Do you think that GT is losing the battle against Forza?

What do you think of GT now?

  • Still the best there is!!!

    Votes: 309 61.6%
  • Screw GT! I'll play Forza now!

    Votes: 36 7.2%
  • It's going to be a nice battle.

    Votes: 136 27.1%
  • I'm still playing Pole Position

    Votes: 21 4.2%

  • Total voters
    502
Status
Not open for further replies.
thanks for putting those up. you can sure tell how much more time the PD team put into making the cars look realistic. the inside of the wheels are actually shaded on the GT pic; and if you look at the reflection on the paintjob itself, the forza pic is just light and dark shading, whereas on the GT pic theres actual reflections of roadside objects and such. IMO the forza car doesnt look right in the setting (notice how the car itself is "brighter" then the road and surrounding background) whereas the GT car looks almost realistic and fits the background perfectly.
 
You guys really just are graphic whores. It is already known GT will look better than Forza 2. I have realized to you guys PD does not have to improve the sim in GT5, add anything new..all is needed are nice reflections. If thats all I needed I would just play PGR3..cockpits, walk around garage, great cars. But I have PGR3 and don't play cause I need more to a game.
 
You guys really just are graphic whores. It is already known GT will look better than Forza 2. I have realized to you guys PD does not have to improve the sim in GT5, add anything new..all is needed are nice reflections. If thats all I needed I would just play PGR3..cockpits, walk around garage, great cars. But I have PGR3 and don't play cause I need more to a game.

We'll someone asked for a graphics comparison. Since you've been talkin about simulation, then lets keep teh ball rollin'. We all know that both GT and Forza have their strengths and weaknesses (physics-wise), so heres my question. How do you compare the depth of simulation in both games, of course compared to RL?(been discussed a million X i know) Which do you prefer, the more complete simulation in Forza or teh more in-depth sim in GT(handling)?
 
Concerning the graphics, the cars in Forza 2 look "painted" on the track, sure they are pretty but it doesnt match up. GTHD has really been the ONLY game of this generation that has impressed me graphics wise, to the point where I was blown away at how realistic the car models looked.

Concerning the actual sim (since we are getting back on that subject) I prefer GTs system to Forza's. It feels more realistic to me, forza is great fun to mess around with and I had a blast playing the original at my friends but it seems to cater less and less to actual realism and more to the arcade feel.

Forzas courses dont feel right to me either. Mabye its because Im so used to GT's renditions. But having watched Tsukuba runs SOOOO many times in Best Motoring vids (I swear its the only track they use :p ) GT's looks a lot more like the real thing. If you really want to see a noticeable difference compare the Forza Nurburgring to the GT one, the Forza one is almost straight I swear.
Also Forza 2 only has 12 courses total now? And their fictional ones feel so bland. At least with GT4 you got a GREAT variety of courses and rally tracks.

I have faith in GT5 though, I just probably wont pick up a PS3 until later this year. Now if only Polyphony Digital would add in some reverse lights and tire tracks to go along with that smoke :sly:
 
How do you compare the depth of simulation in both games, of course compared to RL?(been discussed a million X i know) Which do you prefer, the more complete simulation in Forza or teh more in-depth sim in GT(handling)?
I think that is what has me..when I compare to real life. Like I said before the locking of the brakes really adds to the game for me since my real car has no abs. I really have to modulate the brakes..thats another thing, it feels better doing it w/ the xbox triggers.
But I think I understand why ppl say forza is arcadey..is it the trail braking? I realize it is much easier to do that and turn it into a drift. I don't drive like that..I brake to the appropriate speed take the turn and throttle out, so it never occured to me.
I played GT4 again last night on the nurb..I took an M3 in arcade mode w/ road tires. It def looks great and the moving of the camera does add to the feel of the game..but I don't know I guess the tire feel kills it for me. It feels so weird like ice skating w/ those tires..but then you switch to the better tires and it is too easy. Also when you get airborn you just float in the air landing on what feels like a cushion. And when you get some oversteer it gets so twitchy..but I figure thats cause I use the dpad.

Moving on to Forza 2, you guys can look at all the bad..but cmon some of the new stuff they are putting in is really cool. I have a bit of graphical whore in me but they got me. First I'm not crazy about how the damage is portrayed but the fact that it is there and hinders performance adds so much to the game. Beat the engine up - lose engine speed, smack the side - screw up the suspension, and aero also does not add as much downforce. How can you not like that?
Secone tuning has some more variables to play with..adjust tire pressure, brake modulation..all that you can dial from a pause while driving. Go to bench mark and see the improvement. You feel the difference from even minor adjusts..and you can pull up the telemetry on the replays and see the suspension doin its thing. Again how can you not dig that?
And thats from part 1, part 2 adds more upgrades, crazy swaps..new physics tracks weight and inertia for clutch, tranny, crank, driveline, flywheel as well as wheel widths, rim model and rim size. Engine audio has been recorded from a bunch of different variables. Then theres the tounaments, autions..I know you guys know this stuff already, I just don't get why it is overlooked just bc it does not look as perfect as GT? I like driving cars as much as I like looking at them..but if I had to choose, (playing a game) I would rather have a better driving experience.

Oh and customizing colors and aero is fun too..
 
dunkee
I played GT4 again last night on the nurb..I took an M3 in arcade mode w/ road tires. It def looks great and the moving of the camera does add to the feel of the game..but I don't know I guess the tire feel kills it for me. It feels so weird like ice skating w/ those tires..but then you switch to the better tires and it is too easy. Also when you get airborn you just float in the air landing on what feels like a cushion. And when you get some oversteer it gets so twitchy..but I figure thats cause I use the dpad.


Yep that's the real deal , next time take the M3 in simulation mode throw on N3 tires and mod it a bit. Not to much tho, you got to remember these tires are really spec to grip levels in real life. So just as you would in real life one would have to be careful to match horsepower with what the N3's can handle.

