GT4 vs Forza [Let the battle begin]

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kinigitt
"- No Interiors (Possible Minimal Interiors)"

the OPM vid shows some detailed interiors replete with gauge clusters and shifter knob, rear view mirror and nicely modelled wheel. So that can be taken off the list.

That might be photomode.;)
 
IGN Mailbag

LMAO, did anyone read this? The topic of todays mailbag is "A very mad GT4 fan". Click on the link and read the user submitted mail. Reader owned by IGN, big time.
I am willing to bet $1000 that I know who this reader is...I bet most of you know him too.
Anywho heres the letter...
Say This Say That
"This is one of the most accurate physics models we have ever seen in a racing game, even beating out GT."

"Controlling Forza using the steering wheel controller just doesn't feel as accurate. "

"The more experienced driver, such as our own Tyrone Rodriguez, will opt to turn the driving assists off--bringing the simulation element alive."

"After crashing into walls for so long, we felt that we should end our time with Forza at E3."

http://cars.ign.com/articles/516/516867p1.html

"It might not oust GT4 from that coveted spot--not when Polyphony is already working on its seventh racer--but if all goes well this could become the Microsoft equivalent."

"GT4: Quite possibly the most advanced physic engine of any console racer"

"GT4: Steering with the Logitech 900-degree wheel is perfect."

-- Tyrone Rodriguez

http://xbox.ign.com/articles/515/515694p1.html
http://cars.ign.com/articles/519/519206p2.html

Ok, you all say tyr is the best driver here and you all say Forza beats gt4 in physics yet he says GT4 has the most advanced physics. Seriously, get your act straight. Forza being better in physics than gt4? Please, that can't be taken seriously. Until there's another racer that can get track times off from 2 to 5 sec or tracks 1.5 MM off from the real thing, everyone can shut up about forza or GTR being more realistic than gt4 in car driving.

You made a comment about Polyphony saying "Why would anyone want to drive ugly cars" as the reason for not having damage modeling in GT. I am afraid you are mistaken as that is not the whole reason. I read that Kazunori Yamauchi wants a real sim, and that the technology is not advanced enough to put in real damage modeling. As opposed to having only rear view mirrors ripped off or the same dent appear in the same place every time you hit something. So if you cant have the real thing, why would you want it at all?

I like IGN but it seems lately that you've been saying **** without thinking. Pick up the slack!

- Ryan

(Ty responds: It's letters like this that make me laugh. GT4 does have fantastic physics and so does Forza, but you're taking every single thing we've said and taken them all out of context.

Maybe I should explain each statement for you, if you like we can also arrange to hold hands. For now, here goes:

Regarding Forza:"This is one of the most accurate physics models we have ever seen in a racing game, even beating out GT."

The Forza back-end code is tracking and monitoring more than "30 parameters", on each vehicle. Whether or not that will translate to the final game in increased physics remains to be seen, but they are doing as much, if not more than GT4.

Regarding GT4:" Quite possibly the most advanced physic engine of any console racer"

You'll notice I said "quite possibly" and not definitely or undoubtedly--never did I say, " Forza beats gt4 in physics yet he says GT4." You assumed that's what I said.

Regarding Forza:"It might not oust GT4 from that coveted spot--not when Polyphony is already working on its seventh racer--but if all goes well this could become the Microsoft equivalent."

Here's another bad assumption, this statement has nothing to do with physics or reality. It has more to do with Forza becoming the favorite or most popular racing game of the generation. Whether it sucks or better than GT4 won't matter--the game just doesn't have the star power of the Polyphony title.

Regarding Forza:"Controlling Forza using the steering wheel controller just doesn't feel as accurate."

Microsoft didn't make the steering wheel controller. The team and Microsoft has no control over the feel and quality of said wheel. This isn't a dig on the game so much as the peripheral

Regarding Forza:"The more experienced driver, such as our own Tyrone Rodriguez, will opt to turn the driving assists off--bringing the simulation element alive."

