Gran Turismo 7 will be the eighth main entry in the Gran Turismo series. Developed by Polyphony Digital, a studio within Sony Interactive Entertainment, the series first launched in 1997 on the first PlayStation console and has sold over 80,000,000 copies worldwide since.
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Sony unveiled GT7 as part of its PlayStation 5 games reveal event on June 11 2020. The first trailer video formed part of the hour-long presentation, which also revealed the console itself for the first time.
From what we’ve seen so far, GT7 looks to be a return back to the style of previous numbered games in the series. GT Sport, which launched on PS4 back in 2017, was a radical departure that didn’t entirely resonate well with fans, with players regularly opining that it was more of a “Prologue” than a full title.
That was down to GT Sport’s focus on esports; the game even derived its name from “esports”. Although previous GT games had some form of online mode dating back to a limited release of Gran Turismo 4 in 2006, Sport was the first title to center on competitive online racing, with player rankings.
The shift to 4K-capable consoles meant that a lot of previous car and track models had to be cut. GT Sport’s content list was a shadow of what you’d find in even GT4, and fan favorite circuits like Deep Forest disappeared. Also gone was a career mode, and though PD added an offline mode soon after launch there was no sense of progression.
GT7 looks set to reverse a large part of this. Kazunori Yamauchi, introducing the first reveal video, specifically noted the new campaign mode, and a redesigned Trial Mountain was the centerpiece. This should bring back the feel of Gran Turismo of old – with past, present, and future all rolled into one.
One interesting note is that GT7 will be the first “cross-gen” Gran Turismo, with both PlayStation 4 and PlayStation 5 versions launching.
Gran Turismo 7 is now officially confirmed to launch on PS4 and PS5 on March 4, 2022.
It had long been rumored that GT7 would be a launch title for the PlayStation 5, and the fact the game was one of the first revealed for the platform helped feed that rumor. Later advertising placed the title in 2021, initially in the first half of the year but leaning out to a general 2021 launch later on.
That came before Sony revealed production delays due to ongoing global events, resulting in the shift to a 2022 window, and a final confirmation of March 2022 in the September PlayStation Showcase.
Although the original trailer focused on gameplay, it did nonetheless feature some little glimpses of features, and other menu screens. The main one is, of course, the new campaign mode – effectively absent from GT Sport, but specifically referred to by Kazunori Yamauchi in the introduction.
While the first trailer features a new, dynamic main screen, reminiscent of the static item from Gran Turismo 4 ,this changed in the second trailer to a more brightly colored items — with its own day/night cycle.
GT7 appears to bring back a traditional Gran Turismo campaign mode. This would see players starting out as a novice with a low-powered vehicle, then heading through licenses and race events to progress to higher levels.
There’s no information on the precise structure of this campaign mode just yet, but we do know that the traditional Gran Turismo licence tests will return, and there looks to be areas on the main hub screen for missions, special events, and championships too.
This function also returns after an absence in GT Sport, with some demonstration of the menus in the official trailer. Players will be able to modify their vehicles with engine, suspension, drivetrain and chassis parts, along with tires. The clips show five different grades of component type: sports (or “entry”), club sports (or “city”), sports, racing, and extreme.
This will include branded, real-world components from GT7’s technical partner in braking systems, Brembo. Although we haven’t seen an equivalent yet, we’d expect the same would apply to the official tire technology partner, Michelin.
GT Auto returns too. In previous games this was a place where players could wash their cars, change the oil, apply new paint jobs, change the wheels, and fit visual tuning parts, and it looks like all these functions will return under this umbrella.
The second trailer clearly showed widebody kits and aerodynamic parts for several different vehicles, bringing this feature back from GT5/GT6, though we don’t yet know how extensive it will be.
Used cars were entirely absent from GT Sport but return in GT7. It’s unclear precisely how this will function, but it appears to be similar to previous GT games where players could pick up older vehicles with a few miles on the clock for less money than new ones.