This is were the fun begins, I've driven my buddies car with over 400 hp at Sebring. It's a TT 350Z to be exact with Proxes T1R all around. With that much power on exits I just couldn't get any traction, modulating the peddle constantly. I did get better as the day went tho. Did the same in GT the N3 tires gave me the best comparo while @ Leguna Seca. I was driving almost with the same behavior as that day at Sebring. Modulating the gas peddle sliding around a bit. It's funny because it's a video game but my heart is pumping sweating a bit aswell. I can't believe this game made me feel this way as if I was really there. S tires are like Proxes RA1 IMO in GT4. I choose them when in full race spec for example a 350z with full weight reduction, roll cage, and so on with about 400hp to 500hp serves for some great fun.


Almost 90% of time I'm racing with N tires only in street spec, to me that's no mods over sports in tuning and S tires in full race spec. With the DFP I can relate with this because it's the closest thing to real life track feel. IMO the original Forza couldn't simulate like GT on those terms so that's were simulation ends for me. This is my little example. So if your wondering were simulation begins and ends this may help.


No one said it would be easy it's not easy it's very hard just like in the real world. I think that's were some people get confused why road tires are like driving on ice. IMO PD did a great job simulating those Road Tires.
 
I have my car too which I base it off of and to me it doesn't feel the same. And my car is a 240..an M3 is a driving machine..tires it comes w/ I'm sure are great. Also M3 I think should feel faster but I haven't driven an M3 so I can't give a definitive answer..all I can compare is the 240. In real life it is drifty..it doesn't really understeer..and (again) since I have no abs it does not stop on a dime..actually the opposite. I have 300zx brakes so they lock up faster. When I said it felt twitchy was bc when I try correcting it (since I'm on dpad) and its a pain to do it smooth..analog stick would prob be better but I can't use that. I have a dfp but its in my garage. I didn't mean to give the impression I was a noob..I just don't think it feels good.

So you honestly think it is easier to drive in Forza than GT4 even though it is arguably agreed tire physics in Forza are more realistic? I find it more challenging..but I'll give it another shot tonite..same car same track simulator tires..but I'm not getting the dfp out!
 
So you honestly think it is easier to drive in Forza than GT4 even though it is arguably agreed tire physics in Forza are more realistic? I find it more challenging..but I'll give it another shot tonite..same car same track simulator tires..but I'm not getting the dfp out!

Yeah give it a try M3 at the ring on N3's , if you can pull out the DFP that would be way better. It's almost pointless if your using the D pad. I think that's where your problem is. I can't imagin how horrid the game play must feel especially when playing GT.

My impressions were that Forza indeed provided informative information regarding tires ie. tire pressure, live tire telemetry, heat and so on. But lacked in actual comparison to real world conditions as I explained above.


I want to also mention that I can honestly say more than half the people who play GT ever really race there cars or even felt what it's like driving a 400hp+ vehicle on a real race track. Some are not even educated enough to understand some of the physics involved in terms of real life experiences to transfer that knowledge into either game. So it's a tough subject to speak on. One must embrace real life experiences and knowledge inorder to comprehend what both of these games have to offer. Such as Forza simulation mode vs. GT simulation mode. I'm speaking of realism and in general only.





Dunkee you say your car is drifty. What exact mods do you have done on your 240?
 
You can NOT get a real feel for a racing game with a D Pad controller. With that, it's just another video game. You have to use a wheel like the marvelous Driving Force Pro or G25.

I did some comparisons between Forza and Gran Turismo 4, and even Toca 3, and I think I'll edit them in here.
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Gran Turismo 4

I fired GT4 up first because I was intending to spend the day with Forza, maybe even set up a Live account. And... heavenly angels sang. :D

The more I play Forza, the more I appreciate Gran Turismo. Because of the unforgiving nature of Forza, it did force me to be an even more technical driver. Otherwise my victories would be far fewer. Because I was getting schooled on the finer points of Forza, GT4 felt weird. I tried it with the behind the car view, but it was not only too low, it felt completely wrong, so I went back to my beloved roof cam, and...

I was in the car. It was slippery because a 600hp slab of heavy steel on sports tires would be and it took a few tries to get used to it. In fact I went off the track at the very start, so I let it go and squirreled around to watch the SLR's behavior on the grass in replay. But then I got serious.

As I got used to it, the feel became natural. I could point the car where I wanted without fishing. I learned how hard I could push it, and I got braver around turns. When I lost it, I knew why. I could hit the bumper strips almost perfectly, and my racing line was clear to me. There was no draw in. The turn markers were there when that part of the track was visible and I could see them and every aspect of the track perfectly. I could approach turns without any indecision, and I didn't fish around them except at first as I adjusted to the car and tires. Breaking and tire grip felt natural. When the tires regained grip after a slippery turn it was smooth. Force feedback is God's gift to racing games, and it helped immensely, but when I unplugged it, I could still drive almost as precisely. Shifting was slow but not a problem. The SLR sounded like an old German machine but what the heck.

On replay, when the car left the track, it looked... like a car leaving the track! The bounce and behavior was authentic. Even though there was a lot less detail on the race track, it looked... real. The angle of the sun matched the reflections and shadows perfectly. The SLR looked like it was on a live test drive on The Speed Channel, and the beavertail brake added to the effect. The multiple camera angles added a lot to the presentation. Smoke was good but you could tell it was CG. The heat distortion was kind of hokey, there in some shots but not others, but it did look good. The 60fps video was butter smooth. The replay music was great. I miss that on Forza because I can't stand music during a race, as it takes away my auditory sense of the car. Not seeing damage on the nose when I lost it in the first corkscrew attempt was rather disconcerting, after growing used to it in Forza. But I can still live without damage.