Like GT, Forza makes driving very bearable for the average player with assists on. However, when you turn assists off, the game becomes very changing because the computer is no longer doing everything for you.

Regarding Forza:"After crashing into walls for so long, we felt that we should end our time with Forza at E3."

What does this have to do with anything? Justin, LB, was just making a joke about what a terrible driver he is. And take my word for it, he really is a terrible driver.

Regarding GT4:" Steering with the Logitech 900-degree wheel is perfect."

Sony did have control over the Logitech steering wheel and worked in conjunction with the team to make sure the end product worked well. With that said, the game was developed at the same time, with most of the tuning done on the steering wheel to have a cleaner experience.

Let me all remind you that Ryan probably hasn't played GT4 yet.

Ryan, It's great to see most of those statements taken out of context. You really need to get off your GT4-fanboy highhorse, soapbox--whatever it is--and sit back down. You haven't played either game and make these grand assumptions of what we're trying to say and how each game will turn out.

Why should I get my act together? Are you an aerodynamic, thermal dynamics, mechanical engineering and programmer all rolled into one? I'm not, but Microsoft and Polyphony alike have such people who know what they're doing. Gimme a freakin' break, what does two-to-five seconds or 1.5mm close to track laps and distances matter when the game only has about three or four real tracks and everything else is fantasy? Of course it's easy to be that precise when there's nothing to reference. Nurburging is a 176-turn almost-14 mile course and it is amazing that they did this, but it doesn't make the game any better. It's just bullet points for a marketing team at a press conference

Well, if you really think that the technology isn't there, they why do other games have very believable damage modeling, while GT4 has none? And how far do you think Kazunori-san would take the realism? Do you really think he'd go all the way and model the hell out of a car to have it destroyed? He considers himself an artist and broken cars aren't pretty. Even if he agreed to have damage in the game, it wouldn't be much more than what you mentioned. The excuse used to be that automakers didn't want damage.

And then along came games like Need for Speed and Project Gotham which forced the team to come up with another excuse. This time around they blame the PS2 for not having enough processing power? Well, if it doesn't have enough processing power for model deformation, how can it have enough processing power to do an authentic physics engine?

You really should just play video games and enjoy them, not obsess over them, nitpicking every word said about anything.)
 
Geez the reply to that letter is almost as bad as the letter itself. Does IGN really think that accurate tracks and realism in lap times adds nothing to a game? For me it adds a lot. I rarely drive the ring on PGR2 because to me it looks goofy. owever I am sure in GT and Enthusia I will love it. Its the attention to detail that makes and breaks it. You would think IGN would know this, however given their track record of saying stupid things...


Also how does IGN know that Forza is traking more car handling data than GT4? They have made a very big assumption based on exactly nothing.

Shame on IGN.
 
kinigitt
"- No Interiors (Possible Minimal Interiors)"

the OPM vid shows some detailed interiors replete with gauge clusters and shifter knob, rear view mirror and nicely modelled wheel. So that can be taken off the list.


Ah yeah, even in GT4P the interiors are good, and the little dude even changes gear! That impressed me so much, getting sideways turning full lock and he still goes and changes gear for you :)
 
That letter bored the hell out of me.

Who ****ing cares.

And all the damage models in current games are hideous and **** and i hate them and wish they weren't there :P
 
Well, this is great. I find a brilliant website on one of my fave racing sims and the first thing I do is sucker myself into reading 65 screens of (mostly) self-opinionated carp. (Typo intentional) Then I sucker myself into responding. Bad juju! Bad juju!

*slaps head into monitor screen repeatedly*

Until this point I had never heard of Forza, simply because I don't play X-box. Why? Mainly because I don't see a lot of games on it that I like. That is just my preference (flame suit on).

Having said that: IMO GT4 will be the better game FOR ME. Why? Because I like the Gran Turismo package. The reason I like GT1, 2 & 3 is precisely because they are what they are.

