Forza Motorsport Review

Man! I've been playin Forza for five days straight! [I ain't feelin too good :S ]. So, here goes:

Forza Motorsport is Microsoft’s first foray into the realms of driving simulation. It’s a game that is supposed to deliver superior levels of realism in terms of physics and handling, an ambitious undertaking to say the least. Racing fans and Xbox owners will be delighted to learn that it fires on all cylinders without missing a beat.

The Cars
Although not as extensive as Sony’s Gran Turismo 4, Forza packs an impressive array of cars from a large majority of big name manufacturers. Among the mix of American, European and Japanese manufacturers and even cars from Korea are present in the lineup. The only glaring omission is Lamborghini but, you won’t feel the absence of the Bull as its hard not be blown away by the cars in Forza.

The cars are broken up into classes, from A to D. These house production models ranging in levels of performance, with A being the highest state of tune and D being the lowest. One step above the A class in the supercar, S class, which includes cars that are produced in numbers. Each class has four sub-classes (1 to 4) which further categorize the cars based on their performance within a class.

Forza also contains an R class, which I cannot really say what it stands for. Whatever the case may be, the cars of this class are all ‘one-off’ pieces that race in real car series around the world. R class has three sub-classes that group cars based on the general horsepower ratings for the classes in which they compete including the illustrious P1 class.

Each car in Forza features four attributes which basically govern how the car behaves on the track and a fifth attribute that covers the vehicle’s cost factor (more on this later). Cars are ranked on a 1 to 10 scale in terms of speed, acceleration, braking and cornering, 10 being the pinnacle of performance. Many of the production class cars have some weaknesses in one or more areas but, any performance issue can be hammered out in the garage as Forza features some really extensive modding options. The performance upgrades are simple to install and parts can be bought in three different categories: Engine & Power, Appearance & Aerodynamics and Chassis and Drivetrain. Each area comes with multiple areas of enhancements, each with three levels for an increasing level of performance. The best part of these enhancements in which Forza excels more than other racers is Aero. In most games the Aero parts are basically cosmetic and do nothing to alter the actual performance characteristics. The Aero parts in Forza not only look good but, they also effect the performance for better or for worse. Front and rear spoilers give more downforce but, the car’s attributes go down and cornering goes up in high speed courses with aero parts. This is reality at its best and Forza delivers in every possible way.

Forza also forces gamers to think decisively about their car’s upgrade path as too much modding forces the car into a higher sub-class or even a better performance group. This also pushes the tuning aspect of Forza in the limelight as upgrades that are installed and not tuned for every car, race and track may end up being detrimental. Professional parts will give you full control over every aspect of your vehicle’s setup as every individual part can be optimized.

Now comes the paint booth. The paint booth allows complete resprays, or a sectioning of color on the body, mirrors, hood, and wing. It comes equipped with base, metallic, kandy, and color shifting paints, there are applications which give the look of bare carbon fiber weave for the straight race look. Most of the creativity with visual customization comes from the insanely deep layer editor. Layers can be either vinyls or decals and can be applied to six parts of each car (roof/trunk/hood, left side, right side, front bumper, rear bumper, and wing). The hundreds of decals come from all the major manufactures represented in Forza. Everything from a classic set of flames to an arachnid can be applied to your car. Basic geometric shapes, numbers, and more tribal looking patterns are also made available for application in any color that a car can be sprayed with. The vinyls and decals can even be re-sized, moved, rotated, and skewed and they can also be layered…and layered…and layered. A grand total of 600 with up to 100 layers per side can be added to any vehicle. The ability to add so many layers on a single car is what makes visual customization in Forza so powerful. Well, the tools are there so just let the creativity flow, unrestricted.

The entirety of the physics and driving model is based on the real world. All the 233 cars are completely authentic in their different characteristics and even different moments of inertia. The incredible physics model of Forza is not based on the regular Newtonian physics. The dev team collaborated with Toyo Tires to develop an advanced model that accounts for the unpredictability that arises when the tire makes contact with the road. This results in tires that react as they would in real world, in respect to pressure proportional with temperature, variable contact patches with respect to G forces, thermal breakdown, and wear and tear. The car damage model is another aspect that, including some cosmetic denting, happens to affect the car handling as well.
 
