FM4 leaked footage trailer!! (not april fools)

  • Thread starter Thread starter vkss
  • 397 comments
  • 45,372 views
A bit of me wishes this was coming out on a next gen xbox rather than the current one. Because the 360 is getting slightly long in the tooth and seeing as I don't own one it would be better to buy something new. A newer 360 SKU and/or price drop between now and launch would also be good.

MS recently managed to free up an extra 1GB of space on the DVD's so hopefully that will help things. GT5 was pretty disappointing to me and all it had over F3 was better eye candy on a few cars. F4 looks pretty amazing and they are just going to up the bar even further whilst GT hasnt changed all that much throughout its life.

Robin.
 
Hard drive space needed for install does not necessarily equal the amount of space used on the DVD.

Edit: sorry that was aimed at the posts about disc space used. I'm on my iPad and didn't see the other posts.
 
Can you be more specific? Because I don't see anything in this trailer that isn't in GT5 aside from Kinect support and the livery editor.

I own both systems, but enjoy the FM series more now than GT. GT5 for me has not advanced with the times. Now I am assuming, and could be wrong, but FM4 should have all the features FM3 had that GT5 doesn't. Like Saving multiple tunes, auction house for paint jobs, vinyls, tunes and cars. Also cars we want that are in FM3, but missing in GT5. Great sounds on the majority of cars, not the minority. Plus it looks to have decent graphics. I fully expect to be blown away, but I was feeling the same before FM3 and was a tad let down, not dropped out of a 747 let down like with GT5 though, lol.

The trailer is amazing, and really gets the hype ball rolling, hope there are official one soon too.
 
Last edited:
2lu9nb5.png


They make the Warthog in Halo so holy crap......
 
Am I the only person who doesn't want a fictional car manufacturer in Forza? The Nike 2020 in GT3 was crap, original but crap, the Red Bull X2010 in GT5 was better since it was based on a real possiblity and idea, it was more of a concept car that hasn't been built yet, but it was still crap in the game. Having a car company that doesn't exist and makes cars in a FPS is even worse, I don't get why they would include it.

Other than that the trailer looked okay, nothing more, nothing less. Other than Kinetic there wasn't much new in there, it was just an ok trailer once you take away the excitment that it's a Forza 4 trailer.

As for the locations I really hope that there are more than 5 new tracks over Forza 3's. 5 new tracks would be a bit of a let down, but then I'm possibly getting ahead of myself as we don't have much in the way of solid details yet. This will more likely than not be a definite purchase for me, I loved playing forza 3 as I love playing GT5, I always look forward to thier respective sequels. Forza games have consistenly got better 1 - 3, GT games seem to have gotten a little confused as to what they're trying to acheive, sometimes I wish PD would go back to the basics of GT1 (which wasn't that basic really) and concentrate on on the physics, cars and tracks and ignore the commercial side endeavours and gimmicks that GT games seem to have started including. But GT5 is still an immense game, imo GT5 is better than Forza 3, but I like Forza 3 a lot. If Forza 4 follows tradition and is better than Forza 3, then it will be a great game.
 
I don't want to provoke flame wars or anything like it,but actually FM trailer shows 1 Min of actual in game footage,initially some of the FM car models doesn't look that good,most noticeable in the dodge charger concept and the F40,to name a few,cars like the GT-R and the LFA looks like the models from the DLC,and as a regular FM player,those models have really better quality,the same can be said about the SLS,my gripe here is the in race footage,which looks exactly like the one from FM3 and even FM2,this is open to debate since no HD video has been released,but some details like blocky corners are noticeable,like the ones on "monserrat",also what appears to be road America,looks exactly the same so I'm a bit biased about it.

And as for the photomode,lets hope that is not pre-rended.
 
You really need to stop basing any opinions on this video. It's quite obvious this was built for MS employees & was more than likely quickly thrown together. It's also too early to say what is & isn't in the game; things have been removed/changed before. They're far from finished.


Wait a few weeks, you'll get your press release then. What can be confirmed is that everyone from the Forza 3 will return with the newcomers.
 