Damage: I don't want damage. Why would I spend hours racing my butt off to get a hold of a rare as rockinghorse S**t, "count how many were made on the fingers of one hand", uber rare (getting the picture yet?) 787B, only to turn it into a million dollar sardine can three turns later? Not to mention cars like the original GT-40 race car, or a "only two ever made for the world" TS020 (Toyota GTOne). I don't want to crash them, I want to drive them!

Graphics: Except for watching a perfectly raced replay, I don't want to look at the cars. Ooh, pretty! I want to race the damned things. That is the point of the game, isn't it?

Still on Graphics: Looking at the screenshots and vids, I have to say that I prefer GT4. The reason being the final overall appearance of the cars. To me, the Forza cars just have too much. The effect of all the uber graphics seems (to my eyes) to make the cars look very CGI. The matt, more metallic look of the GT cars, although not as sophisticated or detailed as Forza, looks more believable to me. Looking at the screenshots, some of the backgrounds in Forza look very animated, and not realistic at all. Even though GT may not end up as detailed as Forza, to my taste GT looks a little more realistic, and easier on the eyes.

Upgrades: yes, I agree that upgrading would be great, especially if it included real life mods (Like upgrading an R-34 GT/R with an N1 3 litre stroker kit - niiiiiiice!). However, referring to my first point, I don't want to win my one-of-a-kind FOUR rotor 787B and stick a V8 in it. I know this may sound selfish, but I don't want to see anybody else do it either! That is tantamount to sacrilege.

Physics: I drive the GT series because I like the way the cars drive. Even with a DS2 (whether there's steering assist or not), I can pull some really nice, technical driving. The GT physics engines and car handling suit my driving. I could never drive the NFS games because the cars would not turn. My NFS3 cd for PS1 ended up in three pieces after I pelted it against a wall. It was ****e - for me. Other people love it.

Before the flame-throwers come out, read my lips: My opinions - nothing more. FRONT asked which game we THOUGHT would be better. Well, there's my answer.

Would I play Forza? Definitely, if I had the chance. Would I love every minute of it?
Absolutely. Would I buy it over GT4? Probably not.

Before I finish, a couple of things. The Tuscan pictures for Forza do not look very good to me. This is why: the TVR speed 6 and its derivatives are painted in pearl colours. You probably all know that pearl is very shiny, and it changes shade/colour as your viewing angle changes. I find that the GT3 garage shots show this pearl effect very well, even though the graphics aren't 100%.

Please note: words in capitals are not shouting, just emphasised
 
Ryan
Forza being better in physics than gt4? Please, that can't be taken seriously. Until there's another racer that can get track times off from 2 to 5 sec or tracks 1.5 MM off from the real thing, everyone can shut up about forza or GTR being more realistic than gt4 in car driving.
omfg rrrofl ultimate crap

IGN
The Forza back-end code is tracking and monitoring more than "30 parameters", on each vehicle. Whether or not that will translate to the final game in increased physics remains to be seen, but they are doing as much, if not more than GT4.
Hmm, do they really mean 30 and not 300? Cause GT4 uses 300+ parameters to calculate car handling. (according to many sites)

And what IGN says about the cardamage is crap too. :o
 
kinigitt
As long as a framerate is locked at a certain speed, I have no problems. Hell, I've checked, and I've played games on my PC running at sub 15 fps (sometimes) due to the CPU being overtaxed (or whatever would cause it, I don't know).
Yu0 are lucky that yu0 have such low standards - it will save yu0 from many headaches and save yu0 money - we envy yu0.