Car List

Hopefully, I haven’t missed out any.

1967 AC Shelby Cobra

1997 Acura NSX

2001 Acura Integra Type-R

2002 Acura RSX Type-S

2003 Acura 3.2 CL Type S

2004 Acura NSX

2002 Acura #42 Real-Time Racing NSX SC (driven by Peter Cunningham)

2001 Aston Martin V12 Vanquish

2005 Aston Martin DB9 Coupe

2001 Audi 2002 Infineon R8

2004 Audi S4

2004 Audi TT Coupe 3.2 Quattro

2000 Audi S4

2003 Audi RS6

2002 Audi #1 Champion Audi Racing S4 Competition (driven by Michael Galati)2003 Audi#1 Champion Audi Racing RS 6 (driven by Michael Galati)

2002 Audi Le Mans #38 Champion AudiR8

2001 Audi Le Mans #4 Johansson Motorsport R8

2004 Audi #8 24h Nürburgring TT-R

2004 Bentley Continental GT

2003 Bentley #7 Team Bentley Speed 8

1997 BMW #43 Team Schnitzer Motorsport GTR

1999 BMW #15 Team BMW Motorsports V12 LMR

2003 BMW #43 BMW Motorsport M3-GTR

2003 BMW #42 BMW Motorsport M3-GTR

1987 Buick Regal GNX

2002 Cadillac #8 Team Cadillac LMP 02

2004 Cadillac CTS-V

2004 Cadillac #16 Team Cadillac (driven by Max Angelelli)

2002 Chevrolet Corvette Z06

1967 Chevrolet Corvette Stingray 427 L-88

2002 Chevrolet Camaro SS

1969 Chevrolet Camaro Z28

2005 Chevrolet Corvette C6

2002 Chevrolet Lingenfelter 427 CID Twin Turbo Corvette

2002 Chevrolet Corvette Guldstrand Edition

2004 Chevrolet #73 3R Racing Corvette Z06 (driven by Phil McClure)

2003 Chevrolet #3 Corvette Racing C5-R

1969 Chevrolet Camaro SS

2004 Chrysler PT Cruiser GT (Turbo)

2005 Chrysler ME Four-Twelve

1999 Dodge Viper GTS ACR

2003 Dodge SRT4

1996 Dodge Stealth R/T Turbo

1970 Dodge Challenger R/T Hemi

2003 Dodge Viper SRT10

2004 Dodge Viper Competition Coupe

2000 Dodge Hennessey Viper 800TT

2003 Dodge #23 Magellan Financial Viper Competition Coupe

(driven by Paul Mumford)

