FM3 Reviews by GTP members

  • Thread starter Bogie 19th
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I can't comment on the clutch being sensitive or not with the controller (never tried it), but on the Fanatec Porsche wheel, the clutch is sensitive.

Make them AWD and you'll have grip, if you have FWD or RWD then car behave pretty much like they are supposed to.

Yeah, I know. I am just trying to keep them as factory as possible, especially the drive train. I need to get better at RWD cars. The funny things is, in real life, I can race just fine with RWD (my pref), but these console games don't react the same.
 
I have mixed feelings on drivetrain swaps. It does take away a lot of the character of these cars as completely (within game reason) different beasts to get to know on their own terms. I applaud those who tough it out on each car. I highly recommend anyone who doesn't at least have a MS FFB wheel to get one, or ask for one for Christmas. I know that some people just can't come to terms with a wheel, but I'd say the number is probably very few. Give it a shot and spend some time with it. You can always sell the thing.

I would be happier with wheel grip if the tires would "talk" to me better. In my real life Supra, I can clearly hear the tires complaining with, dare I say it, a squeal sound much like Gran Turismo's as I push it around a turn, and it gets louder the harder I push. The Forza samples are a strange muffled whuffing sound that's pretty quiet even at full volume, like owls or turkeys being strangled. Unfortunately, it makes everything sound like a truck or SUV.
 
Where to begin?
I will start with over all the game is great. But at the same time it irritates me. I love the upgradeablity and the revised photo mode. the drivetrain swaps are so much fun just to see how retarted you can get a car, like my Audi Quattro Coupe with the R8 V10 and twin turboed. with all of that it only adds 95 pounds to the car.
The AI seems worse, ready to punt you when it feels. they also back off too easy as well. I wish they were more human in that they don't blindly dive into every corner when you are wide so you can hit your apex. Also keep a good line instead of 2 or 3 wide in a corner.

The physics are good but seem inconsistent. My 510 that has stock Nur R34 straight 6 TT is a cahllenge to get around a corner but a Porsche GT2 won't break the tires loose. I know its hard to compare the 2 as one is a conversion and the other is stock but the GT2 should be a bit more of a handfull.

Over all i would have to give it 8/10, that might change after I try out online.
 
I found it kind of hard to clutch at first, but now its a breeze...I can even rev-match when braking and heel-toe effectively. I like the clutch feature, but it doesnt feel like a real clutch, with a friction point during pedal travel; and it even stalls too easily if you dont punch the gas all the way from a start. but hey, its an example for future games to start modeling correctly.

The AI sucks when set to difficult...its pretty much full-contact racing until you pass them haha

ive been racing with all assists off, 100% bonus...I like how the cars handle too, especially the '98 22B STi, Corvette Z06, which is one of my favorites when stock.

I also like how they put in 2 fullsize trucks in the game, Im AMERICAN so i like my fullsize V8 trucks...great addition.

Nurburgring is more improved, I like that little drop before the turn near the end of the track.
 
I first started my Physics test by putting in GT5p with my G25 and going around Suzuka with the Corvette with all aids off including ABS set to 0, using all the talent I could muster to Heal Toe, clutch and left foot brake around my beloved Suzuka. After 5 laps, on top of the hundreds I had already done, I switched to Forza3, Got into the Corvette, turned all aids off and the stupid line. Ran a few laps using my MS wheel and wow, it was like "hey anytime you are in trouble, just brake a little and you can oversteer and be able to correct your mistake". Even the S corners on Suzuka can pretty much be controled with a little throttle modulation where as in GT5p you would have to use pin point precision turns to connect the corners perfectly for the fastest times.

I even ran a lap on the Nurburgring and it was again soooo much easier then GT4 thats right (4).

Forza 3 is no SIM, it's NOT about perfection, its just about making you think you can drive without needing to learn heal toe/ left foot brake or corner connect.
 
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I first started my Physics test buy putting in GT5p with my G25 and going around Suzuka with the Corvette with all aids off including ABS set to 0, using all the talent I could muster to Heal Toe, clutch and left foot brake around my beloved Suzuka. After 5 laps, on top of the hundreds I had already done, I switched to Forza3, Got into the Corvette, turned all aids off and the stupid line. Ran a few laps using my MS wheel and wow, it was like "hey anytime you are in trouble, just brake a little and you can oversteer and be able to correct your mistake". Even the S corners on Suzuka can pretty much be controled with a little throttle modulation where as in GT5p you would have to use pin point precision turns to connect the corners perfectly for the fastest times.

I even ran a lap on the Nurburgring and it was again soooo much easier then GT4 thats right (4).

Forza 3 is no SIM, it's NOT about perfection, its just about making you think you can drive without needing to learn heal toe/ left foot brake or corner connect.

I'm not sure where the review is, you compared two cars across two different games on the same track (okay, awesome) one felt more realistic (albeit being over-sensitized and exaggerated) while the other felt rather dull and too conservative (can't really argue with that, just try different cars they don't all react the same) and then threw the 'Ring in there.

Your criticisms are sound, I just don't know rather I'm unsure if that's the basis of your entire review of the game or just a gripe....
 
No the summary of my review is that Forza3 is an arcade game. Driving the Nurburging is never going to be as easy as it is in Forza3 where every mistake can be corrected with a little braking and oversteering. That's just plain BS

I'm not sure where the review is, you compared two cars across two different games on the same track (okay, awesome) one felt more realistic (albeit being over-sensitized and exaggerated) while the other felt rather dull and too conservative (can't really argue with that, just try different cars they don't all react the same) and then threw the 'Ring in there.