But for me, playing a PC game (like Far Cry) between 10-20 fps is like watching postcards being flashed before my eyes - especially for PC games where even 60fps looks a bit grainy (but ofc would be heaven for that game) - around 80-90fps is where the fluidness becomes dominant over grainyness in PC games imo - for TV games both 50 and 60 are good enough since i watch them from distance from where my brain somehow melts those frames into fluid motion better. Sure i'll wait till i have a better videocard before trying Far Cry (let alone Doom 3) again - which could take more than a year :(

kinigitt
If 60 versus 30 frames per second has become a valid reason for gamers to judge whether or not a game sucks or not, there is no god and the Earth should careen into the sun.
I remember when i once asked which settings my mate used for Vice City PC (reso, dd, fl etc) - i think i didn't catch him saying anything about Framelock so next time i was at his place i asked him to show me, and ofc it was ON which i turned off. After that he thanked me many times when we talked - being able to enjoy fluid 50-70fps instead grainy 30 is some difference. Now he doesn't play any games with framelock and likes to inform me of that also. Now ofc i'm getting GTA: SA on PS2 first like previous GTAs since my desire to play it overshadows its crappy framerate which in time becomes pretty tolerable and barely noticable, especially when taking into account PS2's lesser, 1999 year hardware - but yu0 failed to read between the lines from my post (or use common sense) - Forza is developed for a system claimed to be 4 times as powerful as PS2 - and failing to deliver 60fps standard set by GT3 for this gen racing games is something to whine about.

kinigitt
**** it, I'm going to play me some GT2. At least people werent such pussies about graphics on the PS1.
Good choice, i'm replaying and nearly at the end with GT1 since i replayed GT2. Fun classic stuff :)

btw imo the "Finish Line music" in GT1 is still the best in entire series ;)
 
I hope they improve the engine sounds in GT4 they need to have more of a grumble sound the current engine sounds are ok but they have a sort of buzzing sound to me.
 
September 02, 2004 - Gran Turismo has been a powerful staple of the PlayStation library for more than half a decade, and it's been nigh impossible to topple as the king of racing simulation. Microsoft's Forza Motorsport is the newest challenger to Gran Turismo's throne, and is easily the most serious competitor in this seemingly impenetrable racing genre.

I gave a playable build of Forza a spin at the European Game Stars Live event. The small demo featured a straight-forward race event on one of three tracks: Laguna Seca, Blue Mountains Raceway, and Rio de Janeiro. And though I only got my hands on three tracks, there were nearly twenty-five selectable vehicles to test out, including:
Dodge SRT-4
Honda Civic Type R
Volkswagen Golf R32
Mitsubishi Eclipse GTS
Hyundai Tiburon GT
Toyota Celica GTS
Acura NSX
Nissan Skyline R34 STR
Lancer Evolution VIII
Subaru WRX STi
Nissan 350Z
Toyota Supra Turbo
Dodge Viper ACR
Chevrolet Corvette C6
Audi DS6 Sedan
Ferrari 360 Modena
Porsche 911 GT3
TVR Tuscan S
Panoz LMP
Audi Infineon R8
BMW V12 LMP
Cadillac LMP
Ferrari F333 SP
Toyota GT-One




After touring about in Forza, comparisons to Gran Turismo are about as easy as the women here in London. (So that really doesn't make any sense, but roll with me please.) The sense of realism in the feel of Forza's vehicle handling is on-par with Sony's champion, forcing strict adherence to proper racing lines and braking habits. Forza is undoubtedly simulation racing, and it's done surprisingly well. Missed apexes in the corners and late braking both punish lap times considerably, though the physics of Forza are a tad more forgiving than those in Gran Turismo.

One area where Gran Turismo looks to remain the game to beat is in graphics. Unquestionably, Forza looks superb, with ultra-smooth vehicle models, impressive reflections, and solid environments. However, the general look of the game isn't as photorealistic as the reigning king of simulation, at least not at this point in development. Where the two games are equal in visual style is in the sense of speed—with a hardcore devotion to simulation, Forza is pretty slow paced when compared to the likes of arcade racers such as Burnout 3 and Need for Speed Underground.