2004 Dodge #22 3R-Racing Viper Competition Coupe (driven by Tommy Archer)

2002 Dodge Nürburgring 24 Hours Viper GTS ACR #1 - FujiFilm

1998 Eagle Talon TSI Turbo

2002 Ferrari 575M Maranello

2004 Ferrari 360 Modena

1964 Ferrari 250 GTO

2003 Enzo Ferrari

1995 Ferrari F50

1993 Ferrari 512 TR

1984 Ferrari GTO

1992 Ferrari F40

1967 Ferrari 330 P4

1969 Ferrari Dino 246 GT

1998 Ferrari 355 GTS

2005 Ferrari 612 Scaglietti

1996 Ferrari #12 Risi Competizione

1998 Ferrari F355 Challenge

2003 Ferrari #88 Veloqx Prodrive Racing 550 Maranello

2004 Ferrari Challenge Stradale

2003 Ford Focus SVT

1966 Ford GT40

1970 Ford Mustang Boss 429

2000 Ford Mustang Cobra R

2005 Ford Mustang GT

2005 Ford GT

2004 Ford #10 Tiger Racing Mustang (driven by Carol Hollfelder)

2004 Honda Civic Type-R Hatch (Japan)

2000 Honda Prelude Type SH

1999 Honda Civic Si Coupe

1995 Honda Civic Del Sol VTEC

2004 Honda Accord Coupe EX

2003 Honda S2000

1994 Honda Civic SI

1991 Honda CRX Si-R (Japan)

2004 Honda NSX-R (Japan)

2002 Honda Mugen Integra Type-R (Japan)

2003 Honda JGTC #18 Dome Racing Team NSX

2003 Honda JGTC #8 Autobacs Racing Team Aguri NSX

2004 Honda Mugen Civic Type-R Hatch

2000 Honda Integra Type-R (Japan)

2003 Honda Mugen S2000

1992 Honda NSX-R (Japan)

2003 Honda JGTC #16 Dome Racing Team NSX

2002 Honda Integra Type-R (Japan)

2000 Honda Aerogear Integra Type-R

2000 Honda VIS Racing Integra Type-R

2004 Honda Wings West Civic R J Spec

2003 Hyundai Tiburon GT

2003 Infiniti G35 Coupe

1993 Jaguar XJ220 Road Car

1961 Jaguar S1 E-type 3.8

2002 Koenigsegg CC8S

1974 Lancia Stratos HF Stradale

1992 Lancia Delta Integrale EVO

2002 Lexus SC430

2003 Lexus IS300

2002 Lotus Elise 111S

2002 Lotus Esprit V8

1972 Lotus Elan Sprint

2005 Lotus Exige

2005 Lotus Elise

1990 Mazda RX-7 Turbo

2000 Mazda Miata MX-5 1.8i Sport

2004 Mazda RX-8

2003 Mazda Protégé MAZDASPEED

2004 Mazda 3 Spor

Metallus posted 7.77 minutes later:

Car List 2

1995 Mazda RX-7 Turbo

2000 Mazda MX-5 MAZDASPEED

2004 Mazda RX-8 MAZDASPEED

2002 Mazda RX-7 Spirit R

1995 MazdaAB FlugRX-7

1995 Mazda INGS RX-7

1954 Mercedes 300SL Gullwing Coupe

1998 Mercedes CLK-GTR

2004 Mercedes C32 AMG

2004 Mercedes SLR

2003 Mercedes CLK55 AMG Coupe

2005 Mercedes CL65 AMG

2003 Mercedes-Benz CLK-DTM #3 Team Vodafone

2003 MINI Cooper-S

2004 Mitsubishi Lancer Evolution VIII GSR RS

1995 Mitsubishi Eclipse GSX

1997 Mitsubishi 3000GT VR-4

2003 Mitsubishi Eclipse GTS

1999 Mitsubishi Lancer Evolution VI GSR

1998 Mitsubishi FTO GP Version R

1995 Mitsubishi Mine's CP9A Lancer Evolution VI RS

2000 Mitsubishi Lancer Evolution VI TME

2004 Mitsubishi Lancer Evolution VIII FQ-330

2004 Mitsubishi Sparco Lancer Evolution VIII

2002 Nissan Mine's GT-R (R34)

1972 Nissan 240 Z

2003 Nissan 350Z Track

1998 Nissan #32 Nissan Motorsports R390 GT1

1994 Nissan 300ZX Twin Turbo Version R

2004 Nissan Altima 3.5 SE

2000 Nissan Silvia Spec-R

2002 Nissan Skyline GT-R V Spec II (R34)

1995 Nissan Skyline GT-R

1998 Nissan 240 SX SE

2003 Nissan Skyline V35

1994 Nissan Fairlady Twin Turbo

2002 Nissan Skyline GT-R V Spec II

2003 Nissan JGTC #3 Hasemi Motorsport Z33 350Z

2003 Nissan Fairlady

2003 Nissan JGTC #12 Team Impul Skyline

1998 Nissan Silvia (S14)

2003 Nissan JGTC #23 NISMO Skyline

1995 Nissan Mine's Skyline R32 GT-R

2002 Nissan Tommy Kaira Skyline GT-R R34

2003 OpelPerformanceCenter #5 Team Phoenix Nürburgring 24 Astra V8

2004 Opel Speedster Turbo

2003 OpelPerformanceCenter #6 Team Phoenix Nüurburgring 24 Astra V8

1999 Pagani Zonda C12

2003 Pagani #17 Carsport America GR

2002 Panoz #10 JML Team Panoz LMP01 EPP

2001 Panoz Esperante GTL

2004 Peugeot 206 Gti 180

2004 Pontiac GTO

1968 Pontiac GTO Hardtop

1973 Porsche 911 Carrera RS

1986 Porsche 959

2003 Porsche 911 GT3

2003 Porsche Carrera GT

1998 Porsche #26 911 GT1 Le Mans

1956 Porsche 550 A Spyder

1987 Porsche 911 Turbo 3.3

1989 Porsche 944 Turbo

1987 Porsche #17 962 C

1995 Porsche 911 GT2

2003 Porsche Boxster S

2003 Porsche 3R-Racing 911 GT3 Cup (driven by Mike Fitzgerald)

2000 Porsche #23 Alex Job Racing 911GT3-RS

2003 Renault Sport Clio V6 RS

2002 Saab 9-3 Viggen

2004 Saleen S7

2000 Saleen Mustang S281

2000 Saleen #2 Konrad Motorsport S7R

2005 SEAT Cupra GT Racer

1999 Shelby Series 1

1968 Shelby Mustang GT-500KR

2004 Subaru Impreza WRX STi

1998 Subaru Impreza 22B STi

1999 Subaru Impreza 2.5RS Coupe

2003 Subaru JGTC #77 Cusco Racing Impreza

1998 Subaru Tommy Kaira Impreza M20b 2002

2004 Subaru Impreza WRX STi Spec-C (Japan) Forza Edition

1998 Toyota Supra Twin Turbo

2003 Toyota Celica GT-S

1985 Toyota AE86 Sprinter Trueno GT Apex

1995 Toyota MR2 Turbo T-Bar

1999 Toyota #27 GT-ONE TS020

2004 Toyota Camry Solara

1969 Toyota 2000GT

2002 Toyota MR2 Spyder

1992 Toyota Supra Turbo

2004 Toyota Altezza RS200

2003 Toyota Celica 1800 VVT-i

2002 Toyota MR-S

2002 Toyota Tom's Z382 Soarer

2002 Toyota Soarer 430SCV

1995 Toyota Tom's T020 MR2

2002 Toyota Tom's W123 MR-S

2003 Toyota JGTC #36 Team TOMS Supra

2003 Toyota JGTC #1 Toyota Team Le Mans Supra

1998 ToyotaAB Flug Supra Turbo S900

2003 Toyota APR Performance Celica GTS

1998 Toyota VeilSide Supra Fortune 03

1998 Toyota VeilSide Supra Fortune 99

1995 Toyota Border MR2 Turbo T-bar

1995 ToyotaVIS Racing MR2 Turbo T-Bar

2003 Toyota JGTC # 35 Kraft Supra

2001 TVR Tuscan S

1998 TVR Cerbera Speed 12

2001 TVR Tuscan R

2004 Vauxhall VX220 Turbo

2003 Volkswagen Golf R32

1995 Volkswagen Corrado SLC

2004 Volkswagen New Beetle 1.8T Turbo S

2003 Volkswagen Jetta GLX VR6

2004 Volvo S60 R

2004 Volvo #24 At-Speed Motorsports S60 R
 
Tracks

The second most important thing about any driving sim happens to be the tracks. Gamers have two very specific requirements pertaining to the tracks, one, the tracks should be as realistic as possible and two, officially licensed tracks should be gracing the game. It is in the licensed tracks department that Forza doesn’t really shine that much. It does however, contains some famous courses, fully modeled and crafted with great attention to detail. Courses such as Road America, Nurburgring, The Tsukuba Circuit, Silverstone, Road Atlanta, and Laguna Seca come alive due to some incredible design. There are also sixteen different fictitious courses some of which run through real cities like New York, Tokyo and Rio. There are ovals, uphill and downhill climbs and descents, and even a drag course. Forza is designed around road racing, which means multiple turns on a complete track. Even though there aren’t tons of courses in Forza, challenges can always be found due to the excellent selections of both technical, ultra-twisty tracks and high speed/sweeping turn tracks. This also means that tuning specs for each track will be of utmost importance.