You really need to stop basing any opinions on this video. It's quite obvious this was built for MS employees & was more than likely quickly thrown together. It's also too early to say what is & isn't in the game; things have been removed/changed before. They're far from finished.


Wait a few weeks, you'll get your press release then. What can be confirmed is that everyone from the Forza 3 will return with the newcomers.

I guess that in game footage should be subjected to analysis,after all,is actual gameplay what they are showing,which is not showing considerable graphical improvements,while the editing was done by MS employees,the actual game footage(1 min or so)is from the game so I think it should be analysed,after all, what you see is what you get.
 
Everyone read


"According to a Microsoft statement received and published by several gaming news sites, the video "was not intended for public distribution and may not accurately reflect features and functionality that ship in Forza Motorsport 4." The company's concern may lie in promising features that have yet to be finalized, such as 16-player online races, the contribution of over 80 automobile manufacturers and the introduction of social car clubs."

This means that nothing in this trailer is final, they might add more stuff/remove stuff. Don't make conclusions on how the game will be like from a leaked trailer, or most of you will all just rage if they actually cut a feature that was on the trailer and probably bash in Turn 10, criticizing them from a leaked trailer. Just saying.



Source:http://www.joystiq.com/2011/04/02/forza-4-pitch-video-pulled-by-microsoft/#continued
 
Last edited:
I guess that in game footage should be subjected to analysis,after all,is actual gameplay what they are showing,which is not showing considerable graphical improvements,while the editing was done by MS employees,the actual game footage(1 min or so)is from the game so I think it should be analysed,after all, what you see is what you get.
All I got from this post is that you are incapable of learning to use a period & somehow, repeated yourself in 1 post....
 
You know what? I actually have no idea. Was it really 1.9GB? Because the disc looks dual-layered, unless a good chunk of the full capacity is capped off with protection protocols and what have you?

Xbox 360 discs were limited to 6.8GB. Just recently they manage to free up another 1GB.

And about the install size to whoever posted. Not really putting a fine point on install size. Not sure what the actual data size is exactly to the nearest KB, point was whether its 1.6-1.7-2.34-2.44GB it's not 1% of the disc used.
 
Xbox 360 discs were limited to 6.8GB. Just recently they manage to free up another 1GB.

And about the install size to whoever posted. Not really putting a fine point on install size. Not sure what the actual data size is exactly to the nearest KB, point was whether its 1.6-1.7-2.34-2.44GB it's not 1% of the disc used.

Oh! I never knew they were limited.
 
2lu9nb5.png


They make the Warthog in Halo so holy crap......

Am I the only person who doesn't want a fictional car manufacturer in Forza? The Nike 2020 in GT3 was crap, original but crap, the Red Bull X2010 in GT5 was better since it was based on a real possiblity and idea, it was more of a concept car that hasn't been built yet, but it was still crap in the game. Having a car company that doesn't exist and makes cars in a FPS is even worse, I don't get why they would include it.

Other than that the trailer looked okay, nothing more, nothing less. Other than Kinetic there wasn't much new in there, it was just an ok trailer once you take away the excitment that it's a Forza 4 trailer.

As for the locations I really hope that there are more than 5 new tracks over Forza 3's. 5 new tracks would be a bit of a let down, but then I'm possibly getting ahead of myself as we don't have much in the way of solid details yet. This will more likely than not be a definite purchase for me, I loved playing forza 3 as I love playing GT5, I always look forward to thier respective sequels. Forza games have consistenly got better 1 - 3, GT games seem to have gotten a little confused as to what they're trying to acheive, sometimes I wish PD would go back to the basics of GT1 (which wasn't that basic really) and concentrate on on the physics, cars and tracks and ignore the commercial side endeavours and gimmicks that GT games seem to have started including. But GT5 is still an immense game, imo GT5 is better than Forza 3, but I like Forza 3 a lot. If Forza 4 follows tradition and is better than Forza 3, then it will be a great game.


Not gonna lie, I'm NOT a fan of this fictional car in the game. I'd rather have the Oscar Myer Hotdogmobile in the game. At least it's real.
 
I'm not a fan either.

It could point to off road tracks though.....
 
