After having spent the weekend with it, I can definitely say that
-Its the same old stale formula
-Not enough new cars or tracks were truly added
-The racing formula (if you can call it that) has become a chase-the-rabbit situation. This isn't racing....
-The AI was not improved..
-This feels like GT5.5, not a whole new game.
Kaz seriously does not understand how to make a racing game at this point, but of course the GT fanboys will say he's not making a racing game, that its more.
The game is getting low sales, and it deserves it.
Even though I'm sure to be labeled a fanboy, I'm going to rebut this argument as best as I can.
1. The formula being stale depends on the player, and is in fact an opinion. I personally like the simplicity of the GT career formula. Could it be improved? Yes. For example, I personally wish we could take a B-Spec driver and use them as a team member, similar to Grid; but being a B-Spec driver, it would be a bit more in depth than Grid, which just uses your teammate in a one dimensional manner... Get a driver, use him until the races step it up, fire him, and repeat with a higher level driver. Using a modified version of the B-Spec driver system in GT5 would allow for a completely optional RPG style team building mechanic to help you win races and earn money. Imagine being able to give commands like NFS Carbon or something. But regardless, from a functional standpoint, the current formula is well made and doesn't require being changed. Nothing gets in your way, like it can in most other racing games. It does what it sets out to do.
2. There were more new cars and tracks added here than there is on average in every other racing series that gets a sequel (referring to games that have track lists, and don't rely entirely on fictional racing arenas). And besides, it's not the quantity, it's the quality. GT continues to add popular tracks, as well as create arguably the most well made fictional tracks. As for the cars, lets compare this with Forza for a second.
GT6 added about 200 cars at launch. Forza 5 only has about 200 total, around 75% of which aren't new. And most racing games with large rosters hardly include more than 75 to 100 cars. Even taking out the padding, GT6 has around 750 entirely unique vehicles, which is more than any other racing game to date.
3. I'll give you the issue with standing starts. Because the AI doesn't have difficulty levels, PD doesn't use standing starts. With the AI as it is, you would pass the entire grid within the first turn or two using a standing start. They simply brake too late and accelerate too slowly. But standing starts are included online, and now with qualifying rounds to boot. It's obviously still a form or racing, they just need others to break up the monotony.
4. The AI was improved in some ways, but it does indeed lack in others. But this will take some fine tuning. They can't use the same route as Forza 5 with the Driveatar thing, because the PS3 can't do that (and don't even pretend it should've been on PS4 instead; there are plenty of good reasons as to why it isn't). And most PC sims are multiplayer only, and don't include AI... The ones that do, are usually lacking because PC sims like to focus on trivial things like the player controlling their car in pit lane. The AI in GT5 was better than both Forza 3 and 4 at launch, because it could exploit the PS3 architecture which was more powerful. Forza focused on single-minded AI gimmicks to give the impression that their AI was more advanced. That's not bashing Turn 10; they did what they could. But the cell-processor, and game utility option of the PS3 allowed for more genuine AI that got significantly better with updates.
GT6 seems to have taken a small step backward from the most recent GT5 AI patterns, but I have no doubt that it will be fixed extremely quickly.
In the end, I would give GT6 an 8 out of 10 as of now. It has flaws, but I have no doubt that it will become an entirely different beast in the ensuing months. And yes, GT isn't just a racing game. It isn't something MORE than a racing game, it's something DIFFERENT. It truly is more accurate to color it a driving simulator. It's about the love of automobiles as a whole, not about the gold trophy. That's why it has many quirky cars, concepts, and strange minigames. That's why it has a photo mode, and GT5 had a museum of cards showcasing cars that had nothing to do with racing. That's why you can drive things like the Daimler-Mercedes Motor Carriage, and a Moon Rover. PD invests themselves in car culture. That's why they teamed with Nike to make that Nike car in GT4, and worked with Red Bull for the X2010. That's why they designed the interface for the LCD screen in the GT-R, and we're getting the Vision GT cars. That's why we get early concepts for cars, and digital recreations of tuned masterpieces from SEMA and Pebble Beach, lovingly built by people working in from garages. Name another racing game developer that's THAT in tune with the world of car culture. Sure from a gameplay standpoint, GT has its flaws just like any other game that tries to reach for such a high bar. If you really look at the staggering amount of work in the games, it's amazing we even get as polished of a product as we do. But PD does one thing that no other racing game design team does, and that's truly cater to car enthusiasts first, and racing game enthusiasts second. And I believe it reaches that goal to a very admirable degree. If you're looking for a racing game first, and a driving sim for car enthusiasts second, maybe this just isn't your series.
And PD doesn't have to cater to the racing game enthusiast crowd first. In a world like we have today, where games like Gone Home, Anna, The Stanley Parable, Heavy Rain, CoD, Journey, Halo, Katamari Damacy, and Forza call all coexist as entirely different types of games with entirely different goals, why does GT have to cater to gamers first, let alone at all?