Except that's one track that PD did right. What's to stop me from saying T10 has "100x more soul" than PD because Laguna Seca or Road America are much more correct than some of the other tracks in GT5? How can you feel the "soul of Laguna" when it's represented as such a dreadfully boring track unlike FM4's counterpart? Or that T10 has "more soul" because they captured the sound & raw nature of the cars better than PD with 800 of them?
Though to be perfectly honesty, saying a game has "soul" is ridiculous, imo. I can understand a car or that, but it's a video game....
There is a gigantic difference between the feeling of a car & that of a game. No matter what you do, a video game will only give you so much physical feedback unless you go out of your way to get it. And it is virtually the same feedback for every single game, a vibration to replicate what might happen & feedback settings to give gaming wheels some weight.Nothing can stop you from doing that? It's your opinion and if Laguna Seca is what you like to drive on. FM4 has 100x more soul,for you. And if it's sound that matters you, FM4 is the game for you. But well i don't see the big difference between a car and a game. It's not as if a car is living or something. The 'soul' must be part of the imagination of the person enjoying the object. So if a car can have a soul , a game should as well.
Funny enough despite using the circa 2007 layout (although this has mostly to do with trackside object and building), the version in FM4 added the runoff pavement at Spoon Curve.
I for one love both Forza 4 and GT5.
I think a lot (not all) of the bias between the two comes from people who only own one console and hence can only experience one game.
On youtube there was a complete psychopath who was blasting Forza 4 (months before release) as being s***, useless etc and praising GT5 to high heaven. What was interesting was the number of factual errors but anyway.....
Both games have their strengths and weaknesses. I believe if anyone is a true car lover, they should like both. While they are competitors to a large extent, both are actually quite different in some ways.
So, we should celebrate the fact that both T10 and PD are giving us such amazing games. No other racing/driving franchises give us access to so many different cars 👍
I own both systems/games and would like to think that I don't have bias, especially starting out with GT and moving on to FM.
I honestly think that while PD's intentions may be in the right place, they bit off more than they could chew. I really think they should have started smaller with no rally/nascar/etc. and just started with basic road racing. Then, when the game is released, they could spend time on creating DLC packages with each racing type, such as a rally package with the tracks, 10 or so cars, and a variety of races. This way they could get the finer details ironed out for the basic game and have a great base for the continuation of the series.
Forza is basically the basic game I'm talking about, where they have much of the core structure figured out and turned into the game that is FM4. They can actually start creating additional content that didn't need to be in the original game, whereas PD has to create patches to add in parts of the game which should have been in from day one.
I guess since I do love muscle cars, I do have a bit of bias in liking FM over GT though!
I could say though that there are some things that I dislike about Forza (rim painting issues, lack of new wheels, the whole music system to name a few).
And about the elevation changes, the camera used can change a lot the perspective and how do you see them. Here's a comparison between iRacing (laser-scanned track), GT5 and FM3, and the elevation changes pretty much look the same on the three renditions of the track:
Sorry, but that is just the same kind of low level bashing FM4 gets by people who never played it before. Regarding the Nordschleife (and Ryan81 was referring to it) GT5 has 100x more soul than FM4. It has the correct layout, the 24h version, night& weather, so how can it be more clinical? How can you feel the soul of the track if Turn 10 didn't even try to make it accurate. I am pretty sure they can do it, because they did pretty well with other tracks, they just didn't care. This is what i would call missing soul.
To prove that the GT5 Nordschleife is not soulless just go to the GT5 Section on GTplanet. Count the number of ring threats there, enjoy the stories of peoples who have done the endurance races and share their experiences.
Sorry, but that is just the same kind of low level bashing FM4 gets by people who never played it before. Regarding the Nordschleife (and Ryan81 was referring to it) GT5 has 100x more soul than FM4. It has the correct layout, the 24h version, night& weather, so how can it be more clinical? How can you feel the soul of the track if Turn 10 didn't even try to make it accurate. I am pretty sure they can do it, because they did pretty well with other tracks, they just didn't care. This is what i would call missing soul.
To prove that the GT5 Nordschleife is not soulless just go to the GT5 Section on GTplanet. Count the number of ring threats there, enjoy the stories of peoples who have done the endurance races and share their experiences.