Notably there’s two such areas in GT7, with a regular used car lot and something called “Brighton Antiques” which looks to stock more expensive “legends” machines — race models and rare and exclusive cars.
GT Sport’s livery editor function will also return, giving GT7 the first combination of visual parts upgrades and a full livery editor in the series. From what we’ve seen of the editor it looks to be almost identical to the version found in GT Sport but with a couple of tweaks to improve precision when placing decals.
This new feature for GT7 appears to be a kind of in-game companion. The official site describes it as a place to “help players navigate through the beginning of the game”, with guidance on how and where to collect groups of vehicles of historic relevance. An early example sees players picking up three Japanese hatchbacks to complete a collection, though some more expensive and prestigious cars also appear to be a part of it.
The first trailer hinted at dynamic weather and time, and this has now been confirmed. PD has worked with atmospheric data from a wide range of sources, including NASA, to be able to replicate authentic skies and lighting conditions, taking into account aerosol particle counts!
We’ve also seen dynamic surface moisture indicators in the second trailer, firmly suggesting that rain can fall and the track can dry. At the moment we don’t know if all circuits will enjoy these functions, but the official site suggests that this is the case.
One question mark of course is how the PlayStation 4 version will manage this feature, but we will likely find out in due course.
Two areas of the new main hub refer to multiplayer modes. The first is a dedicated Multiplayer icon, under which it’s likely you’ll find all of the various types of online racing. There’s also a GT Sport Live icon, which resembles the GT Live part of the official GT website. This is probably a place for viewing media and articles relating to the top tier online events and World Tours.
That suggests that something very much like Sport Mode will return, with regular races that affect your online rankings and a higher level championship with live events.
Brand Central, Scapes, and the Discover section – for finding other users’ liveries, decals, replays, and photos – all make a return from GT Sport.
Performance Points return from GT5/GT6. This was a method of rating cars according to theoretical performance capability. It does not appear to replace GT Sport’s car classification and Balance of Performance systems, rather work alongside it to refine what vehicles may be allowed into a given race; we have already seen cars that were Gr.X in GT Sport racing with Gr.1 machines, and a Gr.3/Gr.4 mixed class race.
When the PS4 came out, fans were dismayed to find that PS4 didn’t support many popular PS3-compatible wheels. However Sony has confirmed that peripherals supported on PS4 will continue to be supported by PS5.
Gran Turismo has always supported a wide range of wheels, and has officially partnered with Fanatec for the wheel of Gran Turismo 7. This looks set to be the leaked Fanatec GT DD Pro, although that hasn’t yet been officially confirmed.
Fanatec has also supplied official GT wheels previously, in a more unusual capacity. The brand stepped in to for the 2019 GT World Tour Tokyo event after Thrustmaster discovered a fault with the supplied T-GT wheels.
Given the PS5’s support for 8K, 120fps and real-time ray tracing, and GT Sport’s position as a demonstration platform for them, GT7 will likely support at least some of these technologies.
The power of PlayStation 5 ray tracing was already visible in the trailer. Graphics experts from Digital Foundry closely examined the video and shared their own analysis, explaining exactly where and how the new technology was used. Of course, Polyphony Digital has studied ray tracing for many years and first demonstrated its work at SIGGRAPH Asia in 2018. The lighting in GT Sport was also generated with a pre-baked ray tracing system known as “Iris”.
Later comments from PlayStation Europe executive vice-president Simon Rutter added some further detail to how GT7 would benefit from the PS5’s capabilities. Rutter specifically flagged the 3D Audio, DualSense controller’s haptic buttons, and high data transfer rate SSD as technologies that GT7 would exploit, though the specifics remain under wraps at this point.
Aside from what we know and can glean from the information thus far, there are a number of other features that GT7 could support. While some of the details below are at least likely, they are also currently unknown. As and when they are, we’ll move them to the Confirmed Features section above.