Forza Motorsport

First... it started off by crashing. :p

It's even funnier when it crashes during a race. A definite AARGH moment. But okay, to the hotlap.

Amazingly, the behind the car view wasn't bad, though it wasn't as good as my adopted roofcam view in GT4. It did give me a better view of the road, but I wasn't quite as involved in the driving experience. The car sounded like a supercar and not something from a machine shop.

I dialled in faster with the Forza SLR, but not as much. I could sort of feel the car, but it was vague. I could point the car but not as precisely. I did learn how hard I could push it, and I got braver around turns. However when I lost it, sometimes I had no clue. Communication between me and the car was iffy. The track was a bit more uncertain, and keeping four wheels on the track was harder. Curves were fishier and tended to sneak up on me. I could hit the bumper strips sometimes and sometimes not. Because of the vague perspective and my judgement of approaching turns, braking was problematic, so I tended to brake earlier. My driving line was harder to stay on. My laps were less consistent. With the tire noise cranked, I liked it better than GT4's. The ABS acted more like it would trying to stop a slab of heavy steel, and the tire chirp and streaky tracks were satisfying.

The turn markers drew in MUCH later than they should have, and watching them pop into view was almost alarming, plus they weren't as visible. The 30 second framerate definitely hurt there. Breaking and tire grip did feel natural. When the tires regained grip after a slippery turn, sometimes it was smooth, sometimes not. Applying power was a bit touchier, as in a tight turn if you floored it, tires tended to spin. The grip of the tires was a bit more sure footed than in GT4. Shifting was fairly quick. Force feedback would have helped a great deal, but I didn't miss it as much as I thought I would. I tended to drive very similarly, though around some turns it felt more comfortable to stay in the higher gear.

The replays were gorgeous, and the trackside detail is wonderful. I much prefer Forza's lifelike color to Gran Turismo's video look, although somehow it seemed more "realistic" than real. Having one set of replay cameras and no replay music made it less entertaining (you get music in races and replays both, or neither, so I turn it off). Particle effects like smoke were excellent, but sparks and sand flying sand looked cartoony. The 30 second framerate was flickery, and the 6fps environment reflections are almost painful. At high RPMs the cars sound remarkably similar. When the Forza SLR left the track, sometimes it looked real, sometimes not. The cars followed similar racing lines, though with less precision in Forza. Watching the speedometer, the cars drove and took turns almost exactly the same, and the racing line for me was the same, though they felt differently.

All in all, both drives were very satisfying, but just a bit more engaging in Gran Turismo 4. I quit after 16 laps in Forza because the game crashed again. :p

And now for the fine print, the best laps.

Gran Turismo 4: 1'33.577

Forza Motorsport: 1'33.326

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Having owned both, and pwned Forza in 60 days, here's my assessment.

Forza apparently has some Need For Speed flavor, due to the fact that some of Turn 10 were recruited from EA's NFS group. That's not a bad thing, but it explains a bit. It was rushed out the door for two reasons: one, that it had missed the holiday sales season by fully six months (May '05), and two, the XBox was slated for the recycling bin and MS had to make some money on their expensive licenses fast.

It's still a very good game, warts and all. But as to that critique, first the good news:
  • The game engine is generally solid with good physics and graphics. Shadows and highlights are realistic, and colors are lush and lifelike. A wealth of parameters let you set difficulty, amount of damage, driving assists such as stability control, auto/manual transmission and antilock braking, as well as audio parameters for engine, tire and environment noise level let you set up the game to your liking.
  • Profile creation, so each player can have their own Forza game files and progress.
  • There are 230 cars, with a great assortment, including classic muscle cars and supercars from Ferrari, Porsche and others, along with race cars. Your "garage" is very large and can hold hundreds of cars.
  • A very well thought out car classification system lets you know what races your car can compete in, and picking a race can take you to the car list with cars that fit the class. The sense of speed in races is very good. You get four driver views, two bumper cam and two chase view. You can save up to 32 replays.
  • Progression through the game including unlocks and acquired sponsors is handled by a sensible "experience point" system, based on winnings. Sponsorships give you discounts on upgrade parts.
  • The tracks are mostly real and feature a good selection with a good range of challenge, including an insane but cool Test Track, and (a questionable) Nurburgring. Fantasy tracks are very well designed. Races range from the usual road course races to point to point, including an amazing and challenging road course down Mt Fuji.
  • Cars can be modified extensively, including engine swaps for many cars. Most cars can be given arodynamic racing body kits, which can be installed part by part. Performance values are provided for every aspect of tuning from speed and turning ability to acceleration, so you see how each modification affects performance. You can save numerous car setups and give them up to 12 character names.
  • A basic but very powerful paint shop is available, including exotic paints such as chameleon metallics, and a wide assortment of "vinyls" are provided to allow you to apply color patterns. Decals pertinent to the car being detailed are supplied too. With effects like fading and layering and 100 layers per side, many race or drift cars can be recreated.
  • A dynamic racing guideline is provided, showing you the suggested path to take around the racecourse, as well as when to slow, brake and accelerate. It also responds to how you're driving at the moment.
  • A trainable Drivatar is available, which you teach directly how to drive, and is extremely powerful and useful. The bots don't attack their own nearly as savagely, and the Drivatar drives fairly consistently. So a well trained drivatar will make few mistakes, even though you should still be able to outperform it.
  • For $50 US per year, you have online play against actual humans from around the world with voice chat.
Now for the bad stuff:
  • The XBox occasionally hiccups and crashes.
  • Each new profile increases load times.
  • Despite the fact that the XBox has a hard drive, you can't save but 32 replays... the heck??
  • You can't back up your data, save for setups and Drivatar files.
  • The music in the game itself is kind of... odd, sometimes bad, cover tunes done weirdly by JunkieXL. The original compositions in Career Mode however are outstanding, go figure.
  • Sound in the game is messed up, in that cars in race following you 20-30 car lengths back sound like they're right behind you, and when you're in a pack, you can barely hear your own car. Using surround sound settings in the XBox console helps a bit.
  • Graphics are a mixed bag. The cars are nicely detailed, backgrounds lush, but environment reflections flicker along at 6-8fps! Eww. Also, the 30fps framerate turns replays into flickering hash at some angles. Graphics look like a video game, more realistic than real.
  • There are only eight cars per race.
  • Many cars are badly outclassed, car balance is uneven though the car list. The Hondas unfairly dominate the game in most classes.
  • The bots are evil and must die. Specifically, they get more than aggressive as you progress, to the point that they intentionally ram you, spin you out, team up to attack you, and will even intentionally brake in front of you in order to wreck you. And if you dare collide with one, they get even more violent. Strangely, if you get a five second lead on them, they usually give up and coast further and further behind you! Just... weird...
  • The bot cars can exceed their cars given performance (rabbit and rubber-banding), and take less damage in collisions, as well as shrugging off your impacts.
  • The 3D perspective is weird, so that turns linger in the distance, and then if you're driving a race car, leap up at you suddenly. Even worse, the turn markers draw in as you approach! Thus you may have to watch the side of the road rather than the turn you're taking as you approach to know when to brake.
  • Cars can take turns a bit too fast, and drifting is too easy.
  • Cars tend to cling to the road, perhaps explaining the above, as can be seen if you leave the road and watch them jiggle along the ground in replays.
  • Cars refuse to lean around turns, even stock street cars.
  • Cars retain too much momentum after collisions.
  • Cars stick to walls when you slide along them.
  • A jerk on the wheel is usually enough to stop a slide.
  • Damage is mostly cosmetic, even in "sim" mode.
  • No c0ckpit view. This matters to some people.
  • The game is a bit short. Endurance races average 30 minutes, good for maybe one pit stop.
  • The Nurburgring Nordshleife road course is recreated poorly.
  • No text fonts or flags in paint shop, camera can be a pain, as well as matching patterns across the different sides of the car. Color selection is very limited, and is dominated by pastels and whites.
  • Promised downloadable content never came.
  • Online play fraught with hazards from brats who refuse to race cleanly and watch their language. Online play isn't free, and XBox Live may not be available forever.
  • No force feedback for wheel controllers, Logitech wheels aren't supported.
Verdict? An awesome game regardless.

