. You then can choose one of your own cars, or from a list of just 20.

There is no way to just jump in a Bugati and try it out; if you want to drive a Veyron, you’ll need 2 million credits. The lack of a true free mode isn’t uncommon in a racing game, but it’s a shame. You can earn that in the course of a game, but the easier way is to buy it with real money. Sony has sworn up and down that these new microtransactions are completely noninvasive, but they feel necessary if you want to try out some of the best cars in the world.

Ultimately, the game feels a little lacking, and less packed full features than GT5 was. It makes up for it with the online play though – or at least it will – the online features were still locked during the review session. (We’ll update the section as necessary.) You can race real players, set up custom lobbies, all the things you would expect. There are also “seasonal events,” which include rotating challenges uploaded by the team. Over the coming months beginning in January, more content is promised (including a course maker), and you can expect plenty of DLC. 

Conclusion

GT6 takes what was introduced in GT5 and fine tunes it, but strips it down as well. It’s less ambitious than its predecessor, and has less personality as a result. The changes to the driving physics though, are going to define the series going forward. For racing fans, that is likely all that will matter, and the new cars, tracks, and weather will be enough to keep those fans playing for years.

On the presentation side though, there is nothing we haven’t seen before. Polyphony has proven it can innovate, but this game feels familiar to a fault. Gran Turismo 6’s journey is a good one, but it doesn’t feel like a necessary one.

This game was reviewed on a PlayStation 3 using a copy provided by Sony.

Highs

  • Excellent physics
  • Dynamic weather
  • 1200+ cars

Lows

  • Very little new
  • Less content
  • Less personality

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Ryan Fleming
Former Digital Trends Contributor
Ryan Fleming is the Gaming and Cinema Editor for Digital Trends. He joined the DT staff in 2009 after spending time covering…
Call of Duty: Black Ops 6 Zombies: tips and tricks for beginners
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After the backlash surrounding the Zombies mode in Modern Warfare 3, Call of Duty: Black Ops 6 has returned to the round-based roots we all know and love. Well, the structure might be familiar, but this mode has more than its fair share of new tricks that will see you getting swarmed in seconds if you can't learn to adapt. If you're familiar with how Call of Duty handles its Zombies mode, you will know that there's a lot more you need to know besides just shooting zombies if you want to make it to the later rounds. If you want to survive as long as possible, we have the key tips and tricks to withstand the zombie horde in Black Ops 6.
The basics still apply

There are a few tips from past Zombies games that will serve you well here in Black Ops 6 that are worth a quick reminder. Starting off with the need to conserve ammo in the early game. Zombies are weakest in the first handful of rounds, but ammo is incredibly scarce. You can't count on getting more when you need it, so save as much as possible and try to melee as many zombies as possible. Only shoot if you get swarmed, need to save a teammate, or when a boss or elite shows up.

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Kill Order gameplay in Call of Duty: Black Ops 6.

The concept of a Wildcard might sound like a risky endeavor in Call of Duty: Black Ops 6, but this part of your loadout isn't random at all. We haven't seen this system since Cold War, and even those who remember it from that game will need to learn all the new cards there are in Black Ops 6. You can only equip a single Wildcard on your loadout, but they are powerful enough to completely redefine your playstyle. So far, there are only six to unlock while grinding through the levels with your friends, but picking just one is still a tough choice, especially if you want to use a permanent unlock on one after hitting Prestige. We've ranked all the Wildcards in Black Ops 6 so you can always have the winning hand.
All Black Ops 6 Wildcards, ranked