Perhaps the most nagging criticism of Gran Turismo is the lack of vehicle damage, an element that could add even more to a series that tries so hard to achieve realism. This is where Forza steps up. Boasting full vehicle damage to all vehicles, the damage in Forza is more than just cosmetic, affecting the handling and performance of the tuned race vehicles. In watching the legions of dimwits play Forza at Game Stars Live, I got a chance to witness some of the more serious damage a car could sustain, though despite my very best efforts (I really tried quite hard) I couldn't replicate the degree of damage on my own. Even after slamming head-on into a wall at top speed, I barely crumpled the front of my Porsche 911, and honestly felt no hit to the car's performance. This will likely be remedied as the game progresses through development, and should convey an aspect of racing that Gran Turismo has yet to match.

The loading screens between races taunted me with promises of vehicle customization, and showed a riced-out looking Dodge SRT-4 with body kits and decals. Sadly, there was no such customization available in the version of Forza I played—it'll be especially telling to see how Forza stacks up to Gran Turismo in this area of the game. We'll uncover more details of Forza as we near its January 2005 release date, and will soon have videos showing off two of the game's early race tracks.

-- Mark Ryan Sallee

Source: IGN.com
 
gomer_pyle
September 02, 2004 - Gran Turismo has been a powerful staple of the PlayStation library for more than half a decade, and it's been nigh impossible to topple as the king of racing simulation. Microsoft's Forza Motorsport is the newest challenger to Gran Turismo's throne, and is easily the most serious competitor in this seemingly impenetrable racing genre.

I gave a playable build of Forza a spin at the European Game Stars Live event. The small demo featured a straight-forward race event on one of three tracks: Laguna Seca, Blue Mountains Raceway, and Rio de Janeiro. And though I only got my hands on three tracks, there were nearly twenty-five selectable vehicles to test out, including:
Dodge SRT-4
Honda Civic Type R
Volkswagen Golf R32
Mitsubishi Eclipse GTS
Hyundai Tiburon GT
Toyota Celica GTS
Acura NSX
Nissan Skyline R34 STR
Lancer Evolution VIII
Subaru WRX STi
Nissan 350Z
Toyota Supra Turbo
Dodge Viper ACR
Chevrolet Corvette C6
Audi DS6 Sedan
Ferrari 360 Modena
Porsche 911 GT3
TVR Tuscan S
Panoz LMP
Audi Infineon R8
BMW V12 LMP
Cadillac LMP
Ferrari F333 SP
Toyota GT-One




After touring about in Forza, comparisons to Gran Turismo are about as easy as the women here in London. (So that really doesn't make any sense, but roll with me please.) The sense of realism in the feel of Forza's vehicle handling is on-par with Sony's champion, forcing strict adherence to proper racing lines and braking habits. Forza is undoubtedly simulation racing, and it's done surprisingly well. Missed apexes in the corners and late braking both punish lap times considerably, though the physics of Forza are a tad more forgiving than those in Gran Turismo.

One area where Gran Turismo looks to remain the game to beat is in graphics. Unquestionably, Forza looks superb, with ultra-smooth vehicle models, impressive reflections, and solid environments. However, the general look of the game isn't as photorealistic as the reigning king of simulation, at least not at this point in development. Where the two games are equal in visual style is in the sense of speed—with a hardcore devotion to simulation, Forza is pretty slow paced when compared to the likes of arcade racers such as Burnout 3 and Need for Speed Underground.

Perhaps the most nagging criticism of Gran Turismo is the lack of vehicle damage, an element that could add even more to a series that tries so hard to achieve realism. This is where Forza steps up. Boasting full vehicle damage to all vehicles, the damage in Forza is more than just cosmetic, affecting the handling and performance of the tuned race vehicles. In watching the legions of dimwits play Forza at Game Stars Live, I got a chance to witness some of the more serious damage a car could sustain, though despite my very best efforts (I really tried quite hard) I couldn't replicate the degree of damage on my own. Even after slamming head-on into a wall at top speed, I barely crumpled the front of my Porsche 911, and honestly felt no hit to the car's performance. This will likely be remedied as the game progresses through development, and should convey an aspect of racing that Gran Turismo has yet to match.