For me Forza 4 would be brilliant if they just increased the amount of cars on track and improved the photo mode. The graphics are more than good enough as they are.

Oh and let us paint our wheels white. And paint OEM wheels too. That would be perfect.
 
All I got from this post is that you are incapable of learning to use a period & somehow, repeated yourself in 1 post....

Exactly,but the periods exists as there is a point settle down,and such thing hasn't happen yet,since the trailer opens up a lot of things from Forza that everyone can see,is normal to discuss such things and wont let them pass.

BTW,there is no time changes to be seen during gameplay videos,not even night tracks,I want pacific dockyards back,it was a really cool track.
 
Exactly,but the periods exists as there is a point settle down,and such thing hasn't happen yet,since the trailer opens up a lot of things from Forza that everyone can see,is normal to discuss such things and wont let them pass.

BTW,there is no time changes to be seen during gameplay videos,not even night tracks,I want pacific dockyards back,it was a really cool track.
Again, please learn to use a period instead of abusing the comma key. Your post looks like a run-on sentence that makes near to no sense at all.

And with that, stop making assumptions based on the video. Nothing in it is final.
 
If the game is Kinect-centered then I'd rather stick with GT5. That's all I can say about FM4.
 
I think you will find its kinect enhanced rather than kinect centered. I say bring on fm4, fanatec wheel and head tracking for the big win!
 
If the game is Kinect-centered then I'd rather stick with GT5. That's all I can say about FM4.

There is NO WAY IN HELL that this game will be "Kinect-centered" as far as the racing goes. You may need it for the whole opening the doors and all that crap but even then I doubt it. But if that was the case I wouldn't care one bit. Isn't like any other game lets you open doors and all that stuff with the wave of your hand. All I care about is the racing and I KNOW the Fanatec and M$ wheel will be supported. This game's sales would be cut in half if you could only use Kinect with it. I don't see how anyone could even think that it would be possible for them to do this.
 
Taken from FM.net.

Turn 10’s Dan Greenawalt Reflects on the Past, Present and Future of the Forza Franchise


There aren’t many games for Microsoft that can literally sell themselves. Sure, Halo, Gears and Fable will continue to sell on name alone, but the truth is that their secret weapon of this generation has quite simply been their Forza franchise and its rapid rise to prominence. It wasn’t always plain sailing though and speaking with Turn 10’s Game Director yesterday, Dan Greenawalt, the creative lead reminisced on his and Turn 10’s time with the franchise.

“I dared to dream,” said Greenawalt when asked whether Turn 10 envisaged that they would become one of Microsoft’s lynchpins in its first-party catalogue. “I think Microsoft saw it as a business imperative to challenge Gran Turismo and Sony, but our dream was always to make something much bigger than a competitive IP.” For Greenawalt and Turn 10, it wasn’t just about being the best simulation out there, said the humble design director, it’s about changing how people think about cars, but attacking the subject from both sides of the table. “It’s about making car fans into game fans; and game fans into car fans,” he continued, “We wanted to change how people thought about cars and interacted with the content in a whole different way.”

Hold on a minute… it’s just about getting people interested in cars? “Yeah!” he nonchalantly chuckled, “It sounds kind of naïve now, but it really was. It was about how we could get all generations excited about games and about cars.”

When starting out though, it was important for the team to remain focused, especially when they were going up against Microsoft’s own Project Gotham – an established racer of a different ilk, maybe, but still a Microsoft first-party racing franchise. “I didn’t think that far out because it would have paralysed me with nervousness,” said Greenawalt in response to Project Gotham. “Our focus was finding an identity for our franchise and getting the right team together. We were 100% consumed with putting together a world class studio and then hoped the franchise would have the grounding to establish itself.”



Although there may be an air of confidence about Greenawalt that can sometimes gets misrepresented within gaming circles, Turn 10 still suffer from the same anxieties about their games than the rest of the games development fold. “We thought we were going to get criticised in the press with our first game,” lamented the Game Director, “but it came out to positive reviews – we really were our own worst critics. Same thing happened with second and third titles, too.”