There is a level of personal preference in which Wildcard you will find better than others, but in most cases, the ones we've ranked as the best will help every player gain an edge in online matches. Here's our ranking of each Wildcard from best to worst, along with what level you unlock them at.
Perk Greed - Level 54
The last Wildcard you unlock is easily the most powerful. Perk Greed lets you unlock a fourth Perk to your loadout instead of being limited to three, which can borderline break the game if you choose the right set of Perks. It is also the most versatile of the Wildcards since it gives you the most options to play with instead of a specific bonus you may not find useful. It can also more easily unlock the special bonus buff you get for equipping three Perks from the same category.
Gunfighter - Level 33
Right in the middle of the unlock list, Gunfighter is one Wildcard you could easily make a case for over Perk Greed in some situations. This one increases your attachment points for your primary weapon by three. If you're rocking a top-tier weapon already, this Wildcard can let you tweak its stats even higher. We rank it second because it only applies to one weapon and thus is a bit more limiting.
Overkill - Level 24
For such an early Wildcard, Overkill is quite a powerful choice. This card lets you equip any weapon (except melee weapons) in your Primary and Secondary slots instead of the ones typically reserved for each. That means you can build a loadout with two Primary weapons and be far more versatile on the battlefield. Instead of having to trade off range, damage, rate of fire, mobility, or any other aspect of your game, you can cover almost all your bases by picking two Primary weapons that cover each other's weaknesses.
Prepper - Level 45
Field upgrades are powerful, don't get us wrong, but having two instead of one isn't always that much of a game-changer. It's a bit less useful than Gunfighter only because field upgrades are more situational and require more attention to use to their full potential. If that's you, then this is a great choice.
Danger Close - Level 38
Who doesn't want another grenade, Molotov, or combat axe? Is getting a second Lethal worth the Wildcard slot, though? Not in our opinion. Most of the time, Lethals are used in desperation or as a way to deny enemy movement for a time, and even then, they are risky because of how vulnerable you are while using them.
Tactical Expert - Level 15
The first Wildcard you get is better than nothing, but only just. It's exactly like Danger Close, only you can hold two Tacticals instead of Lethals. This is, by nature, a little worse since Tacticals don't have the ability to kill an enemy (unless you get super lucky and you directly hit an enemy with one who is on low HP). You can get some use out of them, but you're better off upgrading as soon as you have another option.

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A screenshot from Call of Duty: Black Ops 6's zombies mode.

There's nothing more refreshing than taking a nice big swig of a Perk-A-Cola during an intense Zombies match with your pals in Call of Duty: Black Ops 6. Besides tasting great (we assume), these colas empower you with buffs that will keep you alive until the later rounds. These bonuses are just as important as the Pack-A-Punch, but come in a wider range of flavors. It is possible to stack them all, but that gets expensive very fast so you need to be thrifty about choosing which ones are most valuable early on. These colas come in eight different types that may or may not be worth your Essence to chug. If you want to know which ones are the best in Black Ops 6, check out our ranking.
Best Perk-A-Colas in Black Ops 6

We're ranking these Perk-A-Colas based on their base bonuses, not any additional effects you can get if you Augment them, from best to worst.
Jugger-Nog
You can never go wrong with the classic Jugger-Nog. Increasing your health by 100 is useful for the entire duration of a Zombies mode, but especially in the early rounds. Going down is at best a major setback and at worst a cascade into defeat. This extra health allows you to get out of a bad situation that would otherwise end your run.
Quick Revive
This Perk has two components, with the less useful one being the ability to revive teammates 50% faster. Ideally, that shouldn't be needed but is nice. However, what makes it rank so high is the 50% shorter delay on health regen. Your health will come back over time in Zombies but at a dreadful pace. Starting to heal faster means less time running and kiting zombies around and more time in the action helping the team.
Speed Cola
The best early guns for Zombies mode have a large magazine, fast reload, or both. Running out of ammo at the wrong time and not being able to get more rounds in the chamber fast enough has ended many a run, but Speed Cola is the solution. It will speed up your reloads and armor plating by 30%. That's not a massive number, but fast enough to make the difference.
Stamin-Up
These zombies aren't the shambling types. They will chase you down like sprinters, and some of the monstrous ones can outpace you even at full tilt. Stamin-Up sounds like it would let you run for longer, but actually just lets you run faster since you have no limit on sprint in Black Ops 6. Positioning is everything in Zombies so being able to get where you need to be faster is never a bad thing, especially if it's a downed teammate bleeding out.
Deadshot Daiquiri
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PhD Flopper
Not being able to hurt yourself is situationally useful, and the ability to cause an explosion by diving is a risky move. Yes, it's cool, but you don't want to be lying prone surrounded by zombies. This is a cool gimmick, but save yourself the Essence and skip it.
Elemental Pop
When Elemental Pop works, it's great. The problem with it is that you can't rely on it. It gives a small chance on every shot you take to add a random ammo mod effect, which is cool but impractical. If you have spare Essence on you, sure, it won't hurt you to have, but it isn't something that will turn the tide for you or your team.
Melee Macchiato
Finally, Melee Macchiato bottoms out the list. It is fine in the early game when the hordes are small and you're better off meleeing enemies since it will smack enemies away with each hit, but quickly drops off in usefulness. When the zombies get too strong and too numerous, you will need a lot more than a strong punch to deal with them and end up forgetting you even have it.

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