Now, how about Gran Turismo 4?

People either love it or hate it, but it is the defacto racing game for Planet Earth, the franchise having sold 46 MILLION copies, making it one of the most successful series in videogames. GT4 features amazing graphics, especially considering the game is running on the fairly primitive and ram-skimped Playstation 2. While backgrounds are a mixed bag and lack textures, car models are excellent, and tracks are very well represented. How about some nitty gritty? The good stuff:
  • The game is HUGE, in every way imaginable. The game engine is rock solid, with great, detailed graphics with a butter smooth 60fps display, and very good physics. The graphics have a decidedly video look to them, but are still very eye pleasing. The game even supports 1080i mode, and 16x9 wide aspect displays. The 3D perspective is perfect, very authentic, and even going blistering fast, you see turns coming up easily.
  • With variations, there are 700 cars in the game, covering every conceivable category from the very first motor carriage to the latest supercars and Formula 1 race cars. Even taking away duplicates, the car count still totals nearly 600. The "garage" can hold hundreds of cars, making car collecting a dream. There's a great used car lot which updates every 10 days or so, giving you some interesting opportunities, as well as some surprisingly cool easter eggs.
  • The range of tracks is excellent as well, with courses from around the world, as well as choice fantasy tracks from previous GT games. With variations, there are 50 race courses, with varying degrees of challenge, all great looking. Nurburgring is superb, and accurate almost to the tree!
  • Progression through the game is very well paced, although you can get lost in all the things you can do. There are enthusiast street car races, challenging driving missions, modified car races, TONS of manufacturer cup races, rally races on asphalt, dirt and snow, high performance race car races, up to endurance races which can last up to 24 hours real time! An Arcade Mode lets you grab a car and go, with a nice selection of parameters to set the amount of challenge you want.
  • A-Spec points give you a measure of how well you do in challenging races. The harder the race, the more points.
  • License tests give you opportunities to not just unlock races but win prize cars.
  • Driver views feature the usual chase and bumper cam, but include a wonderful roof cam, which puts me in the car like no other.
  • Profile creation lets you set up your own game. And if you wish, you can access a GT3 game save to give you 120,000 credits to start your game off with a spending spree on high performance cars or upgrades.
  • There's extensive car modification, including the dreaded nitrous (!), allowing you to turn even the most basic street car into a monster racer. You can save three setups per car, to give you quick access to basic, easily tunable settings for each track.
  • There's a trainable B-Spec driver, which can be taught how to drive for you should you not want to spend 24 hours in an endurance race.
  • Photomode is surprisingly addictive and powerful, giving you 1280x960 high resolution pics of your car, which you can save to a memory card, or even a USB drive to import to your computer!
  • You can save as many replays as you have space on a memory card. Replays look amazing, bearing an uncanny semblance to live racing video.
  • Force feedback is supported for all FFB wheel controllers, primarily the excellent Logitech Driving Force Pro and G25 wheels. Driving with these wheels is simply amazing.
Now for the MEH:
  • There is occasional but quite annoying screen flicker.
  • Some backgrounds are lackluster. Textures are reused due to skimpy VRam, with lots of texture tiling. Graphics have a sterile video look.
  • Low speed physics aren't as accurate. You can't do donuts easily. Drifting is hard.
  • There are only six cars per race. Some cars are badly outclassed.
  • The first oil change increases your horsepower, even on new cars (characteristic of every GT game).
  • The car list is slanted to Japanese car makers.
  • A few stock car setups are wrong.
  • Some American and European car sounds are wrong.
  • No c0ckpit view.
  • No car color editor.
  • No body kits, save for tail wings.
  • Bot cars are mindless drones and will sometimes slam right into you. I've also been completely avoided, so I guess it depends on their mood.
  • Bot cars can sometimes rabbit away faster than they should be able.
  • 5 second penalty for striking "walls" or opponent bot cars too hard in rally races, which don't seem to apply equally to bot cars.
  • Online and LAN play doesn't work for everyone, even if networking should be good to go.
  • Some races are far too easy, while others are much too difficult.
  • There are too many weak cars and SUVs.
  • You can get bogged down dealing with unappealing races, if you want to complete the game 100%.
  • A-Spec points are rather badly implemented, and don't always correspond to a race's difficulty.
  • Endurance races are insanely long.
  • The game is insanely long, taking forever to complete.
  • Some people just plain hate Gran Turismo.
Verdict? I love it.