HUD & On Screen Data

Forza includes an incredible HUD, or heads up display, that is not only informational, but fully customizable depending on the level of feedback desired. The HUD, when fully activated, gives general RPM and speed, with customizable units and numbers in a digital/analog fashion. The primary instrument panel comes equipped with a gear indicator as well as a fuel gauge (means that this racing sime forces you to make a pit stop once in awhile) and a boost gauge for the forced induction vehicles. The boost gauge appears like a novelty, but tuners get actual feedback when they watch it to see if their current setup is producing the desired response and pressure. Inside the tachometer’s bezel are warning indicators that assist the driver in knowing what the car is doing in real time. A rev-limit warning, draft indicator, and E-brake Engaged light provide vital information for those looking to maximize their machines when on the track. There are three indicators that also assist in driver feedback. These are for the various levels of driver assist available in Forza. The Stability Management (STM), Traction Control System (TCS), or AntiLock Braking System (ABS) indicators flash during use. Those who actually want to improve their driving will come to know the limits of theirr driving and their car with a quick glance. The less these indicators are activated, the more pure your lines are through the course, which eventually results in being rewarded with super fast lap times. Reducing the dependency on driver’s assists is even more important in Forza because removing these items means more credits in the Career Mode.

There’s a lot of other HUD information, both live and during replays, that has been added for the gamer’s benefit when driving and tuning. The info includes a complete list of lap times, including prominently displayed splits help to determine if the tune and driving has been nailed and what needs to be done to make up precious fractions of a second. A damage state indicator shows dangerous tire heat levels and also highlights areas that have been damaged in collisions. And the inset map of the track is a necessity for those who are not familiar with the course or are concerned with their competitor’s locations. A feature that takes HUD information one step further than most racing games is the replay telemetry screens which uses animated graphics to show how a car is behaving from a physical standpoint. Things such as tire load, camber, g-forces, and suspension travel can be monitored and studied during the replay of a race. This data can be used to adjust the setup so that it’s as perfect as can be.
 
Gameplay Modes

Arcade Race – This mode forces you to rank highly in events in order to unlock new cars and tracks. In the beginning, you’ll only have the ability to race on a few tracks and events with a handful of unlocked cars. A finish in the top three of every event within a series will gain you access to the next race series which will feature progressively more challenging tracks. The amount of cars you unlock per series depends on how well you finish.

A 1st place finish in every race unlocks three cars, 2nd place unlocks 2 and 3rd place unlocks one car per series.