Greenawalt even candidly admitted that they might have lacked direction early on. “In fact, Forza 1 was our most unfocused game,” he noted, “despite having less features than say Forza 3 for example.”

Thankfully for the team and their sanity, Greenawalt’s role now allows him to act as a kind of glue of sorts that binds the team together. “Now I take an outside look and can be more impartial and appreciate our achievements,” he noted, “I literally have to turn round to the team now and go, “Look, we’ve got a great game here.””

“We definitely got more ambitious,” admitted Greenawalt, as he talked through their focus from one game to the next. “First we wanted to nail the simulation engine. As we moved into later versions, that vision of turning game lovers in car lovers and vice-versa became more possible – using Xbox LIVE and connecting people together. By Forza 3 we actively started moving to capture these people and now we know we can aim for a broader consumer without leaving existing fans behind.”

The racing genre and the simulation genre specifically is a field that’s become highly competitive in recent years and Greenawalt is quick to recognise that, especially the rise in form from EA’s Shift franchise. “Of course I’ve kept an eye of them,” he said about Shift. “There are cool ideas in the genre right now and it would be foolish of me not to take note of that,” said Greenawalt, noting that a lot of the Western developers are fans of each other’s work. “It’s a small community, especially with regard to European and North American developers. Maybe not quite so with Japanese developers , that tends to be another circle, but we do play each other’s projects.”

Ah, of course... the Japanese developers, specifically, Gran Turismo developers Polyphony Digital, who spent years tirelessly slaving over their prized possession, Gran Turismo 5. Does Greenawalt believe that the lengthy development schedule allowed them to sneak in almost unseen? “Perhaps,” he candidly admits. “Objectively, we’ve had a bigger window to operate in, but as fans of racing, we like competition and while we may share a lot of features, we really do welcome the competition. Need for Speed is another juggernaut title for us, especially as we share the same platform.”



But surely creating a three game franchise in the space it takes one developer to deliver one title must be quite satisfying? Greenawalt wasn’t so sure. “I don’t know if I’m satisfied in a competitive way,” he noted, “I’d love to see more Gran Turismo titles – and I’m not criticising the development timeframe there – but our approach works really well for us. We have a very highly collaborative group and my job is to inspire my team. My requirement of them is to then come up with better ideas than I can. Our talented staff work together to come up with greater ideas than any one man can and the best thing is, that this has allowed us to scale, and this reflects in our game.”

When bringing up the fun factor that Penny Arcade so eloquently touched upon when comparing the franchises, Greenawalt remained humble and refused to be pulled into any sort of slanging match, but what makes Forza have that fun factor that many believe didn’t exist in Gran Turismo 5? “I think we keep it really close to people’s hearts.”

“It’s all about the layers,” he continued, “I think you hit the nail on the head when you said “at its heart,” [it’s a simulation racer] but beneath the simulation aspect there’s something in there for everyone.”

It’s not about choosing arcade or simulation either according to Greenawalt, it’s about “the things that make games fun, easy and great to jump into.” Careful not to pigeonhole the franchise, he notes, “We don’t want people to choose, so we provide a blend that tailors to lots of different people,” whether you’re a tuner, an artist, a collector and so on.

“We look at community and social networking and how people share content,” he continued, citing games like Pokémon, World of Warcraft and Animal Crossing for games that have inspired the direction of the franchise. “We don’t look at just racing games; we look at other genres for that hook that keeps people playing as well.”



With Forza 3 though, Turn 10 seemingly upped the ante ten-fold in respect to its community involvement, but did that focus pay off? Greenawalt seems to think so. “Yeah, absolutely. We joke in the studio that there’s a subsection of the audience we don’t know a lot about. We know a lot of enthusiasts play and talk on the forums, but there’s some who play the more fun modes like Tag or Cat & Mouse that we don’t know anything else about. They represent a huge part of our audience and provide a lot of data for us, but they don’t engage in the forums and it’s great to be able connect with these people in some way.”

So what does the future hold for Turn 10? Well, Forza 4 of course, but Greenawalt remained cryptic on what they did or didn’t learn from Forza 3, that they’re taking into Forza 4.