The loading screens between races taunted me with promises of vehicle customization, and showed a riced-out looking Dodge SRT-4 with body kits and decals. Sadly, there was no such customization available in the version of Forza I played—it'll be especially telling to see how Forza stacks up to Gran Turismo in this area of the game. We'll uncover more details of Forza as we near its January 2005 release date, and will soon have videos showing off two of the game's early race tracks.

-- Mark Ryan Sallee

Source: IGN.com

This demo build is probably the same build they used at E3 since it has the same number of cars.
 
The impressions were the same, most of them were with the drivig aids on though.
 
cobragt
I doubt that's the E3 build. There have been already enough impressions from that build. That's most likely the lastest build.

The article is from a games event.
It has the same number of cars/tracks and the same features/options enabled
as the E3 build. That is a pretty good indication that they have used the same build in all games events.
And the demo build has only 25 cars and the final game will have
over 200 cars (or hundreds according to the latest video with the developers).
That is a another indication that the build is old.
 
ign
though the physics of Forza are a tad more forgiving than those in Gran Turismo.

And I thought that GT was meant to have the "lame" physics and Forza was meant to be real hardcore?!

*Grabs some Asbestos and runs away!*

C.
 
GPL may be a difficult game, but difficulty does not automatically equate to realism. It's not even reasonable to expect a physics engine from 1998 designed for hardware with much less powerful computational capacity to outclass those of the latest games of 2004. Yes, a multitude of factors are considered by GPL's physics model, but that does not suggest anything about its accuracy.

Forgetting the mountain of options in GPL, I can say that Gran Turismo's driving model at its foundation feels more realistic to me. Of course, the cars in these games are not to be compared, so I don't know how parallels can even be drawn in the first place.

Now GTR, THAT's a modern sim PC racing game. Blows away GPL in realism, IMO.
 
mashoutposse
Forgetting the mountain of options in GPL, I can say that Gran Turismo's driving model at its foundation feels more realistic to me. Of course, the cars in these games are not to be compared, so I don't know how parallels can even be drawn in the first place.

Try turning too sharply into a corner in GranTurismo, then try doing the same in GPL - which car acts the more realistic?

The granturismo car that swerves into the side, or the GPL car that spins?
 
TheCracker
Try turning too sharply into a corner in GranTurismo, then try doing the same in GPL - which car acts the more realistic?

The granturismo car that swerves into the side, or the GPL car that spins?

By "swerve into the side" do you mean understeer? Because if that's what you mean, then I would say that GT is more realistic in that regard. Of course, it depends on the car -- a modern production car handles quite differently from a 60s F1 racecar. Still, a spin is the result of the rear stepping out severely, and is much more likely to be caused by reckless usage of the throttle than just wild steering input. Take your car to a wide open parking lot and try to 'spin out.' I guarantee it's going to be a whole lot harder than you think...
 
gomer_pyle
September 02, 2004 - Gran Turismo has been a powerful staple of the PlayStation library for more than half a decade, and it's been nigh impossible to topple as the king of racing simulation. Microsoft's Forza Motorsport is the newest challenger to Gran Turismo's throne, and is easily the most serious competitor in this seemingly impenetrable racing genre.