For bonus points, let's compare another game, Toca 3. The good:
  • The game is solid, with decent graphics if a bit washed out, good physics, and a solid 60fps framerate. The 3D perspective is excellent and lifelike.
  • There are a mind boggling range of races from lawnmower races (!) to Formula 1, with a wealth of race cars to drive.
  • The number of tracks is staggering, with real race courses from around the world. I'm not sure of the track count, but it's way lots.
  • There is a quick World Tour, as well as a Pro Career Mode, along with online racing in all versions, giving you a LOT of racing. So there's something there for whatever flavor of racing you prefer. You not only can have your own profile, but you can have multiple save points within the game.
  • You have a great selection of driver views, from bumper and chase cam, to hood and an actually useful (!) c0ckpit view.
  • The bots grow in aggression as you progress, giving you more challenge as you hone your skills.
  • Collision physics and damage is quite realistic.
  • The number of cars per race run from eight to as many as 24! Online or LAN, you can duke it out with eight other competitors. Replays look amazingly lifelike. Cars can be set up in numerous ways, and racing setups can be saved.
  • Advancing in the game unlocks a lot of content, and even upgrades for your car you can apply yourself or let the game make recommended adjustments for you.
  • The game supports force feedback, and Logitech racing wheels.
And there's more, but strangely, my fingers are tired. How about some yucky bug thingies?
  • The game is a bit too ambitious, and with silliness like lawnmower races (!), there's some things many would rather not have to deal with.
  • The bots don't just become more agressive, they get downright evil, banging you around and spinning you out recklessly in later stages. Unfortunately the bots don't obey the same physics you do. Bit cars suffer less damage.
  • Too many things in the game from physics to race results are scripted. Some races, you just can't win without a miracle while others are ridiculously easy. Sometimes your car is outclassed from the start. Bots can rabbit away and rubber band to you worse than in any game I've ever seen.
  • Codemasters flatly messed some things up badly. If you thought Gran Turismo had issues, try tachometers with incorrect redlines, or wheel camber which is BACKWARDS! On top of that, steering with a wheel controller is so badly frooked up that without a force feedback wheel, it's extremely hard to drive anything. With a Logitech DF Pro you can manage to get a setting which is quite controllable, but that sort of nonsense is unforgivable in a sim-level racing game.
  • There's room for only 32 replays, and thanks to a bug, most of them mess up your driving data so they're useless.
  • And there's more, but I'm tired.
And even with all those issues, Toca 3 is still a darn good game.

So what can we conclude here? All racing games have issues, but at least for the above three, they give you a great racing experience, each with its own take on the genre.
 
Yeah give it a try M3 at the ring on N3's , if you can pull out the DFP that would be way better. It's almost pointless if your using the D pad. I think that's where your problem is. I can't imagin how horrid the game play must feel especially when playing GT.

My impressions were that Forza indeed provided informative information regarding tires ie. tire pressure, live tire telemetry, heat and so on. But lacked in actual comparison to real world conditions as I explained above.


I want to also mention that I can honestly say more than half the people who play GT ever really race there cars or even felt what it's like driving a 400hp+ vehicle on a real race track. Some are not even educated enough to understand some of the physics involved in terms of real life experiences to transfer that knowledge into either game. So it's a tough subject to speak on. One must embrace real life experiences and knowledge inorder to comprehend what both of these games have to offer. Such as Forza simulation mode vs. GT simulation mode. I'm speaking of realism and in general only.





Dunkee you say your car is drifty. What exact mods do you have done on your 240?

Coilovers, SR no limited slip..some other stuff. The 240 likes to put itself in a drift. Cardomain

But I did play tonight..and I hate to admit it but w/ the N3 tires it is the hardest to drive. I took the two Silvias in Laguna to compare. Forza feels like it is playing on the sport tires of GT4. I would have to race in that track to get my final verdict but you did prove your point. I do prefer racing w/ the xbox controller though. GT really sucks playing w/ the regular dpad.

All I can say now is that I just enjoy playing Forza more..personal pref, I find it fun..I got bored of GT. GT5 could have the goods though..especially playing everyone online.

EDIT: DAMN Tenacious just saw your post! Took me a while to scroll up =P
 
Coilovers, SR no limited slip..some other stuff. The 240 likes to put itself in a drift. Cardomain

But I did play tonight..and I hate to admit it but w/ the N3 tires it is the hardest to drive. I took the two Silvias in Laguna to compare. Forza feels like it is playing on the sport tires of GT4. I would have to race in that track to get my final verdict but you did prove your point. I do prefer racing w/ the xbox controller though. GT really sucks playing w/ the regular dpad.

All I can say now is that I just enjoy playing Forza more..personal pref, I find it fun..I got bored of GT. GT5 could have the goods though..especially playing everyone online.