“We’re our own worst critics and take on board all the reviews and opinions,” said Greenawalt. “It would be so easy to drive yourself mad reading everyone’s opinions and evaluating what you’ve achieved. We try to bucket people into categories to tackle what each subsection wants and how we can tailor the next game to improve it for them. It’s a colossal list. We get together and decide which of those edits or additions are the most important.”

“We always see the glass as half empty and we’re very dedicated to improving the game.”

That surely means improving the physics on their simulation engine, after all, Turn 10 almost seem obsessed with that level of detail, but when asked whether anyone would actually notice the tweaks and upgrades, Greenawalt remained philosophical.

“I think it depends on what kind of customer we’re talking to. The tyre model, assists and controller buffer affect how we can modify these physics,” he noted, before reflecting on years gone-by when it would take days to run simulations. “Lots of the dynamic simulations that had to be done over a period of days have now been streamlined with greater accuracy so these effects are not only more powerful but also more concise. Ten years from now, I think we’re going to see race cars designed 100% in real time.”

Forza 4 though, for Greenawalt, isn’t just about extending and building on their previous goals and foundations. It’s, and I quote, about “giving people a playground to have them engage with their cars in.”

“We don’t want to make any of our cars disposable by limiting their usefulness in certain racing events,” he declared, “Upgrades and other customization really helps to achieve this. In terms of technology, LIVE and Kinect are two fantastic ways to give players brand new experiences that they don’t expect to stoke their passion.”



So, the inevitable Kinect subject reared its head amidst topics of community and the franchise’s roots, but at what point did using Kinect for Forza 4 become a reality? “Before we finished Forza 3, we had an incubation team who branched off to investigate these experiences.” It wasn’t just about racing with an imaginary wheel though for Greenawalt. Oh no, that was “too obvious.”

“We didn’t want to just look at the racing aspect, but how to interact with those cars using the technology,” before correcting us that the E3 demo wasn’t ever intended to be a Forza 3 add-on, it was simply intended to show what was achievable with the technology.

“The E3 demo wasn’t really a standalone product, it was just an example of some of these ideas that the team had created. Before long we saw some of this getting rolled into the fold for Forza 4’s development.” And the rest they say is history.

Being a Microsoft wholly owned studio though, did pressure come from outside to include Kinect features in Forza 4. Short answer: no. “I didn’t need any pushing from Microsoft and frankly we didn’t get any,” said Greenawalt, “We were very keen to support it. Back in 2002 when we pitched the franchise, we wanted to develop our own identity and team. As a creative studio, Kinect – and LIVE – have been brand new frontiers that we find hugely interesting.”

“It’s new technology and new territory,” said Greenawalt, speaking of their experience with the tech thus far. “What we’ve got now is the beginning of a new revolution and this is just the start, almost a palette cleanser. The ideas that will change the world require time to play with. I honestly still believe that we’re just scratching the surface with Kinect and that is hugely energizing for the team – the sky really is the limit.”

Even Turn 10 has seen the evolution of the tech in the time they’ve spent with it. “The XDK has just improved consistently, giving us more tools to play with when we use Kinect,” he pointed out. “Add in the rapid development on top and it’s really exciting for the team. I expect this to continue for another three or four years. There’s not been a change like this in gaming since, well… in my career, certainly.”

While Kinect is definitely adding another facet to the simulation genre, Greenawalt had some strong words for the genre itself while talking about innovating and reinventing it. “I think simulation racing as a genre is actually outdated in its name,” claims Greenawalt, “It’s a genre that hasn’t really changed in the last 20 years.”

“You’ve got arcade being about the thrills and spills, and real simulation that is so hard no-one can play it. With Forza we aspire to be both, or conversely, neither. We do try to take the best of both though, but for me, it’s all about the cars rather than the racing. My hope is that we wouldn’t just be judged as a simulation racer, but for our cars and our fun experiences.”

“It’s now about evolving your game into a game about cars,” and with Forza 4 scheduled to hit this year, that’s exactly what they intend to keep on doing.

Quite a long read but interesting nonetheless.
 
