Tuesday, 18 November 2025

GT7 W125: Nissan GT-R Premium edition T-spec (R35) '24

There's a saying about Japanese culture that I find really profound and scarily accurate: "Japan has been living in the year 2000 for the past 40 years." (Or something to that effect anyway; I don't recall the exact quote.)

For a country so renowned for its zany technological prowess, Japanese culture—especially its work culture—is strangely leashed to the past. No sane Gaijin would reasonably expect the country that gave the world bidets and bullet trains to have done so while being so reliant on fax machines and toxic drinking etiquette. Japanese culture is, to my limited knowledge as a curious but cautious onlooker, very meticulous and risk–averse, preferring the comfort of certainty over someone having to take responsibility for a failure. And so when something does come along that even the Japanese can't ignore, it tends to be so mind–blowing and revolutionary that other countries start having to copy and play catch up to it, resulting in a country and culture that has an ostensibly bizarre mix of the traditional and futuristic.

Japan is, of course, the country that gave the world the Nissan GT-R.


T-spec Black Mask by XSquareStickIt
#blackmask #prologue #gt5p

As might be expected, a car as revolutionary as the sixth–generation GT-R was born in a situation that was hardly safe and even less comfortable. In 1999, Nissan was in dire financial straits, and a Lebanese by the name of Carlos Ghosn was appointed as one of the excruciatingly few foreigners to take the helm at a Japanese automotive company, given the unenviable task of taking the company riddled with a 37.7 billion USD debt back to profitability. Unshackled and unconcerned by the esoteric rules and etiquette of Japanese society, Ghosn would completely upheave the wilting roots of Nissan from soil long since dried, restructuring the company by, among other things, changing the company's official language from Japanese to English, laying off a significant portion of the workforce, and promoting only those who perform well at their tasks instead of seniority. Us English speaking folk might see all that as a given, but to the very traditional Japanese, it must've felt as blasphemous as an alien invasion upon their homeland, suddenly being forced to defile their own customs and speak an alien language. The "Keiretsu Killer", as Ghosn was called, also wanted something very particular from Nissan as part of the Nissan Revival Project: "I told them, "no compromise". I don't care how much time it's gonna take—I want a very strong performance car."

Safe it is to say then, that Ghosn is the kind of man that usually gets what he wants.


While Chief Engineer Mizuno Kazutoshi is often colloquially called the "Godfather of the GT-R", I opine instead that the sixth–generation GT-R took after Ghosn more than anybody else. The "R35" GT-R seemed a completely supernatural lifeform descended to cause chaos and force others into rethinking their lifestyles, not unlike the movie character Godzilla. With the freedom of being the first GT-R to be its own independent model instead of being "just" a spiced up version of a family sedan, the R35 shook up the world of supercars so drastically in 2007 that I opine that performance cars since have just never been the same. It was the first car to offer launch control. The first with a dual–clutch semi–automatic gearbox, with no option for a stick–shift manual. Its door handles were flush against the door panels without as much a cubby hole to stick one's fingers into, instead having to push one end of the handle in to cantilever the other end out to pull, all in the name of minimising aerodynamic drag. It eschews a big NA engine in favour of a compact 3.8L twin–turbo V6 for balance and packaging benefits, mounted wholly behind the front axle for a front–midship layout. It spits in the pages of common performance bible by being extremely heavy, pushing its bespoke tyres more into the ground. It featured a LCD screen on the dashboard, and of course, it has a wealth of onboard computers that not only allow for a selection of multiple drive modes, but will also adjust the spring rates and torque distribution in real time according to what it senses on the road.


If you're a younger reader, all that might sound like a given in any premium automobile these days, but many of those things were simply unfathomable—let alone unheard of—in 2007. The Porsche Carrera GT—whose production ended in 2006—is often described to be the last analogue supercar, and I truly believe the R35 to be the cause of that by rewriting the supercar book cover–to–cover. But perhaps the damndest thing that the GT-R could do that seemingly no one else seems to have been able to replicate is that it was priced such that one needn't be in the 1% to be able to afford it; the base GT-R started at 7.78 million Yen in 2007 (70,000 USD in 2007, ~108,248 USD in 2025), and yet, it could more than hang with the flagship models of exotic brands like Porsche and Ferrari even in the best of conditions; come rain or snow, those prestigious cars wouldn't even dare leave their humidity controlled garages. And that I suspect is the only reason the R35 doesn't get as much renown and acclaim as something like the McLaren F1; it's so easy and realistically attainable, demanding neither ridiculous wealth nor skill from its driver to experience supercar thrills. It's become such a common sight, such a household name, that I feel it undermines just how big of a paradigm shift it has effected in its wake.


But once the Japanese find a new comfort, they tend to sit on it for a long, long time, preserving it painstakingly as though a significant cultural artefact. The R35 GT-R was in production for some 18 years since, which is longer than all of the prior 5 generations of GT-Rs... combined. In that exceptionally long production run, the R35 has received minor updates and facelifts, but stayed largely the same, resulting in it slowly and surely beginning to feel outdated as the rest of the world caught up to and built upon the ideas the R35 unleashed. Supercars nowadays are almost always sporting a turbo engine kept in check by a bevy of electronic nannies, offering stupendous torque from a wide rev range while sounding dull and soulless, just like the R35. They're all heavy beasts that default to understeer at the limit, just like the GT-R. They almost always have screens in the cockpit, and many feature flush door handles to minimise drag, just like the GT-R. More than those however, modern carmakers began to implement even more futuristic tech into their car, like a screen to replace an entire dashboard, hybridisation and electrification, 7 or more forward gears, active aero, and even autonomous driving. The R35 on the other hand, stayed exclusively petrol–propelled with a 6–speed gearbox, using barbaric sticks to count its revs and speed. Its wing is as permanent and unmoving as though a historic monument, and it still employs the use of physical dials and knobs for chores like air con and radio.