EDIT: DAMN Tenacious just saw your post! Took me a while to scroll up =P




lol I can see why, sweet ride man.👍 I'm a huge Nissan fanatic that's why I asked. I've turned a couple of 240's into drifters before. Not a 240 but here is one of my personal swaps. NO ABS with 300zx Calipers and 12.5 inch rotors upfront. http://www.cardomain.com/ride/530800



Back on topic,
I wish you would try it with a DS2 atleast. But if that's how you feel then that's how you feel. BUT...... GT physics rule. :sly: I'm going to jump in the S15 R and and try and find a good street tune for the RING.
 
With the release of GT5 Prolouge in Aug-Sept we will find out how the new physics engine feels,hopefully the sound will be improved as well.
 
Forza can bite my shiny metal ass! haha j/k i've never played Forza, so i shouldnt diss it, but GT is an awesome game!
 
With the release of GT5 Prolouge in Aug-Sept we will find out how the new physics engine feels...
Same with Forza 2 in May.

I'd say "I can't wait," but I'll most likely only have the opportunity to try one of them. None of my friends or I will buy a PS3 until its price drops to what it's really worth (I'd be hard pressed to even spend $200), leaving me with nothing but my friends' Xbox 360s.

Still, I'm expecting great improvement from both. That should be easy to do, considering how disappointing both GT4 and Forza were.
 
lol I can see why, sweet ride man.👍 I'm a huge Nissan fanatic that's why I asked. I've turned a couple of 240's into drifters before. Not a 240 but here is one of my personal swaps. NO ABS with 300zx Calipers and 12.5 inch rotors upfront. http://www.cardomain.com/ride/530800



Back on topic,
I wish you would try it with a DS2 atleast. But if that's how you feel then that's how you feel. BUT...... GT physics rule. :sly: I'm going to jump in the S15 R and and try and find a good street tune for the RING.
I would set up the wheel but I have a smaller apt now..I used to have it mounted on a computer desk. Took too much space so I threw the desk out plus I was getting too much grief from my other half. It was fun playing w/ it though. I need a new set up that I can easily put away after I'm done. I'll figure something out but for now joypads FTL!

And thanks for the comp :) Thats a badass max you got there..not many ppl here use them to their potential. I took that cool pop out tray you guys have and put it in my second din. Bolts up nice.

BTW forza getting polished as the days go by..pics are looking better.

Checkem out..
http://forzamotorsport.net/NR/rdonlyres/6D4E61BB-E14A-4ACB-A42A-114C3DC40ABC/8793/exige_914.jpg
http://forzamotorsport.net/NR/rdonlyres/AB352461-D4C7-407A-8216-B402AD634C52/8792/topsecrets15.jpg

They still do that crappy transparent wheel effect but good effort T10 👍
 
BTW forza getting polished as the days go by..pics are looking better.

Checkem out..
http://forzamotorsport.net/NR/rdonlyres/6D4E61BB-E14A-4ACB-A42A-114C3DC40ABC/8793/exige_914.jpg
http://forzamotorsport.net/NR/rdonlyres/AB352461-D4C7-407A-8216-B402AD634C52/8792/topsecrets15.jpg

They still do that crappy transparent wheel effect but good effort T10 👍
The Exige-914 picture made me chuckle (at the subject of the image, not it's quality), but that Silvia shot is really impressive, particularly the car and its lighting/reflections.
 
one thing im noticing in these shots of F2 is the helmet.......WTF is up with it? a 10 year-old could make a more convincing 3D model of a helmet.....i mean, look at the helmets in the forza shots...they look like cubic eggs, then look at the shot of the evo in GT ( http://www.granturismo-hd.com/images/screenshots/gthdc_20.jpg ).....very realistic helmet AND he even has his visor up for driving in a roofed vehical.....even in GT4 with the basic helmet version (not the shiny one) its better than the ones in the forza shots.....

forza also still has that hyper-realism thing going on which is REALLY annoying to me....i have never seen cars so mirror coated even at a concourse d'elegance......so real to the point that its extreanly fake......thats something i also hate about MSFS (i fly using X-Plane), but i wont go into that because the latest version of x-plane completly slaughters FSX any way you look at it....

its little things like that which turn me off on many things, not just in games....its the details that make the piece work as a whole...
 
considering they are spending about 6 months modelling/remodelling each car, I think it will be owth the wait.
 
They still do that crappy transparent wheel effect but good effort T10 👍


Definately better than the Current GTHD wheels which now stutter along pathetically in replays, it just looks awful!!
 
Definately better than the Current GTHD wheels which now stutter along pathetically in replays, it just looks awful!!
It must be a PAL thing. I don't see any issues on NTSC TV.

Anyway, the Forza 2 Career Mode is sounding interesting, as does the upgrade details. Here are some excerpts from the latest Pitpass Report:
Pitpass Linky
Like all upgrade games, it started under the hood, and soon ballooned to ridiculous horsepower multiplying improvements like powertrain swaps (which essentially changes all of your engine upgrade options as well). By the time the haze cleared, Bob's Peugeot 206 RC was no longer the 180 hp, 2,425 lbs FWD hatchback -- what emerged was a stealthy AWD beast that clocked in at 690 hp with 443 lb-ft torque, and sporting a slender weight-reduced chassis of 1,941 lbs. The in-game dyno benchmarked the car's 0-60 mph time to be 2.263 seconds (0-100 mph in 4.463 seconds), with a top speed of 213.9 mph. In other words, Bob's Peugeot was completely ridiculous, but utterly cool at the same time. And it was a blast to drive -- in a straight line, that is.

Like Bob, I began a fresh career this week in Europe (although you have the option later on to relocate your base of operations -- for a price). But instead of investing huge amounts of money into my starter car (an '02 Saab 9-3 Aero, respectable but boring), I sold it off the first chance I got when I was rewarded a vintage 1970 Porsche 914/6 after finishing first in one of the first sets of races in the "Proving Grounds" sector that eases you into the flow of Career.