There is NO WAY IN HELL that this game will be "Kinect-centered" as far as the racing goes. You may need it for the whole opening the doors and all that crap but even then I doubt it. But if that was the case I wouldn't care one bit. Isn't like any other game lets you open doors and all that stuff with the wave of your hand. All I care about is the racing and I KNOW the Fanatec and M$ wheel will be supported. This game's sales would be cut in half if you could only use Kinect with it. I don't see how anyone could even think that it would be possible for them to do this.

Well, if Kinect is "optional" and we can still do most of the stuff with the controller, I think this game's a good buy.

Taken from FM.net.

Interesting indeed. But I think they lean more on "neither" than on "both". The game seems to be a bit too cinematic to be a simulation, or in other words, arcade-ish. But yeah, let's see what's in the game when it's released. Maybe they added more fun stuff about cars themselves.
 
Interesting indeed. But I think they lean more on "neither" than on "both". The game seems to be a bit too cinematic to be a simulation, or in other words, arcade-ish. But yeah, let's see what's in the game when it's released. Maybe they added more fun stuff about cars themselves.

That's one of the problems I have with people these days, and this isn't directed toward you whatsoever, but too many people like to brand something as being 'arcade' the second they don't agree with whatever it is that's setting them off. Forza simulates certain things that GT still doesn't simulate, or doesn't simulate properly. A lot of people always say looking toward other games is a good thing, because innovation, no matter where it derives, is always a good thing. Yet the second that leaked trailer spoke of 'Hollywood effects' some were going around saying it's just copying off of Shift and I'd honestly like to ask: "So what?" Is copying an innovation from what is, quite literally, one of the longest racing game franchises such a bad thing? The fact they're ready, neigh, the fact they're willing to acknowledge there's room for improvement and room for innovation says a lot to what they're trying to achieve.

What's wrong with being a game first and letting everything else fall into place as it should? Shouldn't fun factor be at the top of the priorities list?
 
That's one of the problems I have with people these days, and this isn't directed toward you whatsoever, but too many people like to brand something as being 'arcade' the second they don't agree with whatever it is that's setting them off. Forza simulates certain things that GT still doesn't simulate, or doesn't simulate properly. A lot of people always say looking toward other games is a good thing, because innovation, no matter where it derives, is always a good thing. Yet the second that leaked trailer spoke of 'Hollywood effects' some were going around saying it's just copying off of Shift and I'd honestly like to ask: "So what?" Is copying an innovation from what is, quite literally, one of the longest racing game franchises such a bad thing? The fact they're ready, neigh, the fact they're willing to acknowledge there's room for improvement and room for innovation says a lot to what they're trying to achieve.

What's wrong with being a game first and letting everything else fall into place as it should? Shouldn't fun factor be at the top of the priorities list?

Well, yeah. Cheesy cinematic effects that are in Forza aren't really that cheesy. They add some good action to the game. I find the Forza series arcade-ish (as I have said earlier) but of course, there's nothing wrong with it. Some people don't enjoy the game the way it's meant to be enjoyed. Maybe because they're either skeptics or fanboys.

There are always stuff that sets one game from another, and Greenawalt does good in keeping this in the Forza series.

On another note though, I hope the speedometer will look a bit like the one in Forza 2. The one in Forza 3 seems like it's directly copied from GRID. I don't really consider that as innovation. But anyway, meh. The whole HUD doesn't look messy and fussy.
 
Well, yeah. Cheesy cinematic effects that are in Forza aren't really that cheesy. They add some good action to the game. I find the Forza series arcade-ish (as I have said earlier) but of course, there's nothing wrong with it. Some people don't enjoy the game the way it's meant to be enjoyed. Maybe because they're either skeptics or fanboys.

There are always stuff that sets one game from another, and Greenawalt does good in keeping this in the Forza series.

On another note though, I hope the speedometer will look a bit like the one in Forza 2. The one in Forza 3 seems like it's directly copied from GRID. I don't really consider that as innovation. But anyway, meh. The whole HUD doesn't look messy and fussy.

For the life of me I'm trying to figure out what cheesy cinematic effects you're talking about. I don't recall any in FM1,2 or 3. Maybe I'm forgetting or overlooking but like what in particular?
 
Back