But being outdated isn't necessarily a bad thing. After all, I've yet to hear tales of an over–the–air software update bricking an R35 and leaving its driver stranded in the middle of nowhere, nor does it have nonsensical electronic door locks that have proved deadly in accidents. Amenities already in the car are all available to the driver without a subscription, and it hasn't ever run over anyone without its driver's say–so. Needles do the job just fine without risking a screen burning in, and not having to take my eyes off the road to adjust the air con or audio via physical controls with tactile feedback are all godzillasends when driving. There's no range anxiety in the GT-R, and it drinks petrol from just about any station. For as alien as the R35 first appeared to be, time has proved that it can be quite Japanese as well; the R35 is a blend of the future and the past, offering the best of both worlds in a package that is futuristic where the future seems promising, while staying rooted in the past where it has been proven.


Of course, in a driving video game, very little of that real life nonsense matters. It's not often that I write about the real world stories and feats of a car, but the GT-Rs across its six generations are all cars that I hold massive respect for, and they more often than not have stories to tell, even if I don't much fancy how many of them drive in the games. Of the four road–going R35 GT-Rs in GT7, the 2017 Nismo variant is clearly the fastest, being shod with Sports Medium tyres by default and weighing more or less the same as the base R35s while packing a good chunk more power, although it still exhibits many of the same behaviours as the "base" GT-Rs, just at a higher speed. The road–going R35s all drive very similarly, being almost alarmingly composed and isolating its driver across all types of roads, feeling every bit as uncanny and futuristic as it did in 2007. At the same time, they do feel a little outdated even in the driving dynamics area: push them hard enough in a way they don't quite like, and the cars can very suddenly lose grip and start washing wide, giving me the impression that the onboard wizards aren't quite as sharp and omnipotent as some of the most hand–holdy supercars of today. That said, it resolves itself in a split second of waiting, and I as a driver feel nothing whatsoever. The part that spikes my heart rate the most is that these GT-Rs are incredibly tail happy on hard trail braking even on the strongest ABS setting of Default, and this tail happiness somehow feels so unrefined, yet helpful at the same time that I can't even tell if it's intentional or not. But once the time comes to apply the throttle, the R35s hook up with scary efficiency, and the even power curves paired with damn near instantaneous shifts and monotonous V6 whirr make the cars feel as uncanny, soulless, and efficient as a spaceship. For as uncanny as these cars corner, they're almost even more uncanny with how they make me feel bewildered each time I roll on the gas pedal with "just" 570PS (419kW) (T-spec).


However, there's a glaring difference in driving dynamics between the 2024 T-spec and the 2017 variants: the T-spec somehow feels undeniably more nose heavy and understeery than its older siblings in spite of having the exact same mass distribution of 54:46, and it's a difference I can only feel, not explain. For that reason, I much prefer the older R35s for driving, and I don't much fancy how the 2024 car looks, either. While the T-spec is offered in the sacred colour of Midnight Purple, I really don't see the appeal of a paintjob that looks like someone vomited into an oil spill. To tune, the 2024 T-spec and 2017 Nismo get the utterly broken Chiron engine swap, whereas the 2017 has to make do with the much more unwieldy turbo LS7 V8 from the BRZ Drift Car, and the safety car gets sweet f–all. Honestly, unless you need the strobe lights of the safety car for whatever reason, the 2017 Nismo is clearly the pick of the litter, invalidating every other road–going R35 in the game.


With Ghosn now effectively exiled from Japan and Nissan slumping into yet another financial crisis, maybe now is the time for someone else to play the villain and create another monster of discomfort that can disrupt the status quo and revive the brand. But for now, Godzilla rests. It may be gone, but its presence in the industry will be felt for what I suspect will be decades still to come.

Sunday, 9 November 2025

GT7 W132: Ferrari Vision Gran Turismo

No matter how bad a car in a video game is, it has never crossed the digital divide and hurt me physically before. This holds true for understeery boats like the Gallardo or sloppy oversteery messes like the 308 GTB. Over the five or so years I've been taking part in COTW, I've ran some of the most boring of station wagons to some of the most cutting edge racing cars both in the real and virtual worlds, like the Super Formulae and Red Bull fan cars.

None of them have made me physically and literally sick like the Ferrari Vision Gran Turismo.


The problem with the FVGT is that it has only 30mm (1.18in) ground clearance front and rear. For some context, a 2023 Super Formula car has 25mm (0.94in) clearance, a modern supercar R35 has 110mm (4.33in), and a sensible family hatch like the Honda Fit has 135mm (5.31in). The FVGT is so stupidly low that it skates over the mirror–smooth asphalt of fictional and FIA Grade One racetracks as much as it drives over them. As with most VGTs, customisation options are severely limited with the Ferrari VGT; only the dampers, the accel and decel sensitivities of the diff, and brake balance can be adjusted in addition to the usual tyres, power limiter, and ballast. Oh yeah, the dampers are what's wrong with this car, thanks Ferrari. With a car this low, its suspension is just glorified bricks, meaning that the car not only skates across tracks, but it also hops like a crazed kangaroo on crack. You think I'm exaggerating? Here, watch for yourself if you think you can stomach it:



https://youtu.be/DP0m9exeqYg

Even when being spared the likely fate of crapping out my still beating heart, that kind of constant jumpiness literally makes me carsick even through a TV screen. And just to reiterate, I've never gotten carsick before in real life nor in a video game. I've even had to resort to driving the FVGT in chase cam just to keep my lunch in my stomach. Something in me kinda wants me to believe that someone at Ferrari knew this car would mash every bone in a human's body down to fine dust, hence why they force drivers into a driving suit that looks like a mummy cast with the silhouette of a strap–on drawn onto it to remind you just how far up into your rectum they are.