Those of you spent time in the original Forza Motorsport's single-player career know the balancing act here of trying to get your car optimized for a class, particularly one that's lower on the rung. With a car like the 914, it's easy to go overboard with no-brainer purchases like top of the line K&N intake systems or race spec AWE Tuning exhausts. Or if money wasn't a consideration, I could have gone straight for the 911/83 Porsche engine or the slightly excessive M64/60R powertrain.

Nope. Moderation was the key. I picked up sport intake and exhaust, gave the engine block a sport upgrade (balanced the crank, rods, and pistons), dropped in Porsche Motorsport sport cams and valves, a Motec race fuel system, some new tires, and I quickly found myself sitting pretty in the middle of Class B. To bring me back down to earth, I began adding penalties such as 115 lbs of downforce, reverting back to stock intake and exhaust, scaling back on my brakes and driveline, and finally, giving myself silly 195 rims all around (this made the tires look super-low profiled).That seemed to do the trick. I was just under the Class B threshold with a performance index of C496. Sure, comparatively, the car wasn't packing that much power, but 179 naturally-aspirated horses with 175 lb-ft torque pushing a curb weight of 1,876 lbs isn't anything to scoff at either. The dyno clocked my 0-to-60 mph time to 5.511 seconds with a top speed of 143 mph. Most importantly, the car felt awesome on the pavement. Armed with this Porsche 914/6, I set out to win races.

I tend to do things in linear fashion, so naturally, I wanted to finish all the events in the "Proving Grounds" area before moving on. The important thing to note here is that you really don't have to be such a completist in that regard. After a few races in the beginner arena, you're free to wander and complete the game's huge matrix of events in any order you like. So it was on one of the test track events where I was first introduced to the concept of Career AI racers.

In Forza 2's single-player mode, you go through career events competing against a decent group of international racers, each with a unique name, driving style, favorite color, and career record. So as you advance through the ranks, chalk up wins (or losses), so do the AI racers. So in effect, you end up going wheel-to-wheel with these guys over many many hard-fought battles.

Soon enough, I found my nemesis and his name was M. Rossi from Italy. Rossi was good, and even while I could often dust the rest of the pack in my nimble 914, I would often find Rossi right on my six after a bad corner, even going as far sometimes to overtake me on the outside. I should also mention that Rossi likes to drive red cars. In the photo above (taken during a replay viewing), you can see how close some of our races have been.
Going to the depth of detail to even include high performance fuel system upgrades, name brand ones at that, makes me want to grab a copy myself. This is looking to be a very deep game, at least as far as the modding, tuning and painting goes.

The Career Mode itself sounds like the same old Forza story, except for the addition of the beginner section of races, sounding like GT's early Family Cup series. What does stand out is one of the factors I've been harping on for a while, and that's bot drivers with their own names, personalities, skill levels and tactics. On top of that, these named drivers progress along with you in Career Mode, and you can even hire bot drivers to race for you. It's like Turn 10 has been reading our posts here. Of course there's nothing super original about this concept, as Toca has been doing something like this for years. But the fact that it's almost a carbon copy of my suggestions gives me hope that the game will be a taste of what Gran Turismo 5 will offer more abundantly. After all, these two groups do take little bits from each other's games. There is one caveat though:
A good strategy I've discovered is to basically give your mediocre driver an overpowered car to ensure that you'll get some money if he wins. Of course, it isn't a guarantee, and I've seen the AI do some pretty dastardly things to me and each other.
Gah... if they have the same old Need For Speed Undercrap bots from Forza 1, I'm going to riot all over the MS boards. Like I posted over at the forzamotorsport.net boards, I want to feel like I'm driving in the SCCA, where they have racing rules and enforced etiquette, not in North Korea or Afghanistan. Even Toca's bots are dreadful, as JohnBM01 tried to warn me about. If Gran Turismo's bots were given personalities and a bit of defensiveness and aggressiveness, they would be just about perfect.

GT5 Prologue will be coming out in a few months, so hopefully it will give us a clue as to where Kaz and the lads are going to take us.
 
I keep seeing new pics and ideas going into Forza2 but in the end I still fall-short of buying into the hype.
Something tells me it's going to be just like the first forza with the actual gameplay being closer to Need For Speed than anything else.
That of course means the crowd is going to be split, half on one side saying the game is the best and far better than GT and the other half saying it is a glorified arcade racer with nothing on GT.

I still patiently wait to see. :sly:
 
I tihnk which is best will largly depend on how much you enjoy the customisation aspect.
 
I know it will be fun..I guess ppl call that arcadey but all in all it is a game. You guys know it is not as easy to brake and take turns as NFS so stop kidding yourselves. I know what you regard though..
 
Totally agree with you here Kent, about there being alot of hype, but there's always plenty of hype before a game releases, just as there was for GT4, and GT4 did let a lot of us down in someways, but not in others. Same goes for Forza, i am sure there will be a lot of downers, but i am also positive there will be a lot of improvements and high points to the game. All will be decided once it's released, same for GT5, which i know will have its issues as well, it's just the way of the world.
I for one am psyched and can't wait for FM2, but this same anxiety will creep up my spine the minute GT5 is nearing completion as well.
 
I keep seeing new pics and ideas going into Forza2 but in the end I still fall-short of buying into the hype.
Something tells me it's going to be just like the first forza with the actual gameplay being closer to Need For Speed than anything else.
That of course means the crowd is going to be split, half on one side saying the game is the best and far better than GT and the other half saying it is a glorified arcade racer with nothing on GT.

I still patiently wait to see. :sly:
I dunno. Between the customization/modification options that have been revealed and the car selection, I may like Forza 2 even if it does have the same abominable physics as the first game. :lol:

If it disappoints, there'll still be PGR4.
 
