Developer Polyphony Digital realized this, and smartly made the challenge mode a series of challenges, which both teaches players how to drive with instructional videos, then makes them practice
what they’ve learned to instigate progress. There are enough challenges to last longer than your typical PSP game, because they are hard and numerous. Let me rephrase: completing challenges isn’t hard, but earning top marks is, and it’ll take awhile.
Points earned in challenges, and all races, can be spent in the dealership to buy new cars. The dealership, also made with portability in mind, functions horrifically. Only certain cars (and even car companies) are available on certain days, which means if you’ve been saving up to buy your Ferrari, Porsche, Lotus or other car of choice, tough luck.
The graphics, as expected, are wonderful, perhaps the best available on the almost 5-year old portable console.
There isn’t a huge assortment of audio tracks, and most of them are more background music than something to listen to. One great feature is to install Gran Turismo on the PSP so it loads faster between races, which speeds loading times and doesn’t take up too much space.
Why do we have Gran Turismo on the PSP? Considering the controls, it’s less of a simulator than it is a theoretical racer, where players can learn new skills for use on a home console. Alone, however, it’s an odd game. Fun? No doubt. It doesn’t have the weight and feel of a racing sim, but it does have the style, finesse and class.