I know I've portrayed myself as a Ferrari hater these past five years, but I hope you'll trust me when I write that I genuinely try to approach each car with an open mind hoping to find something that brings me joy. I don't like being angry, nor do I like feeling like I've wasted my time. I find it a shame that the FVGT makes me sick, because it looks amazing, has an incredible cockpit view, generates immense downforce, and is stupendously surefooted in the turns when it isn't hopping from pole to pole. It's even fast, too: on the right tracks, it'd even outrun a 2023 Super Formula and embarrass anything in Gr.1 even without BoP holding the bona–fide racecars back.


......buuuuuuut, a good chunk of its pace comes from its hybrid boost, which goes completely limp after around 2 minutes of hard driving, and that's just about enough for 1 lap of Spa. After it dies, it takes about 4 minutes of sitting still for the engine to recharge the battery up to full. Also, because the engine recharges the battery, sometimes you just don't get any engine braking in the car when coasting through a sweeper. Oh yeah, rob me of engine braking for 0.5 seconds and understeer me wide to give me 0.25 seconds of boost. Worth. Combine this with how its tyres take about half a lap or so to warm up and will melt in just a few more (as is typical with high–downforce cars that cook their tyres), and the result is a car that operates at its optimal pace about as frequently as solar eclipses and about as consistent as fickle, moody mistress with multiple personalities.


Fortunately, alternatives exist to the FVGT, though most of them are VGTs themselves. For those not keen on VGTs, about the only things that will keep pace with the Fezza are the Super Formulae cars, and even that is rather track dependent. The Aston Martin Valkyrie will ideally need some stiffening up to its suspension to handle racing slicks, but match the compounds on both cars, and the Valkyrie will be really even competition for the FVGT after the latter's two minutes of fame is up. If one doesn't mind VGTs, the Tomahawk S and Corvette CX, both similarly classified as #Road Cars, will unapologetically whoop the FVGT despite being rated lower by the PP system even with Racing Medium tyres, and crucially, none of the aforementioned cars other than the Ferrari makes me sick.


I usually come away from driving a VGT thinking, "what the hell were they thinking? Did anyone test drive this?" But no other car really embodies that more than the Ferrari VeGeTable.

Sorry, Baron.

Thursday, 30 October 2025

GT7 W131: Hyundai Elantra N '23

In a vacuum, the Hyundai Elantra N '23 looks good, drives great (for an FF), is relatively cheap, and can be had with a 6MT or a quick–shifting 8DCT. All that is on top of just how refreshing it is nowadays to see a performance sedan. Honestly, I don't think there is much to dislike about the Elantra at all.


However, here in GT7, it's saddled with a few problems. The first and most glaring are the 21st century Evos and WRXes, which are similarly 4–door sedans with established fan followings, often have more power, carry comparable mass, but have the advantage of AWD. Though the main difference between the Evos/WRXes and the Elantra is the driven wheels, in practice, the AWD cars are just so much faster than the Elantra, as though we were racing in different classes altogether. And yet, despite that big pace difference, the Evos and WRXes are just within 10PP of the Elantra's stock rating (500.55PP as of v1.63) for reasons only PD knows. So not only do the Evos and WRXes unfairly trounce the Elantra stock for stock, the AWD monsters also have a higher performance ceilings, as well as established fan followings to boot. Plus, long–time GT7 players would have already been showered with plenty of free FK8 and FL5 Civics by the time the Elantra was added to the game. But perhaps the most damning of them all is that Single–Player races in the Elantra's stock performance bracket are all weirdly region–locked, being split into European/Japanese FF Challenges and Clubman Cups, none of which the Korean car is eligible for. At 600PP where these arbitrary restrictions lift, an FWD car is just going to struggle immensely, and that is before we even consider how prone the Elantra is to have its tyres hit the bodywork and lock up the steering at higher performance levels. Heck, there isn't even a single Korean Scapes location to shoot the pretty car. It's almost like the game is doing everything it can to deincentivise players from buying the Elantra.


That said, the Elantra does have some party tricks that make it stand out. For one, the Elantra's blind spot indicator warnings are replicated in GT7, with a yellow triangle lighting up on the side mirrors whenever another car or obstacle is within range. This might only be relevant for PSVR2 players, but I imagine it must be a godsend to have something like that with the headset on, given how minimalistic the HUD is in VR.


Heck, PS5 Pro players might appreciate the quirk, too: on a base PS5, this blurry mess is the best I can get the reflections to look.

Second, the Elantra has an engine torque readout on the dash that not only reflects throttle and revs, but also tuning parts! With a full* tune and full–strength Nitrous, I was able to achieve around 1,070N·m (789.2lbf · ft) of torque, going beyond what the 3–digit display can handle. Call me a child, but that still makes me smile with glee as I write this.


Obviously, the engine temp readout doesn't work; I'd like to see an engine maintain 85°C putting down 634HP plus full NOS!

Maybe the Elantra isn't made for GT7, but rather, a future Gran Turismo game. A future GT game that seems poised to be more focused on street driving, perhaps? Be that as it may, it's still good fun here and now, as out of place as it appears to me.



*Excluding the High–Lift Camshaft mod. The Cams actually lower the max power output with a full tune.

My Single–Player Challenge run:



https://youtu.be/nQaMhQslcCA

Genesis Track Taxi Nurburgring by GTP_Famine
#taxi #replica #magma

Monday, 13 October 2025

GT7 W129: De Tomaso Pantera '71


Okay, fine, maybe that's a bit of an exaggeration.

