First Impressions

  • Thread starter Scaff
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Scaff

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OK - here we go with my early impressions of Forza 4.

I am seriously impressed by FM4 (far more than I was with any previous FM title), as a total package what I have seen so far has made quite an impact.

The presentation and structure leaves GT5 for dust, its polished and well presented and shows a passion for all things automotive that has been missing from previous instalments. The opening video and first race set that change of pace and so far its not let up. It fact on a number of occasions I have struggled to know what to pick, the choice has been that good and the cars on offer that interesting.

It does throw money and cars at you at quite a pace (and as I had imported those given up to level 40 from FM3) which builds the garage quickly. Just about every level up so far has brought a smile to my face, being presented with a selection of cars and asked to pick one could so easily have leads to one good car among a load of dross, so far that has most certainly not been the case.

The physics seem so far to be very robust and the tyre model excellent, certainly one of the best outside of PC and I will say that so far I would nudge FM above GT. Prior to playing I was worried out the fact that FWD cars were absent from the demo, however having spent most of my racing time with them so far the modelling of FWD dynamics seems very, very well done. With understeer presenting as it should do and the ability to correct it via the throttle, brakes and steering reacting exactly as they should do.

The 'rivals' section is an excellent addition and one that will certainly add life to the game once the World Tour is done.

Autovista is more restrictive in the movement than I had hoped for, yet far more interesting and informative than I had expected and the challenges associated with them fun.

Issues noted to date include the damage still being a bit like the paint has been sanded off when you make minor contact and the level of grip doesn't vary as much as it should across the new Alps based track. With a temp of 24 F / -4 C I would expect to see evidence of lower grip in the shadow covered areas of the road.

However as an overall package I have to say that FM4 has drawn me in and impressed so far with all aspects of it.


Scaff
 
What are your thoughts on the suspension modeling and visible body roll?

Also, get on over to the Nurb so we can know whether it's been improved or not. :P
 
the level of grip doesn't vary as much as it should across the new Alps based track. With a temp of 24 F / -4 C I would expect to see evidence of lower grip in the shadow covered areas of the road.

If that's one of 2 gripes, T10 has done very well.
 
What are your thoughts on the suspension modeling and visible body roll?

Also, get on over to the Nurb so we can know whether it's been improved or not. :P

Suspension modelling also appears to be very well done, particularly evident on the old Mustang I raced (against a field of Mustangs - the sounds was glorious) at Laguna Seca. Plenty of body roll on display and lots of live rear axle fun to be had.

I've had a quick look at the 'ring and based on a quick impressions the visual changes are excellent, the track does seem slightly narrower and has more bumps. However a few corner profiles, camber changes and elevations are still off. Its better than FM3, but its still not good enough. However its not even close enough to ruin the game or even the track.


Scaff
 
Thinking about Scaff's comment about the grip being low on the Alpine track in the shade makes my mind boggle thinking about the calculations turn 10 may be able to unleash with a new console to work with.
 
Oni
Well at least we know its a game we will be playing for a long time. My disk wont be seeing the light of day for awhile!

So much to do, rivals, world tour etc i dont think mine will either!

If you liked the Mustang, I recommend to take out a stock Chevy Nova SS :)
 
Thinking about Scaff's comment about the grip being low on the Alpine track in the shade makes my mind boggle thinking about the calculations turn 10 may be able to unleash with a new console to work with.

Actually, to a level, the calculations are already in the game. Certain surfaces have different grip levels and characteristics. This is pretty much exclusively used to discourage corner cutting and deliberately running wide to carry more speed etc. They could just do the same for areas in sun and shade but to a far lesser degree.
 
Actually, to a level, the calculations are already in the game. Certain surfaces have different grip levels and characteristics. This is pretty much exclusively used to discourage corner cutting and deliberately running wide to carry more speed etc. They could just do the same for areas in sun and shade but to a far lesser degree.

True, Dan mentioned this in the article posted on this forum, more about the different tarmac conditions.It's a shame that the grass behaves like that though, they could use on profile for online play and prevent cheating and other for single player where it would get slippery.But i admit it is the first time i think about areas in the shade being more slippery.
 

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