👍
PD/GT = passion
T10/FM = focus on quick cash
Sometimes FM gives me a feeling that they bash to implement nearly every car/track that is in GT... Unfortunately not in the same quality, what we can see with the Nordschleife.
Where PD has taken photos of each meter, driven hundreds of laps on the track, T10´s version feels like a 1 week project, only made to say "we have the Nordschleife in the game"...
But then, probably, Americans give that track not the importance that Europeans give. As we (mostly) here dont care about Nascar/Indy/NHL/Ice Hockey and all that American stuff...
Wow, this is by far the most biased post in this thread.
👍
PD/GT = passion
T10/FM = focus on quick cash
Sometimes FM gives me a feeling that they bash to implement nearly every car/track that is in GT... Unfortunately not in the same quality, what we can see with the Nordschleife.
Where PD has taken photos of each meter, driven hundreds of laps on the track, T10´s version feels like a 1 week project, only made to say "we have the Nordschleife in the game"...
But then, probably, Americans give that track not the importance that Europeans give. As we (mostly) here dont care about Nascar/Indy/Ice Hockey/NFL and all that American stuff...
He says a day before PD releases a $2 DLC pack that adds one-use paint chips to the game.👍
PD/GT = passion
T10/FM = focus on quick cash
I have a game on the Sega Genesis that has a rendition of Monaco that feels more accurate than the one in GT5.Sometimes FM gives me a feeling that they bash to implement nearly every car/track that is in GT... Unfortunately not in the same quality, what we can see with the Nordschleife.
Where PD has taken photos of each meter, driven hundreds of laps on the track, T10´s version feels like a 1 week project, only made to say "we have the Nordschleife in the game"...
But then, probably, Americans give that track not the importance that Europeans give. As we (mostly) here dont care about Nascar/Indy/Ice Hockey/NFL and all that American stuff...
As I've said before, it doesn't matter who's saying, or why they're saying it...this infatuation with GT having soul, or the "Spirit of GT" get's dumber and dumber every single time someone says it.
As I've said before, it doesn't matter who's saying, or why they're saying it...this infatuation with GT having soul, or the "Spirit of GT" get's dumber and dumber every single time someone says it.
Source - http://www.evo.co.uk/forza4/article3.phpEvoJust how accurately can Forza 4 replicate the character and handling traits of a car like the Subaru WRX STi?
It's actually a struggle to begin playing Forza Motorsport 4. Not on account of any menu-based confusion, but because the digital rendering sof the cars that populate the introductory screens, as the game loads, are so spellbinding in their crispness and accuracy that you lose yourself for a few minutes and stare as the camera pansaround the steroidal front arches of the latest Subaru WRX STi. Surely it's an HD video? You sit, mesmerised by the quality.
Forza 4 closes the tangible differences between real and digital to a point at which the naked eye struggles to decipher what is metal and what is rendered. Perhaps even more impressive is the fact that the same attention to accuracy present in the obsessive details of these renderings - the way the light swoops and pings from the WRX's mixture of soft shapes and sudden geometric outcrops - is also present in the driving dynamics of the cars themselves. Choose an WRX STi, and you are delivered not only that car's accurate form, but precisely the way it drives as well.
Really? I mean can you really glean any meaningful similarities between a computer game and a car with 297bhp? Given that all F1 teams now consider the simulator to be the most important development tool during the F1 season, it would seem that we need to keep an open mind on the subject. And an open wallet. The WRX STi, on a Welsh B-road, likes a drink. These latest 2.5-litreboxermotorsarequitedifferent in character to the McRae-era versions. Equal length intakes make them much smoother, less burbly and lumpy. Of course some of the character has been lost, but the upside is gratifying mechanical smoothness and a very particular sound: one that is uncannily replicated in the game.
Not being entirely sure how to conduct a test between something belonging to the material world and something which doesn't, I have settled on a simple plan. Accurately define how the, er, real WRX drives - what its basic characteristics are interms of power delivery and chassis response, and also what specific control inputs those behaviours require from the driver. Then go back to Forza 4 and seeif the same inputs generate the same response from the vehicle. Which isn't real. But which looks more real than the real thing. Think I might need a re-boot myself once this is finished.