Oh, don't get me wrong; the Pantera's brakes don't feel like they're connected to anything more realistic than a prayer for some pleasant headwind, and the feedback from the bias ply tyres are no more palpable, either. On my sighting lap around a dry Tsukuba, I was taking it super slow and easy, and still wound up overshooting the apex by about half a track width. Needless to say for a car its age, the suspension is really soft as well. It's a car that is by no means easy to drive.


But that's where the bad news for the Pantera ends. The Pantera naturally has the classic proportions and sharp styling of a retro supercar, but should one decide to take things further, its widebody is one of the very few that looks distinct from the base car, and it even has an optional rear wing in GT Auto that looks ripped straight from a Countach. And did I mention it has pop–up headlights?! The Ford sourced Cleveland 351 NA V8 engine sounds authentically badass, and dare I say it, the car as a whole has such a sublime balance in the corners far exceeding anything American or Italian of its day. It launches strongly with its rear–midship layout, it has five forward gears in an era where many sports cars still had to make do with four, and while the suspension may be a bit soft for my liking, the car as a whole is still one HELL of a step up from the Mangusta we featured prior! What a stark difference two years can make!


The stock Pantera is a severely wanting car, but the reservoirs of potential in the car is much more palpable than the brakes and tyres on it. In short, it's a horrible car that somehow pleasantly surprised me, and I very well might kit one out if I ever feel like doing a Single–Player race again.

Tuesday, 7 October 2025

GT7 W128: Toyota Land Cruiser FJ40V '74

The Toyota Land Cruiser FJ40V '74 is one of those cars that, at first glance, seems completely out of left field in a racing game, but here I am writing about it instead of a Ford GT, 964 RS, or a Delta Rally Car.

Mostly because the FJ40V is more my speed, but, you know, we can ignore that. In fact, I'll probably edit out this line somet


Richard Hammond top gear by momo22_22
#topgear #hammond #bolivia

As of late, there has been a noticeable divide in the GT7 Update discussion threads between those who want up–to–date racecars that would feature in the game's most prolific mode, shunning the addition of SUVs and city cars, versus those who couldn't care less about racecars and appreciate all the weird quirky cars that make Gran Turismo unique. I lean more towards the latter camp, because racecars must drive more or less similarly to each other and be bopped to have roughly equal performance to be able to race competitively together, whereas something like a Jimny is an entirely unique experience. That being written, I also feel that GT7 as a video game really fails to translate over much of the real world sensations and quirks that largely define the driving experience of these oddball cars. Driving a HiAce at the speed limit IRL is scary; driving a HiAce as fast as it'd go in GT7 feels... boring. And it doesn't help that manufacturers generally only want their best stuff represented in the game, meaning that GT7 feels like an interactive advert at times. It speaks volumes about the feats of engineering that a CH-R doesn't drive completely awful, and I literally described the 2008 SUV as, "If someone were to dump me into my rig with the 2008 already loaded in bumper cam, I wouldn't guess at all that I was in some big, tall, wasteful, poser SUV from the way it drives." But from the players' perspective? It just feels... more of the same meh. If they're all going to drive similarly, I'd much rather they add racecars instead; at least those have gameplay purpose in the game.


I bring up that discourse because the 1974 Land Cruiser FJ40V doesn't feel like a nondescript people carrier in GT7 with all the inherent flaws of its category sanded down into oblivion. It actually drives like a rugged offroading machine with no aspirations of being a track day toy, and therefore, it's really unique and adds so much value to the game as a way to meaningfully experience a variety of different cars. The FJ40V is slow, heavy, tall, soft, and has narrow tyres, and it can get itself into a mess with just 130PS if the driver is lax with it. Despite its 200mm ride height, the FJ40V can hit the ends of its suspension travel and spin out unexpectedly when push comes to shove, with Turn 3 of the paved Eiger Nordwand track, a slow 180° right hander downhill bend, catching a few of us out this past Wednesday. First gear is a crawler gear and just causes wheelspin off a standing launch, and the 3.9L NA engine needs to have its nuts revved off to make meaningful propulsion, stretching the ratios of its 4–speed gearbox to its limits. With a soft setup, low power, and rev happy engine, the FJ40V can be described as a bit of a challenge to drive, but then again, the Miata can also be described similarly, and that's the default car for spec racing. Both are cars that heavily emphasise the importance of "rhythm and inertia", if you will, necessitating and rewarding momentum preservation and careful weight shifting in driving. So involving is the driving experience of a FJ40V in fact, it genuinely skews my perception of time simply because there's so much to do and think about over a lap. I often cross the Start/Finish line of our lobby races surprised there's still one more lap to go, and I mean that in a good way.


I've not many critiques against a car clearly not meant for track duty, but the ones I do are sadly rather glaring. The first hardly pertains to the car itself: there simply isn't enough small, narrow, and twisty tracks to run these low powered cars on, and if anyone has insomnia, maybe try spending half of Fuji's home straight at the rev limit. The rev limiter is also really... "lazy", for the lack of a better term. Hitting it causes it to cut out power for a whole second or so, only for the revs to quickly spike back up and smack the limiter again. It's not a big deal on a paved track, but on bumpy dirt or snow surfaces, those short hops can cause the car to hit the limiter prematurely, and shifting up early to circumvent that just kills the peaky engine. That means slides are a bit difficult to hold as well. Lastly, its PP rating I feel is a little too high for the performance it has; a Copen would smack this thing silly despite rated some 13PP below the FJ40V, and a HiAce van would actually give the Land Cruiser a run for its money with only a 273.63PP rating compared to the FJ40V's 305.78PP (ratings are as of v1.63).


