We already knew Polyphony's racer would include microtransactions - a first for the series. Now we're nearing the game's Friday 6th December release more information on how these work has been revealed.
Let's start with the virtual currency, credits. Credits, which you use to buy cars and parts, can be bought in 500K, 1 million, 2.5 million and 7 million denominations.
The PlayStation Store updated today with the prices for these. They are as follows:
• 500,000 In-Game Credits (£3.99/€4.99)
• 1 Million In-Game Credits (£7.99/€9.99)
• 2,500,000 In-Game Credits (£15.99/€19.99)
• 7 Million In-Game Credits (£39.99/€49.99)
This video showcases GT6's cars and reveals one of the top priced, the Jaguar XJ13, which costs 20 million credits. You can grind for it in traditional Gran Turismo fashion or you can buy it straight away if you drop £119.95 - that's the total you pay for two packs of 7m credits, two packs of 2.5m credits and one pack of 1m credits.
The issue is, will Gran Turismo's progression system be adversely affected by microtransactions? Eurogamer's Martin Robinson has been playing the game and tells me GT6's economy works exactly the same as GT5's, with progression, payouts and car prices very similar.
Sony maintains that GT6's microtransactions offer players an alternative fast-track route through the series' famously grindy progression. Eurogamer's review will be published on Friday.
Eurogamer.net