Career Mode – This is the bread and butter of Forza. A uniqueness of the Career Mode is the selection of a Home Region when creating your profile. This home region ties directly into the rarity portion of every car’s statistical data. Rarity is based on a one to ten scale and provides basic information on how available and how expensive a car is in relation to the profile’s home region. There are various tiers of rarity for each region (North America, Asia, and Europe) in the Career mode.
Another unique aspect of the career mode is that gamers will actually be rewarded for making the game harder. The game starts out with 20,000 credits no matter what region you select. After a car is purchased and racing begins, it’s ultimately up to you to decide their potential earnings for each event. A driver assist screen will allow players to toggle different levels of aid, with each level showing a percentage of change in the earnings per race which are proportional to the increase in difficulty. If you turn off the arrows which show the proper driving line, your earnings will increase by 15% more than if you kept the lines on. Switching fuel depletion and tire wear off deducts 25% of your earnings when compared to leaving it on. The driver assist reward/penalty system pushes gamers to get better at driving faster so that they can earn even more credits in a shorter period of time.
Can there possibly be more? Why, yes indeed! If you choose to go through the training, an AI driver can actually compete for you in Career events. This AI driver will henceforth be referred to as the Drivatar. During training, the Drivatar follows your lead and does what you tell it to, lap after lap. Drivatar lessons will show the CPU how you would manage a series of different turns. Each turn will be given a percentage which relates to how close the turn was as compared to the “optimal†race line. Track sections such as chicanes, sweepers, hairpins, and turns of different radii will be completed and programmed into your Drivatar. In short, if you suck, he or she will suck. If you drive recklessly, he or she will drive recklessly. The Drivatar will learn to mimic it’s master, i.e. you. A Free Training session will further build up the profile that defines the way in which your Drivatar will react on each inch of pavement. The more you teach, the more it learns.
Now we come to the functioning of the career mode. The best way to describe how it works is to look at the Grand Turismo series. Races come in an Amateur (loose rules, single events), a Professional (stringent rules, single events) and a Championship format (multiple races for points). There are also endurance races, point to point races, and races that can occur online which mix things up from the competition, but the catch here is that you will have to own certain cars to compete in certain classes. An AWD event or series will bar entry of a FWD car, so you better have an AWD class car in your stable to compete. There are events for specific cars, drivetrain layouts, classes, etc., which will feel familiar to those who have played the GT series. This is a good way of setting up a career by forcing the usage of different types of cars and mixing up driving technique since every car is going to handle differently than the next.
Multiplayer – Alas, the glaring absence of AB Live in India in any way, shape or form has prevented me from using the much lauded multiplayer mode. But, on a different note, Forza supports split-screen racing for up to two racers and those wanting to have a LAN party can connect up to eight Xboxes using System Link. Sheesh, if I could only do that!
Time Trials – In this mode your driving skill alone will determine the fastest lap times. Instead of needing an uber-modded car to set good times, Time Trials has a default car and track for each event. The goal is to set the single fastest lap in a given car on a given track.
Free Run – Free Run modes in racing games are meant to be non-competitive. Forza takes tradition and chucks it out the window. The Free Run allows you to take a car - stock or modded - and compete with it in a solo event strictly for time. In Hot Lap (Time Attack, if you please) the goal is to set the fastest lap time around a track. Autocross is a tight course that has been laid out with cones where the goal is to set the quickest lap time. And finally, the Point to Point events are very similar to a rally stage where, you guessed, you race from one point to the other. These linear events are also judged on the quickest time from start to finish.
 
Control

The key to realism in Forza has more to do with its tire model and attention to detail in the general physics and handling model than anything else. The controller uses a default Xbox racing setup: analog control of acceleration, braking, and steering. But the most impressive aspect is how different each car feels. Microsoft did some Developmental work with Ferrari to ensure proper suspension movements for each separate car and Toyo assisted with the tire model. The end result is that for every different car, the controller feels different. The characteristics of each car seem to show its personality individually in Forza rather that a generic feel. This is perhaps the most incredible aspect of Forza that makes each car feel realistically unique.

These precise and realistic controls will allow you to learn the strengths and weaknesses of individual systems on each car, how that affects the gameplay controls and what you need to do to correct the flaws. Some of the flaws can be tuned out in the garage but, the physics models will ultimately determine what you can and can’t do with each car.

Gameplay & AI

The strongest asset of Forza by far lies in the fact that Microsoft Game Studios has created an incredible realistic real world driving simulation that even allows the casual fan to thoroughly enjoy the game. At Hard difficulty and a high horsepower car, beginners will be eating dust and it only gets tougher as the game rolls on at this difficulty level as the real world aspects, like fuel depletion and tire wear, come into play and contact almost always punks out your carefully-tweaked suspension settings. Don’t despair just add the suggested driving line, the ultra smooth auto transmission, and ABS and voila your driving game now has a shallow learning curve. Even if played like an arcade jaunt, you can still complete the game and enjoy it.