What I find most interesting however, is that the FJ40V is listed as a 4WD vehicle, but in stock form, only its front wheels are being driven. According to the car's in–game description and McKeel of the Ripoff Car Dealer, the FJ40V we have in the game comes with a 4WD system with a 2–speed transfer case, actuated via the shift lever like thing to the right of the skyscraping actual shift lever. However, to switch the FJ40V from front to 4–wheel drive, one doesn't use a clutch pedal and a second lever; they instead buy a Variable Centre Differential from the tuning shop to send power to the rear, and I believe this is the first non hybrid car in the game that can switch up its drive wheels. It's supremely cool just for that, but being FWD also allows the driver to rip the handbrake while keeping the throttle pinned in a slide if that's what they're into (but maybe don't try putting down 1,100HP from the LS7 Rampage Engine through just the front tyres...).


The FJ40V Land Cruiser may not seem like it belongs in a racing game, but it provides a very interesting experience both to drive and to customise. It may not be very useful for grinding the "big 4" races due to its horrific fuel economy, but thanks to the LS7 Rampage Engine, it can do the classic Gran Turismo thing of taking something that has no business being on a racetrack and smashing bona–fide racecars with it. It may not be the easiest thing to drive even when tuned, but as far as surprises go, the FJ40V really pleasantly surprised me with how much I've come to appreciate it. After all, finding out overlooked gems is the whole idea of Car of the Week, and with the game feeling more and more like a car advert, surprises are really hard to come by nowadays.


So much so that I'm going to sign off with the classic COTW ending.

Verdict: Sleeper.

SPOILER:

I'm just going to preserve this here because it made me laugh so much. The meme machine, SPD, remembered that I'm a Shawn Michaels fan more than I remember that I'm a Shawn Michaels fan!



Also, since I'm rambling, we turned off track limit penalties during Saturday's lobby, resulting in a rush to find the most egregious track cuts the game would let us get away with. It was the most fun lobby I've been a part of for a long time!


Unfortunately, there's no way to turn off the auto reset that warps a car back onto the track if they veer off too far. I also found out the very hard way that those "reset boundaries" are a LOT more stringent in a race than during free practice... Come on, PD, let us have fun when we want to have fun! I switched off track limit penalties for a reason!

SPOILER: Quick Writeups on Some Cars I Missed

SLS AMG


It drives weird, with a twitchy rear end. The AMG GT suffers from this as well, though not to the same extent. I actually prefer the SLR.

964 RS


I really hate to dunk on the 964 after it brought so much activity to the thread, but I really wasn't all that impressed by it. Yes, it was an extremely pure driving experience, and one that even feels stable and approachable. However, the harder I pushed the 964, the more it soured my initial impression of it. A lot of its stability is tied to its huge rear tyres, and so it can very suddenly lose composure and get into a mess should bumps and such unsettle it even minutely. Also, its body shape I think is to blame for the car being as horrifically unstable at high speed as I've found it to be, and the Nordschleife really drags that weakness out into the light of day. The R32 GT-Rs have similar pace, but are so, so much easier to drive, being much more surefooted mechanically and aerodynamically, with gobs of turbo torque. Of course, the RS probably isn't the quickest 964 model out there; there are Turbo and AWD versions of the 964 out there, so maybe pace isn't the best metric to judge it by. In terms of driving experience though? It's still got nothing on the NA1 NSX-R IMO.

8C Competizione


The 8C Comp, despite packing a Ferrari engine and looks to die for, is a strangely forgottable car to me. Maybe it just doesn't "speak" to me, but I don't see beauty in its styling, nor do I think its engine note has translated over well into GT7 at all. That leaves me with a softly sprung GT car that, while incredibly well–balanced, is just too sloppy for my spoiled hands and feet. No sane person would think that the uphill left kink running beside the Pit Lane of Eiger Nordwand is a place where a 449PS modern car would come undone, but that's exactly where my 8C Comp decided it didn't want to car anymore and would rather identify as a mangled martyr on the side of a mountain. No, I have no idea why it did that. I just know I want no part of it.

Delta Rally Car


I know nothing of the Group B era of rally cars nor Lancia's storied history with it. That makes the fact that it still left a shining impression on me when it was added to GT7 all the more significant, because it's a car that stands on its own four wheels instead of something that can only be appreciated through sepia–tinted glasses. To introduce the car to us players, PD created an Online Time Trial at Grand Valley East for us to try the car, and I was initially so far off the Gold target time that it really made me question what the heck was going on. I kept pushing and pushing for some reason; the car was just that enticing and begging for more abuse somehow. It really doesn't like smooth and slow inputs, instead preferring quick and sudden flicks to get the car rotated into the turn, and it eats up the Californian sand as though a mere appetiser for the stuff it's built to handle. I eventually lucked my way into an unsafe Gold which stuck, and despite not being able to replicate that lap on demand, it still left me feeling so ridiculously satisfied. The Delta Rally Car is basically joy in a box.

That said, PD have traditionally shunned older cars in grouped categories of racecars with Balance of Performance, and nowhere is that more evident than in the Gr.B class. Instead of words, I'll instead use a table from GT Engine to show you what I mean:


Group B is basically unofficially divided into "Old Group B" and "New Group B", but officially, they're all supposedly on equal footing. We are looking at an obscene 80PP difference between the lowest rated car and the highest rated, with the average of the group being indicative of none of the cars in said group. Combine this favourtism with the fact that the old cars are more expensive and aren't always available to buy, it's really hard to justify having the older cars unless one is already partial to them to begin with, and even then, one would need to find an online community that either agrees to manually BoP each car with an honour system, or specify Group B with a strict PP limit. It's not exactly intuitive.

