With nearly 1,200 cars stamped onto every retail copy of the game, it's no surprise that Gran Turismo 6's extensive and incredibly diverse car roster is the game's headline-grabbing figure.
The thing is, all those cars count for nothing if there aren't any good tracks to race them on, so it's good to hear that eight new-to-the-series circuits will be making their GT debut in the latest Gran Turismo game.
And it's five of those that'll perhaps resonate more with the motorsport and car-culture-savvy members of the Gran Turismo community, with fabled venues such as Mount Panorama (aka Bathurst), Silverstone, Brands Hatch, the Goodwood Festival of Speed's Hill Climb Route, Willow Springs and the Ascari Race Resort will all be featured in GT6.
The new fictional tracks also deserve a mention - the all-new Matterhorn and Gran Turismo arenas appear to have a lot of promise, and series favourite Apricot Hill makes a glorious HD return in the sixth installment in the PlayStation-exclusive racing game series.
The area developers Polyphony Digital appears most proud of with regards to its tracks, though, has nothing to do with the surfaces you'll be ricing and dicing for positions on: instead, the official statement goes into great depth over the fidelity of the night sky vistas during after-hours races
What's more, the interstellar scenery at the Nurburgring 24 Hour track, the Circuit de la Sarthe (Le Mans 24 Hour) and Goodwood are allegedly representations of the real-life night skies, with the placement of the stars and the moon allegedly being within 1 centimetre of their true astrological positions.
It's a feature that won't exactly impact the racing, but it's a nice touch that at least perfectly embodies Polyphony's spirit to achieve visual perfection; to strive for every last detail the hardware allows them to, no matter how small.
All of which is a tad diminished by the fact the Top Gear Test Track hasn't made the jump from Gran Turismo 5 to Gran Turismo 6. Still, when you've got 100 routes at 37 different venues to try out - along with an overhauled Course Maker function - it's likely we won't miss setting our own personal Power Lap times come December 6th.
The full track locations roster can be found below (all environmental options for that track will be stated in closed brackets):
Good detailed review
Multiplayer alpha is also available for those who own the DTM 2013 add-on pack.
Lots of unhappy people on the MX GP forum on Steam; I'm sure many would back up Ronin's post which is quite sad.
This sim keeps getting better and better. Lots of third party tracks appearing too although many are a little on the average side. I'd expect the standard to increase once the official modding tools are released.
Keeping standard cars was silly idea in the previous games; a new console generation should be the end of standard cars but alas it doesn't look to be changing. IMO PD should cull the number of 'standard' cars to zero and keep the 'premium' models.