With the comming Forza 2 late this month, and as a serious tuner, I was very impressed with the level of customization and variety that Forza 2 seems to provide, it's almost swaying me into buying a Xbox 360 than a PS3.

Looking at official videos and info, it seems that Forza could very well blow GT5 out of the water except in the graphics department ((Where PD excell greatly)) but honestly, are graphics worth it? Compared to the brutal online content from Xbox live and the massive online community, personalizing cars, having engine maps, actual body kits that affect downforce and drag, etc?

I wonder...will the GT series stay on top for long? Or has a new king of simulators risen to the 360? I just want your opinions as tuners, video gamers, not crazed fanatics... I love GT, but... it seriously seems lacking next to Forza 2...
 
With the comming Forza 2 late this month, and as a serious tuner, I was very impressed with the level of customization and variety that Forza 2 seems to provide, it's almost swaying me into buying a Xbox 360 than a PS3.

Looking at official videos and info, it seems that Forza could very well blow GT5 out of the water except in the graphics department ((Where PD excell greatly)) but honestly, are graphics worth it? Compared to the brutal online content from Xbox live and the massive online community, personalizing cars, having engine maps, actual body kits that affect downforce and drag, etc?

I wonder...will the GT series stay on top for long? Or has a new king of simulators risen to the 360? I just want your opinions as tuners, video gamers, not crazed fanatics... I love GT, but... it seriously seems lacking next to Forza 2...
I merged your thread with this one since they were the same topic (this thread was on page 2 of the forum).
That said, I disagree with the idea that Forza2 will take over GT place.

After extensively playing Forza and PGR2, I've seen the light. PGR2 is a better game. Forza was basically a tuned version of PGR2 with bad brakes. :ouch:
Truth though, engine sound, the graphics, track design, physics, everything... It was all way too close.

Unless Forza2 can improve on physics (from their originals, not compared to GT), engine sound (tire sound was good but engines were bad), and graphics, Forza2 will simply be the same thing Forza1 was- a substitute for GT for all those who only play Xbox. :indiff:

Just my opinion of course. :sly:
Thing is... I'm seriously struggling with buying a 360 instead of a PS3 and Forza2 is absolutely NO draw towards the system.
PGR3 and PGR4, Armored Core 4, Ace Combat 6, and Resident Evil 5 are all draws but Forza2 (assuming it is like Forza1) is not even close to being a selling point.

Forza 2, without major change to the series, will be a substitute for GT (by "category" only).
(Forza is basically a way to ensure Xbox players will be able to have something in place of GT, I seriously see no competition between the two... In fact, I feel that if you are going to be sold on Forza for the customization then you could be sold on any number of games like NFS Underground and whatnot... However, if you aren't sold on that aspect and you are basing your system purchase on Forza2 vs GT5, I am almost 100% sure GT5 and PS3 will be the route many of us take)

With online coming to GT, possibly other elements, and maybe even a few of the cars we didn't get before, I doubt Forza will really stand a chance by comparison.

On the note of customization though... I was really disappointed with Forza1. All I ever heard was hype about how customizable it was and then the first thing I found (when actually playing the game) was that most cars actually were not availible for those unique to Forza mods (front bumpers, new wings, engine swaps).
It was disappointing to me that a Ferrari 360 couldn't get a wing or body kit. Likewise for pretty much every car not from Japan... Even worse was the fact that many of the more specific Japanese cars couldn't even be moded in that way (such as the GTR-Nur and WRX-22b). :ouch:

I just don't feel like the overall quality of Forza1 was as good as GT4. That said, I have my doubts that Forza2 will manage to surpass GT5 (more now than ever since GT5 will be online).
 
^ Unfortunately, we can't tell for sure on what GT5 will really bring. All we see right now is the downloadable game called GTHD.

-> I am really hoping for the best from PD, but their practices are so secretive its like trying to guess the sucessor to the NSX. So far, Forza 2 is kicking before the launch with tons of features that will dicourage a lot of casual racers for waiting GT5.

-> As a real life enthusiatic driver, I really do hope that GT could get better, I was impressed with GT4, but there is still something missing that is very hard to explain it words.

-> E3 is coming, I know there will be a very high anticipation. Not just GT5, but to all the games that PS3 will be offering.

-> Its still hard to determine that Forza will be the next king of console sim. We have to wait and see from gaming magazines next month on how will Forza 2 stack up. In my opinion, PGR3 is still the best (although its an arcade racer) XBox racer to date.

-> Please continue the discussion guys, as Forza 2 is just around the corner!

(:
 
In my opinion, PGR3 is still the best (although its an arcade racer) XBox racer to date.

-> Please continue the discussion guys, as Forza 2 is just around the corner!

(:

That says it all in my book, especially since PGR2 was the best racer I played on Xbox. :ouch:
Forza just doesn't have the quality of GT and I'm not expecting a magazine to tell the truth on that.
Heck, I never even saw anyone in the media mention how bad the Nurburgring looked on Forza1 compared to GT4.
That's a no brainer to me... I've got gigs of real world videos and GT4 is amazingly accurate compared to them. However, forza is pretty much pathetic when it comes to the Ring- I'd say PGR2 had a better Ring simulation than Forza. :ouch:

More over, the proof is out there in the puddin... Look at the videos of the Real world Ring running in a split screen video with GT4 on the other side... Anyone ever see that for Forza? (and don't tell me it's because PS2 owner generally have more tech skills to create a video of that nature).

Again (and I don't mean to just keep going on and on), I just don't think Forza2 will be able to match GT5 if it is not seriously
 
Its kinda hard to debate this topic since no TRUE GT5 Media has been released yet.
And yeah,PD are like the CIA at keeping things 'under wraps' until there ready.
Hell,I'm starting to wonder if we'll even see anything on Granturismo 5 at E3!!!
 
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