Thursday, 28 August 2025

GT7 W119: Nissan GT-R LM Nismo '15

I've long held the opinion that, to evaluate a soulless tool purpose–built to do one job and one job only, a racecar's worth can be very simply and quickly summarised by where it ended up on the finishing order. By that metric, the Nissan GT-R LM Nismo is perhaps one of the worst racecars in modern history, being an LMP1 riddled with countless technical issues that made it qualify slower than some LMP2s, and of the three cars entered into the 2015 24h of Le Mans, only one survived to see the chequered flag, but was so far behind the leaders that it didn't qualify as a finish.


However, at the risk of sounding like an utter hypocrite, I've always had a soft spot for the "LongBoi", and I hardly think I'm alone in that sentiment. While history books may remember the LM Nismo as a failure, I've always held it in high regard not only for Nissan daring to be different and putting money and effort where their mouths were, but also for allowing such a seeming blight on their storied history be immortalised and preserved in Gran Turismo, and I think they can and should be proud of daring to be different. Blessed with a functional hybrid system in the games, the LongBoi sent ALL of its ungodzilly power to its poor front wheels via a 5–speed gearbox, and to say that it's the proverbial one–legged man in an ass kicking contest would be an understatement; it's more a one–legged T–Rex in an ass kicking contest trying to channel a nuclear–powered dropkick through a makeshift shoe out of a well–used echidna condom. Mechanical faults may not be simulated in Gran Turismo, but the digital LM Nismo was nonetheless quite true–to–life in how uncompetitive it was in the games, and it's a fact that has had a radioactive light shone on it when the LongBoi was carried over into Gran Turismo Sport, a game laser–focused on e–sports and categorised racing.


But it's precisely because the LM Nismo is so very ostensibly an underdog that makes anyone who rocks up to a Gr.1 grid in it an instant rock star, guaranteed to catch the attention of everyone else in the same way that an AE86 would command attention lined up beside an FD3S on a mountain pass, or someone pulling out a Pachirisu in the finals of a Pokémon Tournament. A unit so evidently underpowered and goofy looking rubbing shoulders with the established big guns in any competitive environment just promises a dazzling display of confidence, skill, and chicanery from its wielder. In the same way that overlooked and off–meta choices exist in other games, I opine that the FF LM Nismo more than deserves to be in Gran Turismo, not in spite of its flaws, but because of.


But the cars' lack of competitiveness on either side of the digital divide is not at all to say that the concept of a front–engined LMP that maximises its aerodynamics within the LMP1 rulebook is a flawed one; it only proves that an LMP that routes all its power to the front wheels is a bad idea. Ten years after the LM Nismo's abysmal real–life outing at Le Mans, its digital counterpart would get one hell of a glow–up; Update 1.60 of GT7, released in late June of 2025, reworked the LM Nismo such that its electric motors now drove the rear wheels instead of the fronts. One might question the realism and legitimacy of the LM Nismo sending its electric drive to its rear wheels, as Nissan themselves quote the LongBoi to be FF in what little remains of their official press releases. However, according to the chief engineer of the project in an episode of Jay Leno's Garage, Zack Eakin reveals that the hybrid system was to be capable of driving the rear wheels, and that they were debating at the time whether or not the extra drive lines, effects on mass distribution, and other complications were worth the benefits. Of course, history will now tell us that the hybrid system wound up driving none of the wheels, and so I think the depiction of the LongBoi with AWD is just as fair as an FF LM Nismo. One thing is for certain though: Godzilla is a hell of a lot more competitive in GT7 now that its thousand–plus HP is split between all four wheels instead of just two.


Of course, even when making better use of its rear wheels, the LongBoi still understeers on corner exits; it's still a front–heavy car trying to put over 600HP through the front wheels. It's just that now, we also have to deal with the oversteer in the rear as the front end understeers. The LM Nismo has staggered tyres, but not in the way that one might perhaps expect: the front tyres are 14" wide, and only 9" wide at the rear. In sensible speak, that's 355mm front and 230mm rear, and for some context, the rear tyres are barely wider than those on a production R32 GT-R, which is hardly a stable car with 307HP. That's just an insanely tiny contact patch to be attempting to put down yet another 600+HP with, racing slicks or not. With a 65:35 mass distribution, the front tyres will still wear at a much faster rate than the rears, even with a fully rearward Brake Bias of +5. As a result of all that, the LM Nismo will still severely lag behind the more conventional LMP1s of Toyota and Porsche going into and coming out of corners, having to instead rely on its slightly higher top speed to reel back in its contemporary peers.


However, the thing that drivers of the LM Nismo need watch out the most for isn't understeer nor oversteer. It's... well, I don't know, actually. The LM Nismo has a nasty, NASTY tendency to suddenly lose its rear end over certain corners on certain tracks for reasons nigh inexplicable both on acceleration and deceleration, and this is a common experience had by other COTW participants both on controller and wheel, from the imperfect public roads of Le Mans to the smooth paved tarmac of Spa. I don't know what, if anything else, was changed on the LM Nismo when it went from FF to AWD, but referencing my old GT Sport screenshots, the current LM Nismo has had its spring rates increased by a whole Hertz to 5Hz on both ends, and its alignment figures now look downright unintuitive with 0.45 Toe–Out front and a ridiculous 0.90 Toe–In rear. For some context, both the 919 and TS050's default spring rates are at 4Hz front and rear. This absurd stiffness in the springs results in a Godzilla that assaults its driver relentlessly through just force feedback on a wheel, so much so that the public roads of la Sarthe feel as unruly a gravel track, with the car fighting its driver to be let off the leash that is the steering wheel even on the straights, and that is even with the FFB on my T300RS turned all the way down to the minimum. This incredibly stiff suspension setup, coupled with the front biased downforce and narrow rear tyres I suspect is what makes the LM Nismo's rear end so violently allergic to microscopic bumps and elevation changes at high speed. In other words, the rear end of the LM Nismo simply doesn't have enough grip to cash the cheques the front writes, and for as god–awful as the FF LM Nismo was, I don't ever recall it being this dangerous and unpredictable to drive in either GT Sport or GT7. The right kink before Indianapolis and the uphill section of Eau Rouge are just two examples of where the LongBoi consistently spins out. Because the LongBoi is so inherently unstable at the rear, it's also exceptionally prone to being pit maneuvered if the drivers behind (pretend to) make a mistake.