I gave a playable build of Forza a spin at the European Game Stars Live event. The small demo featured a straight-forward race event on one of three tracks: Laguna Seca, Blue Mountains Raceway, and Rio de Janeiro. And though I only got my hands on three tracks, there were nearly twenty-five selectable vehicles to test out, including:
Dodge SRT-4
Honda Civic Type R
Volkswagen Golf R32
Mitsubishi Eclipse GTS
Hyundai Tiburon GT
Toyota Celica GTS
Acura NSX
Nissan Skyline R34 STR
Lancer Evolution VIII
Subaru WRX STi
Nissan 350Z
Toyota Supra Turbo
Dodge Viper ACR
Chevrolet Corvette C6
Audi DS6 Sedan
Ferrari 360 Modena
Porsche 911 GT3
TVR Tuscan S
Panoz LMP
Audi Infineon R8
BMW V12 LMP
Cadillac LMP
Ferrari F333 SP
Toyota GT-One




After touring about in Forza, comparisons to Gran Turismo are about as easy as the women here in London. (So that really doesn't make any sense, but roll with me please.) The sense of realism in the feel of Forza's vehicle handling is on-par with Sony's champion, forcing strict adherence to proper racing lines and braking habits. Forza is undoubtedly simulation racing, and it's done surprisingly well. Missed apexes in the corners and late braking both punish lap times considerably, though the physics of Forza are a tad more forgiving than those in Gran Turismo.

One area where Gran Turismo looks to remain the game to beat is in graphics. Unquestionably, Forza looks superb, with ultra-smooth vehicle models, impressive reflections, and solid environments. However, the general look of the game isn't as photorealistic as the reigning king of simulation, at least not at this point in development. Where the two games are equal in visual style is in the sense of speed—with a hardcore devotion to simulation, Forza is pretty slow paced when compared to the likes of arcade racers such as Burnout 3 and Need for Speed Underground.

Perhaps the most nagging criticism of Gran Turismo is the lack of vehicle damage, an element that could add even more to a series that tries so hard to achieve realism. This is where Forza steps up. Boasting full vehicle damage to all vehicles, the damage in Forza is more than just cosmetic, affecting the handling and performance of the tuned race vehicles. In watching the legions of dimwits play Forza at Game Stars Live, I got a chance to witness some of the more serious damage a car could sustain, though despite my very best efforts (I really tried quite hard) I couldn't replicate the degree of damage on my own. Even after slamming head-on into a wall at top speed, I barely crumpled the front of my Porsche 911, and honestly felt no hit to the car's performance. This will likely be remedied as the game progresses through development, and should convey an aspect of racing that Gran Turismo has yet to match.

The loading screens between races taunted me with promises of vehicle customization, and showed a riced-out looking Dodge SRT-4 with body kits and decals. Sadly, there was no such customization available in the version of Forza I played—it'll be especially telling to see how Forza stacks up to Gran Turismo in this area of the game. We'll uncover more details of Forza as we near its January 2005 release date, and will soon have videos showing off two of the game's early race tracks.

-- Mark Ryan Sallee

Source: IGN.com

A guy in the teamxbox forum was at that games event.
According to him there were signs above each screen that said the demo was a 40 % complete version of the game.

000013.jpg


This info and that the number of cars/tracks are the same in this demo and the E3 demo indicates they have used the same build at all games events since E3.

IGN has videos from that games event (they are blurry) and in the video
with the car select screens you can see that all assists are on.
That may be the reason why they say Forza is more forgiving than GT in the article.
 
Of course, you won't be able to see a lot of these details when you're zooming through straightaways. The game runs at a fast 20 frames per second, but Johnson said that because of the anti-aliasing and other advances, controlling the car recreates the experience as if it were 180 frames per second.

http://microsoft.gamerfeed.com/gf/news/7546/

The term WTF comes to mind... :lol:
 
Too bad ign hasn't played the build opm uk played. I want to see what others think of the build OPM uK calls hardcore. They said gt4 is going the way of pc sims and they must be right because they weren't fund of gt3 and gt concept. That's the e3 build of forza but that doesn't matter because ign hasn't played any other version of gt4 besides the e3 build.
 
As you ram your vehicle at speeds of close to 200 miles per hour into walls and guardrails, you'll find the handling changes just as it would in the real world.

:lol: :lol:

Hitting gaurdrails at 200mph might have some effect on the handling....of the crane as it lifts your crumpled car from the track.
 
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