The AI of Forza deserves to be mentioned, the innovative Drivatar system, explained above and the smart stringent opponents. This is a real world driving simulator so, its only natural that the AI behaves and functions as real world drivers. Unlike Sony’s masterpiece, Gran Turismo, the AI opponents in Forza are not ultra perfect, ultra perfected mindless driving masters. Meaning, like in GT, all the CPU controlled cars had a mind set in stone, to follow the best and perfect path across the track. This seemed somewhat unrealistic and thus, does not find its way into Forza. The CPU opponents in Forza will try to do whatever they can to win a race. If they see an opening that leads to dodgy/spotty driving but, will give them the lead, they’ll take it. This gives the game some personality as you know that your opponents will do whatever they can to win the race and it forces you to be that much better.

Graphics

It is but natural to compare Forza graphically to GT4 but, the comparison is not 1:1. GT4 comes with a spiffy photorealistic graphics whereas Forza graphics are fully rendered, including backgrounds. The game runs at a solid 30fps. As a fully rendered game, Forza has much more in common with the excellent look of RalliSport Challenge 2, which is no pushover. The car models and textures are extremely solid and the background visuals are stunning on many occasions. Forza was designed in a way so as to put more emphasis on things such as gameplay mechanics, telemetry graphics, and network code. Forza, by no means, is an awfully ugly game but, it doesn’t catch your eye as say, Gran Turismo 4 would. The graphics are crisp and they serve their purpose, to deliver the sensation of speed. One of the games strong points is the sensation of speed which is a must for any good racing game. In second place come the real time reflections that are brilliantly used for making each car come alive when the lighting of dusk or dawn hits their ultra smooth surfaces. One of the downsides is the replays, which are stellar at times but don’t effectively convey that sense of speed that the in-car cameras do in real time. The camera angles for replays are well chosen

The main complaint in the graphics department would be that the damage model is a bit simplistic. The gentle damage effects are solid, but some of the larger crashes don’t produce the expected max-damage results. The game would’ve looked much more cooler if it had an exhaustive damage model but hey, at lest it has one.

Audio

The game has zero voice acting the only sounds you hear are the soundtrack and the sound effects. Car sound effects are absolutely phenomenal and I can only guess what it’ll sound like on 5.1 systems. Each car sounds exactly like it would sound in the cockpit. But like the graphics, the sound effects don’t have that over-dramatic feel. Engine, drivetrain, and blow off sound noises are dominant, giving the player the results of their super modded perofrmer. The background effects such as wind noise and other environmental sounds are pretty much dumbed out by the roaring engines and throaty exhausts (you can crank them up if you want). The soundtrack is just plain bad. Most of it felt like an instrumental cacophony of classic rock and pop music with an overproduced feel and Iron Man, ugh, that sounded bad! Thank heavens for the custom soundtrack option.

Metallus posted 2.68 minutes later:

Final Thoughts

No game is flawless. The meat of Forza, i.e., car selection, the physics and handling model, the framerate is untouchable by anything else on the road except the real deal. The Drivatar system is an incredible innovative that actually works, the region aspect of career mode is ingenious, the modding portion is exactly like it would be in the real world, and six hundred layers of vinyls/decals is insane. The gameplay is unequalled and without par.

But, some parts of the gameplay are a tad questionable but these, in no way ruin the experience by any stretch of imagination. My first and biggest complaint is the glaring omission of Lamborghini. The game has one of the best selection of cars EVER and I really don’t want to take anything away from that but, everybody would’ve liked to burn rubber with a Lambo. Secondly, a minor complaint falls on the menus which, although functional, seem to be a bit unimaginative and sort of unattractive. That folks, is all the complaints you’ll get out of me.

It is clear that Forza Motorsport was designed for delivering fun and authentic gameplay. Rather than being a hyped, dramatic soulless eyecandy Forza comes off as a true simulation of the incredible realm of racing. Everything is just a placeholder for the incredibly deep, authentic and fun gameplay that dominates the game. In my opinion, Forza should be the measuring stick of the racing simulation world. So, what if it isn’t pretty as hell or the soundtrack isn’t a chartbuster? This game was meant to be played and not stared at or used as an MTV chart topper’s music CD!