That all being written, the AWD LongBoi is still a massive improvement over the FF car we had, and the gap in performance is now small enough that BoP can easily close the distance should the powers that be deem it fit to decree so. The de–facto meta cars of Gr.1, the Porsche 919 and Toyota TS050, both share a common weakness in having low top speeds, since their hybrid systems are programmed in stone in these games to recharge the battery using the ICE past a certain speed, giving them super sharp acceleration in low to mid speeds, and then suddenly becoming utterly flaccid past 240km/h (149mph) or when they run out of charge. This makes them incredibly quick and fuel efficient at most tracks in the game where there are corners that necessitate braking for every once in a while, but ironically some of the worst choices to bring to a high–speed track like la Sarthe. The LM Nismo's hybrid system, unlike the battery systems in those cars, is a flywheel system that I don't even want to pretend I know the basics of, but in practice, it charges and discharges much quicker than the Lithium–Ion batteries of the 919 and TS050, and most importantly, doesn't sap engine power at all. This gives the LM Nismo an incredible advantage on long straights, 5–speed gearbox be damned, capable of speeds in excess of 320km/h (193mph) in clean air before having to brake for the Mulsanne chicanes, whereas the 919 and TS050 struggle to crack 310km/h (174mph). To really seal the deal, the LM Nismo I've noticed drinks ever so slightly less fuel than said contemporaries, meaning that it's a high–speed monster with the immediate handling and fuel efficiency of a modern LMP1 to back it up, making it a compelling package in high–speed tracks, especially when high fuel use multipliers are in play. It... will just take a bit of trial and error to know which corners will unsettle its rear end, and then actively drive around that weakness by going extra slowly.


With the LM Nismo now being AWD, it really has become the best of both worlds. It's still the underdog we all loved to root for, and yet at the same time, it's competitive enough now that it just might prove competitive once in a blue moon should the track and BoP favour it. More than that however, the LongBoi is an endlessly fascinating piece of motorsport history and an engineering showpiece even ten years after its outing at Le Mans, and to have it scrubbed off history books and forgotten is just such a crying shame. In lieu of direct recognition from Nissan, Gran Turismo has become a foster museum for the unloved child, and the LM Nismo's story might just continue under PD's care. The GT games have always taken failed racecars and given them a whole new purpose and audience, in so doing giving them a second chance at life, such as Jaguar XJ13, Chaparral 2J, and Toyota TS020. Will the LM Nismo be next in line in becoming a Gran Turismo legend? Time will tell, but I sure as hell hope that it will be the next fondly–remembered failed racecar; with Nissan seemingly hell–bent on scraping it off their history books, we GT players might be on a strict timer to enjoy the LongBoi before another generational leap in consoles and graphics fidelity leaves the car behind for good.

Bonus Ramble:


Yes, I actually re–installed GT Sport just for that second photo in this post. It took 6 hours of installation, not counting the shenanigans of my PS5 somehow refusing to download the last 4 items of the update in Sleep Mode, so it actually took half a damn day in real time. Just a cautionary tale here for anyone who still hasn't uninstalled GTS from their console.

I'm actually pretty surprised that the "Season's Greetings" curation of Scapes didn't make the transition from GTS to GT7. I thought I must've been tripping some exotic balls when I remember we had that exact location on a body of water with artificial lights strewn in with a mountain looming in the background. These Season's Greeting Scapes even have fully animated elements in them, like flowing water and a CUTE CAT!

Also, the Photo Mode menu in GTS seem a bit more responsive than GT7's. What the heck is with all that, Kaz?! Are you really happy with being the god of a world so flawed? Can you really look your parents in their eyes and say they can be proud of you? HUH?!

Friday, 22 August 2025

GT7 W109: Chevrolet Corvette Z06 (C5) '01 & Dodge Viper GTS '02

Growing up with the PS1 era of Gran Turismo games, my childhood heroes have always been the FD RX-7 and the SR II Vipers, both having sleek, curvaceous bodies that somehow spoke not just fluently, but also bewitchingly, in a wordless language to the kid who knew nothing about cars. The Viper in particular was offered with body stripes, making it stand out all the more in a sea of monotonous cars in an era before visual customisation featured in racing games. In comparison, the boxy, somewhat derpy looking C4 Corvettes just never registered in my head, not to mention the C4s were just plasticky food for the Vipers on the track, stock for stock.


Of course, when Chevrolet unleashed the C5 Corvette onto the world in 1997, the playing field looked much more even. After the sacrilege of having a Lotus–built V8 carry the Corvette's legacy in the flagship C4 ZR-1, the C5 Corvettes would all proudly bear an engine that would soon become an instant classic synonymous with General Motors: the LS engine. Wrapping around the compact (by American standards...) 5.7L LS6 NA V8 engine of the Z06 was a sleek and curvaceous body that bore less resemblence to the C4 it succeeded and more with the FD RX-7, and dare I say it, the American car with the hulking V8 engine also drove quite like my corner–craving childhood hero as well.


