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It's not all gravy though. This shot should be epic in it's epic-ness, but it's let down by undeniably bad scenery graphics, and the often-ignored jaggy shadows.

post-94504-0-86895500-1327002898_thumb.j

Yep stretched textures down the side and at the bottom are quite a let down, the shadowing has gotten better but still does rear its ugly head every now and then.

From my personal shots I guess these would be my favourite in terms of the lighting.

225956132.jpg

354794862.jpg

:huh: I'm gone for a few hours and all this happens in the thread? Time we bring things back on-topic...

Anyone here tried the Speed Test mode yet? I did it earlier with the X2010 and X2011. Managed to top 300 MPH in the X2011, but I couldn't for the life of me break that barrier in the X2010; I maxed out at 299.8 MPH. It just doesn't have that little extra oomph to take it past the 300 mark. Which is a shame, as the transmission allows you to take the theoretical top speed beyond 500 MPH. :p If you do that though, it'll hit around 290 MPH in 3rd or 4th gear, then when you shift up, it just loses its power and never gains it back.

Anyone here found anything that goes even faster than the X2011? I'm hoping to find a repeat of this...

:p

One of the X2010's, I think, allows you to adjust the gears fully. I think it was one of the prize cars from doing the Vettel challenge. I think (because I'm not good enough to win it :p)

I did a one-make race on the test track with X2011's. 12 or so minutes of total concentration. Boy, those cars are hard to drive flat out with a wheel!

Wouldn't mind seeing Lens of Truth picking up on this and doing another report on it. Certainly that was the one thing that I had issues with was the tearing in the game, it has been noticeably fixed and looks like that frame rate is solid now, thing is though was that in 720 or 1080?

Ah seems the reason for the improvement is that they have removed the crowds and the flags at the side of the course. Leaving the engine to render less and improving the frame rate. That video was in Arcade mode with 16 cars, other modes with the 12 cars show same performance as before with the crowds.

http://www.gtplanet.net/forum/showthread.php?p=6563789#post6563789

The GT86 time trial at Tsukuba is a decent challenge, but a lot of fun! The combination of car, track and tires really works. I golded it after a few laps, but then carried on lapping for a good 30 mins after because it was so enjoyable throwing the car around those bends!

I got 1:13.767 but I reckon I could go a bit faster. It's just too tempting to go too fast into those hairpins :D

Just got the gold on that 86 GT time trial: 1:14.293. :) Also hit the credit limit once again earlier, and bought the Ford Mark IV. Just got the Red Bull X2010 left to buy in the premium dealerships.

  • 2 weeks later...

Update 2.05 is live, some nice improvements to Steering Wheels, defiantly feels a lot better on straight in F1 cars.

http://www.gtplanet....-available-now/

Decent changelog

  • Improved the performance of online races to provide a better racing experience. However, please note that using voice chat with 12 or more players can reduce screen refresh intervals.
  • Reduced wobbling of the screen when using the Chase view (The Chase view is when the car is viewed from the rear during races and replays, selected by using the SELECT button).
  • Electric cars (opponent cars and your cars in B-Spec) will now pit-in automatically to recharge the battery.
  • Reduced the amount of steering pull when using force feedback steering wheel controllers in banks on courses such as the Special Stage Route X Oval.
  • When driving formula cars using the Logitech steering wheel controllers, the initial force feedback amount has been lessened and adjusted to make it easier to drive in a straight line.
  • Fixed an issue where speedometer, race position and best lap time info are sometimes not displayed on the 2nd player side in 2P Battle Mode.
  • Fixed an issue where exhaust sound is heard even after switching from a combustion engine car to an electric car within the same online race.
  • Fixed an issue where if the game is started without signing in online and then saved, the cars and courses included in the Racing Car Pack and Course Pack would become unusable.
  • Fixed an issue where electric cars would not recharge in the pit and become immobile.
  • Fixed an issue where when the oil of the Toyota Prius was changed in GT Auto, the motor ceased to function correctly.
  • Improved the force feedback of the Guillemot Thrustmaster T500 RS, where the 10 level force feedback adjustment (especially when using the X2010 and X2011) was not working effectively. Also improved a condition where it was difficult to drive in the intended path.

When driving formula cars using the Logitech steering wheel controllers, the initial force feedback amount has been lessened and adjusted to make it easier to drive in a straight line.

I'll have to try this out later. This was certainly a problem for all the high speed cars, especially the X2011/12 which is incredibly difficult to hold the wheel straight at top speed.

I'll have to try this out later. This was certainly a problem for all the high speed cars, especially the X2011/12 which is incredibly difficult to hold the wheel straight at top speed.

Tried out the X2011 earlier and it is a big improvement, I like the car even more now :)

Heads Up new Seasonal Events are live, focusing on American cars, looks like some Fun :)

http://www.gtplanet....rs-highlighted/

Time Trial No. 29

500PP American Cars: Cape Ring Time Trial

American non-race cars only, limited to 500PP on Sports/Hard tyres or worse

Gold: Cr.250,000 Silver: Cr.150,000 Bronze: Cr.100,000

600PP Suzuka Circuit Time Trial

Any car limited to 600PP on Sports/Hard tyres or worse

Gold: Cr.250,000 Silver: Cr.150,000 Bronze: Cr.100,000

Drift Trial No. 29

American Cars: Sarthe Circuit 2009 (no chicane) Drift Trial

American cars only on Comfort/Soft tyres or worse

Gold: Cr.250,000 Silver: Cr.150,000 Bronze: Cr.100,000

N?rburgring 24H Course Drift Trial

Any car on Comfort/Soft tyres or worse

Gold: Cr.250,000 Silver: Cr.150,000 Bronze: Cr.100,000

I am currently doing the 4 hour MX5 endurance race at Tsukuba and due to the fact the PS3 is attached to the family telly I keep having to pause and leave it on whilst the bosses are watching telly.

I noticed that there are races that are 24 hours long, do you have to do them in one go - as in not turning your PS3 off - or can you come back to it?

I am currently doing the 4 hour MX5 endurance race at Tsukuba and due to the fact the PS3 is attached to the family telly I keep having to pause and leave it on whilst the bosses are watching telly.

I noticed that there are races that are 24 hours long, do you have to do them in one go - as in not turning your PS3 off - or can you come back to it?

One of the patches introduced saving mid endurance race.

I am currently doing the 4 hour MX5 endurance race at Tsukuba and due to the fact the PS3 is attached to the family telly I keep having to pause and leave it on whilst the bosses are watching telly.

I noticed that there are races that are 24 hours long, do you have to do them in one go - as in not turning your PS3 off - or can you come back to it?

On entering the pits you should be offered the chance to save your game.

This topic is now closed to further replies.
  • Posts

    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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