Forza Motorsport pushes the current generation Xbox to the edge. It stands as a testament of superior programming and incredible attention to details that actually matter in a racing game. Every race fan will appreciate it, every race fan will love and every race fan with an Xbox should own it. Its doubtful that we’ll se another racing marvel on the Xbox but, with Forza being the outstanding achievement that it is, the next generation racers which may be bigger, better and badder have their work cut out against this winner.

My Scores

Presentation – 9.5

Graphics – 9.3

Sound – 7.2

Gameplay – 9.7

Impact – 10

Overall – 9.6

Metallus posted 11.52 minutes later:

I'm outta control! Just before my 'bulb' blows a fuse here are some screens (courtsey IGN):

http://img293.echo.cx/img293/7796/forza10bk.jpg

http://img158.echo.cx/img158/1262/forza29tr.jpg

http://img158.echo.cx/img158/7332/forza35kk.jpg

http://img158.echo.cx/img158/5380/forza43dt.jpg

http://img158.echo.cx/img158/5380/forza52gt.jpg

http://img158.echo.cx/img158/3708/forza67sy.jpg

http://img158.echo.cx/img158/3473/forza72an.jpg

http://img158.echo.cx/img158/1650/forza71sf.jpg

http://img158.echo.cx/img158/9333/forza84ce.jpg

http://img158.echo.cx/img158/1673/forza99ku.jpg

http://img158.echo.cx/img158/5092/forza107xm.jpg

http://img158.echo.cx/img158/8808/forza117vt.jpg

http://img158.echo.cx/img158/2190/forza446np.jpg

http://img158.echo.cx/img158/4003/forza427od.jpg

http://img158.echo.cx/img158/5338/forza404tq.jpg

http://img158.echo.cx/img158/6616/forza398lf.jpg

http://img158.echo.cx/img158/8374/forza382fl.jpg

http://img158.echo.cx/img158/9615/forza349ql.jpg

http://img158.echo.cx/img158/253/forza330az.jpg

http://img158.echo.cx/img158/1402/forza262co.jpg

http://img158.echo.cx/img158/8139/forza238ni.jpg

http://img158.echo.cx/img158/3455/forza204hr.jpg

http://img158.echo.cx/img158/2469/forza183af.jpg

http://img158.echo.cx/img158/4714/forza165sc.jpg

And so people this mammoth review comes to an end and not a moment too soon. Sorry for the goof up guys, wasn't thinking straight. Now, if you'd all excuse me, I'll just go collect my sanity that's lying all over in pieces, adieu.
 
nice review there mate.. will read it (in full) later..

sorry guys, had to delete a few posts to maintain the continuity of the review..

TheMask posted 2.67 minutes later:

repped ya for the review.. and the thread has been rated :)
 
TheMask said:
nice review there mate.. will read it (in full) later..
sorry guys, had to delete a few posts to maintain the continuity of the review..
TheMask posted 2.67 minutes later:
repped ya for the review.. and the thread has been rated :)
Aww, thanx Masky

:thanx:
 
hey metallusman, is the nurburgring the original one with 187 corners and all? I would love to race on that, I dont think any PC racing game has that ckt...and GT4 has it, they claim that its accurate upto 15mm of the original track
 
Ho0ligaN said:
hey metallusman, is the nurburgring the original one with 187 corners and all? I would love to race on that, I dont think any PC racing game has that ckt...and GT4 has it, they claim that its accurate upto 15mm of the original track
Grand Prix Legends has it.
Race 'the claimer' as it was meant to be, without wings and open wheel.

Also many community made variants exist for Papyrus's NR2003 and EA's F1C 99-02.
 
TheMask said:
text color changed to suit the darker skins.. kindly adjust..

Well tht was good.......was hard to read ystrday nite whn even good words were deleted :mad: :mad: :mad:

j/k

Nice review mate
but whr do u get the games so early. ;)
 
this lamer gaming freak downloads them the moment they come out, if thats not possible, he buys them, LOL..
 
Rave said:
this lamer gaming freak downloads them the moment they come out, if thats not possible, he buys them, LOL..
:cry: If only the first option were true......

@hooli - yeah its the same one, 187 corners, length 13.04 miles, width 6.7 mts.
 
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