All that is to say, with GT7 Update 1.59 adding in the long–awaited and sorely missed C5 Z06, the SR II Viper gets a new playmate, and I get to be a kid again.


Of the two, the Viper is more of a known quantity; we've had SR II Vipers since Gran Turismo 1, and this particular 2002 GTS model has been with the series almost like a mascot since Gran Turismo 5. I've always liked Vipers because they've always just seemed like someone materialised a cartoon character in real life, which is perhaps why it's so effortlessly charismatic to the 8–year old kid inside every man. It's powerful, brash, dangerous, unwieldy, demands respect, and takes no BS from anyone—especially its own driver, and as is the case with all good character design, one could glean its characteristics just from laying eyes on it. Stability control? TCS? HA!, try begging for ABS for a start. Yet, it also seems to have a nonchalance about it that is either confidence in its own abilities, self–awareness that conveys it shouldn't be taken seriously, or a paradoxical mix of both. It's heavy, soft, and numb in the corners. It understeers on corner entry and exit, and it slithers and writhes about mid–corner as though trying to bite an omnipresent itch somewhere along its body. And for a car this softly–sprung, it really doesn't like kerbs, liable to leap into the air and pounce onto an unsuspecting trackside barrier if it doesn't find the kerbs to its taste. Getting a Viper round a track quickly is less about surgically making use of every millimetre of the track as it is simply keeping the snake straight and on the paved surface, where it is most happy and its driver is the most safe. Even then, the Viper is not an easy pet to satiate, as its 8.0L V10 prefers to be short shifted, even with its low 6,500rpm rev limit. Of course, with an engine so low–revving and comically abysmal specific output figures, the real magic of the Viper's engine is in the sheer torque it has throughout the rev range; by the time I realise I'm in the wrong gear coming out of a corner, it has already become the correct gear. In all, the Viper is a massively quick car by early 2000s standards, but it just never makes me feel like I want—or even should—push it hard. It's one of those cars where you'll automatically be doing well simply by not getting into an accident.


The bowtie wearing C5 on the other hand, is much more business minded. Strait–laced, focused, pinned down, and scarily efficient with its movements, the Z06 exudes such a no–nonsense feel when behind the wheel, almost as if it were fighting to change the perception of American sports cars, or perhaps fighting to be the image of America's sports cars for the first time in Corvette history, being the first generation of Corvettes penned in a toxic world where Vipers roam free on American streets. With a wide, low stance and a lightweight body that looks crafted to rend air with surgical precision and an unhealthy vendetta, the C5's sleek silhouette is a statement of ill intent to dispose of corners with as little fuss and as quickly as possible. Getting out of the Viper and straight into the C5, the Z06 just feels so effortless and razor sharp on turn–in that it's just downright uncanny for an American car of its time, not to mention it has impressive stopping power as well. One doesn't get much in the... minimalistic interior of the C5, but they do have a tachometer that reads up to 7,000rpm, and the Naturally–Aspirated 5.7L LS6 engine very much enforces the mindset of, "I paid for the whole tachometer; Imma use the whole tachometer". Quite like a certain childhood hero of mine, actually!


But of course, the C5 is still a Corvette at the end of the day, meaning it will violently bite off heads if proper respect and care is not exercised when driving it, even if it is a corner craving machine not just in the context of this comparison, but as a whole. Being a 2001 model, we GT7 players just miss out on the 2002 update to the Z06 that bumped its power from 384HP to 405HP (287kW to 302kW), but even then, I've found our slightly less powerful Z06 to be a bit snappy on corner exits on power. Good thing the C5 'Vettes all come standard with Traction Control, then! The thing that irritated me the most when driving the C5 however, is that it seems to have gear ratios from three completely different cars mashed into one gearbox: the first three gears look to have come straight from a top fuel dragster, 4th and 5th being on an island by themselves, and then 6th is so tall and disconnected from everything else that it might as well be its own planet. The car launches strongly with short and close 1st to 3rd gear shifts, but shifting to fourth drops the revs so much that it just drains all life from the car and my soul from my body each time I have to make that shift. At the risk of sounding corny, it really disrupts any flow state I may have on a drive. It'd sure be a shame if 3rd and 4th were the most commonly used gears around most tracks, huh? That big dropoff in revs on upshifts also means that the driver has to wait longer before downshifting from 4th to 3rd under braking, and I'm ashamed to say that I'd probably have blown up a few LS6 engines on downshifts had engine damage been simulated in GT7. I suspect the reason why there's such a big gap from 3rd to 4th is to allow the driver to launch the car in 1st and then skip–shift to 4th during daily driving, but it's such a shame that the performance–oriented Z06 has to be saddled with this BS as well.


For how drastically differently these two proud American beasts go about their business, a stopwatch actually has an incredibly difficult time telling the two apart; the cars were within 2 tenths of a second from each other around Road Atlanta in my clumsy hands, and with all their specs crunched, the 2001 Z06 measures in at 562.97PP as of v1.61, which is within hair–splitting range from the 2002 Viper GTS that comes up at 561.26PP. In a racing scenario however, it's always easier to overtake on a straight than in the corners, and with GT7's track list consisting mostly of wide open racetracks with sizable straights, the Viper is just the faster car for the pragmatic in most scenarios when stock, though I think the C5 would make for a better tuning base with its lower, wider body.


But to be pragmatic about toys I think is completely missing the point. I love and enjoy both, and to ask me to choose between Corvette and Viper is akin to asking me if I'm a bra or panties guy; they're both sexy as hell, and to miss out on one with the other is to miss out on life. A limp dick conclusion from me for sure, but I'm too busy having fun with them both to care. I'm simply glad that they both exist and that we have them in Gran Turismo 7.