The WRX is a front-engined, four- wheel-drive saloon car according, in the most part, to the traditional fast-Scooby script. The car has masses of mechanical grip, but it does want to understeer at all speeds. The only exception here on the latest version is that the car is more responsive to big throttle inputs early in a turn, and will throw more torque to the rear wheel than before. In short, it's a WRX that feels a bit like a Mitsubishi Evo. Unusually for a turbo flat-four, it's much happier to rev than expected, but it still suffers that frustrating torque-hole below 2500rpm. You have to keep it spinning above 3500 to feel even remotely bullish - the way nearly 300bhp should make you feel - and then between 4500 and 6000rpm the thing really flies. Relaxing, it is not.
It encourages a pretty brutal driving style - pushing into a turn with as much speed as the tyre grip will allow, then punching the throttle to take advantage of th ecar's new-found propensity to at least try to oversteer. The result is a kind of four-wheel drift as you exit a turn,but one you rarely have to correct with any steering lock.
Foolishly, back at Microsoft HQ , playing Forza 4, I don't give the WRX enough revs off the line and, just like the version that requires petrol, it bogs down. I should be celebrating this perfect demonstration of the simulator's art, but am instead livid at having been dusted by the entire grid. Chasing the fast-disappearing backsides of my competitors, and a little distracted by the level of detail in the background scenery (is that a wooden hut up there?) on the Alps Circuit, I pile into Turn 1 way too fast. In true WRX style, the front axle refuses to hit the apex, so I slow the car as fast as possible and then attempt to turn again. We don't crash; but we do learn that the circle-of-friction is rigorously obeyed on Forza 4: a hard-braking tyre cannot change direction at the same time.
The distractions continue: light pings from the snowy hills around the Impreza as it warbles up through each gear. Watch the rev-counter needle and in 2nd and 3rd gears it moves a little quicker between 4500rpm and 6000rpm, just like the street car. Into a tight second-gear turn, the entry speed is more reasonable, the car sweeps in, flat-on-the-gas and the understeer disappears and you enjoy that samefleetingsensationof allfourwheels dragging, not pushing, but hauling you from the apex.
It's hard not to get carried away with this cod-reality; it's infectious because its accuracy panders to the need in allof us to explore areas of dynamics otherwise denied by factors such as cost and lack of skill. Or wanting to stay alive. By way of example: we all know a Scooby deliberately tormented with a trailing throttle will pull big drifts, and you will be glad to hear that the same is true in the parallel universe of the Alps Circuit on Forza 4.
The only difference is that you will not attract the attention of the law, or enrich the owner of your local body-shop. Is it accurate? Yes, dangerously so.
The following should add some lively debate to the thread.
The following is from an article on the Evo website (UK motoring magazine), I would strongly suggest watching the video that can be found on the link below before commenting and also reading info on the author of the piece (who is not a gamer)...
Source - http://www.evo.co.uk/forza4/article3.php
The author of the piece is Chris Harris, an experienced motoring journalist who has written on performance cars worldwide and also has aa good degree of racing experience as well (including the Carrerra cup and the N24).
Scaff
So what we need now, is a test how realistic the Gt5 version of the WRX STiThe following should add some lively debate to the thread.
The following is from an article on the Evo website (UK motoring magazine), I would strongly suggest watching the video that can be found on the link below before commenting and also reading info on the author of the piece (who is not a gamer)...
Source - http://www.evo.co.uk/forza4/article3.php
The author of the piece is Chris Harris, an experienced motoring journalist who has written on performance cars worldwide and also has aa good degree of racing experience as well (including the Carrerra cup and the N24).
Scaff
So what we need now, is a test how realistic the Gt5 version of the WRX STi
behaves.
👍
PD/GT = passion
T10/FM = focus on quick cash
Prove it. That's one of the requirements of this thread, to prove using evidence the claims that you make. You really are the most blinded poster in this thread. You pull this absolute tosh from nowhere without any proof or evidence. You truly think your opinions are fact. And at each instance it is thrown back in your face and countered with reasoned and informed arguments yet you still come back for more.