GT Sport supported VR, and as such it’s probable that GT7 will also have some VR compatibility. It was something of quite limited scope on Sport however, restricted to vehicle showroom and solo hot lap modes.
Given the additional power of the PS5 compared to PS4, it’s possible that VR could play a greater role in GT7 but we haven’t seen any news about it at this early stage, though Sony is preparing to unveil a second generation of its VR system.
The B-Spec driver management mode has been part of Gran Turismo since GT4, and though it skipped GT Sport there’s a distinct possibility that the feature will return in GT7. It hasn’t appeared in any of the information or material thus far, so we can’t say for sure either way.
B-Spec has existed in a couple of different forms, but the core principle remains the same. Instead of driving races yourself, you train and guide one or several AI drivers to race for you. This could be a short sprint race or, in more recent iterations, a team of drivers covering several hours of an endurance race to save on player fatigue.
Interestingly, Polyphony Digital conceived of B-Spec as its own game, to launch alongside or slightly after Gran Turismo 3: A-Spec in 2001. That alone suggests this is something that PD has put in some major work on over the years, and we could see it come back in GT7.
Like B-Spec, Gran Turismo’s course-making facility is one of the important components of recent titles prior to GT Sport. With “past, present, and future” as a theme for GT7, it’s certainly possible that a course editor could feature in the new game.
The format of the course maker was rather different in GT5 and GT6. In the first version in GT5, there was not much by way of direct player control. You’d simply pick a location, enter some parameters, and then the game would generate a circuit for you. GT6’s “Track Path Editor” was more of a track creation tool, which you could use to build almost any track you could think of, but you had to do it with an app on an external mobile device and import that into the game.
This would be a tool that the new abilities of the PS5 could greatly enhance, and if a course maker does appear in GT7 it could be a powerful tool.
Along with the launch date announcement in September 2021, Polyphony Digital updated the official game website to reveal that GT7 would initially ship with more than 420 cars.
The trailers so far have shown a significant number of cars transferring from GT Sport, and along with Kazunori Yamauchi’s statements that GT7 will contain everything from GT Sport it seems likely that the majority of the car list will come from the outgoing title, with around 80 new additions.
In fact that actually broadly tallies with the rate of vehicle creation across GT Sport’s life, with the original 168-car launch list reaching twice that number after 2.5 years — an extra 67 cars a year.
However, we can’t say that for sure, and all we know of the car list right now is the vehicles shown in the two trailers, with a number of static vehicles in museum shots in addition to those seen driving on track and in user menus — and even then some are pretty hard to identify.
We’ve assembled that list below, highlighting cars not previously in GT Sport with an asterisk and cars we’re not totally sure of in italics. As of December 2021, the list stands at 250 vehicles, so there’s plenty more to come in the handful of remaining weeks.
As of September 2021, GT7 is confirmed to launch with more than 90 “track routes”, and at present it looks like we’ve seen almost all of them. The majority of the game’s circuits are carried over from GT Sport’s final track list, with some additions of particular note.
GT Sport will probably close out its content offering with 83 routes (or “variations”) in 29 locations, unless any further updates expand this. That means GT7 will most likely add around four or five tracks to the list at launch, adding eight to ten routes.
We already know three of the new circuits, with Daytona coming back from GT6, and long-serving original tracks High Speed Ring and Trial Mountain returning after skipping a game. A trailer in October 2021 also strongly hinted at Deep Forest Raceway’s return with a neat easter egg, though we haven’t seen it officially in-game yet. That suggests there’s at least one more track that hasn’t yet been revealed.
Through the two official trailers and GT7’s presence in various other PS5 media, we’ve only seen a handful of circuits with actual gameplay. However we’ve also seen in-game icons and course locations that confirm or strongly correlate with the remaining course locations from Sport. The list below is not quite the final launch day roster then, but we won’t expect many changes:



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