Your criticisms are sound, I just don't know rather I'm unsure if that's the basis of your entire review of the game or just a gripe....
 
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I agree with your point that Forza 3 is far too easy to drive, but I dissagree that it is not a sim. I think there are some very good physics going on behind the scenes, but my idea s that there are nannying assists going on in the backgroud that you cannot switch off or control. So even when it appears they you have everything off, it feels like you're still being helped. That's what I like about GT5:P, when everything is off, it feels like everything is off. I know with a pad there is always a progressive steering assist in place in every game, that's needed to make using a pad possbile. But there appears to be far more than that in place in Forza 3 and it dulls the experience when you start to push the car. Still a great game though, but if GT5:P is anything to go by, GT5 will win this battle for me. For reference Forza 2 was better than GT4 imo.
 
I've been holding off on this until I had a somewhat adequate amount of track time with GT5's competition to prevent "jumping the gun" so to speak, on a too rushed critique of MS's top racer.

Now that I'm at level 50 I thought I would let fly.

Of course all this is "IMHO" and just one racer's take on it.
That being said, GT particularly 4, is for the most part, the standard by which I measure other racing games including this one.

First the biggest, most needed improvement in the game was the handling physics. This is much improved over FM2.

In FM2 when I know for a fact I can take a corner in my 04, F150 pickup faster than some of the high end cars in the game, there is a definite problem with the handling physics.

The 2nd thing I really like is the depth of the game in single player races and to a degree, cars as well. A lot of variety here.
Too many games have gone to a short shift on the single player, short thinking that "on-line" is the new "do all", "end all" of console gaming.

I've been racing "on-line" off and on since PGR2. It has its place but IMHO will never supplant the single player aspect of the game as the most important.
This is a unsubstantiated stab in the dark, but I would guess even now that about 50% of those who buy the game won't be playing on-line.
Also, I don't know about anyone else, but at 60 bucks a pop, I want my moneys worth, whether I play "on-line" or not.

Now that the "likes" have been listed its on to the "so-so" stuff.

I've never been a big fan of the car "class" system and I'm still am not crazy about it. I think GT4's Aspec point system is a much better approach, although admittedly it was poorly and inconsistently applied in that game. At least all car types, except as denied by specific race rule, can be openly raced against one another and the car mods are much more open and subject to imagination than rigid car classes. I really miss the NOS factor in FM3 too. I think it adds an extra fun and challenge factor to many races, particularly when using an inferior car.

Next is the "Tracks". I personally think GT trumps this game in that department, mainly on the strength of "original tracks". FM3 needs about 5 or 6 more original tracks like "Maple Valley" or in the case of GT: Apricot Hill Raceway, Autumn Ring, Deep Forest Raceway, El Capitan, Grand Valley Speedway, High-speed Ring, Midfield Raceway, and Trial Mountain Circuit.
Likewise I think GT's selection is better on City and World circuits as well.

I must commend FM3 on the abstention of Côte d'Azur. I absolutely dislike that course.(I hesitate in even calling it a track)
At the same time, I must berate them for their cheap lazy ass approach to barricading the New York circuit. What a pile of s--t to have to race on. Hey if you want to compete with GT, step up to the plate with the full New York course or leave it out entirely.

This brings me to my absolute biggest gripe with this game, which maybe is not as bad as FM2, but still an absolute infuriation with me.
When your car touches 4 wheels off the track or in some cases two off the track and two on the rumble strip, NO WHERE IN ANY KNOWN PHYSICS OF THE WORLD will your car STOP or instantly excessively SLOW. This is without a doubt the most ASININE, STUPID, JOKE, I have ever endured in any racing game. You might spin, wreck, lose control, or eventually slow to some extent, but the Fn car is not going to stop. If this is the cost of so called "realistic racing" then give me GT4 with its wall riding and short cuts. If damage is on, this should be the way to address this IDIOCY, NOT STOPPING THE Fn CAR.
I know of no other circumstance that absolutely destroys the the realism of a race than this LUNACY. Its no wonder they had to add the rewind feature.

I can only hope to GOD, KAZ does not employ this complete IDIOCY in GT5.

Now that I've had my rant about this, otherwise its a pretty decent racer. The graphics, particularly of the cars, is not on par with GT5 but certainly not distractingly poor. Tire smoke, skid marks, pretty fair AI, (except sometimes on Hard they appear to run faster than their rating) Weather I could care less about. I have no desire to run, race or anything else in the rain for that matter. Day/Night would be novel for a 24 hr race, but otherwise of no great importance to me. I haven't driven higher than R3 cars at this point so this is made without the input from R2 and R1 cars.

IMHO this game is an 8 to 8.5 tops out of 10, and in some ways, much improved over FM2 but still plenty of room to be better.
 
Forza Motorsport 3, No Game Competes with it right now.
Forza 3 according to Dan Greenwalt is the best there is, the ultimate driving simulator and it has no competition on the market. I'm going to review it and dissect the game for people that might still be deciding on whether or not to buy it. So keeping that in mind, we should expect something amazing and ground-breaking in Forza, especially while we wait for Gran Turismo 5.

Car List: 8/10
The game has 400 cars, most of them are cars you'd actually want to drive. This is a good thing. However some cars that you would want are missing. Why is there no stock version of the '08 Dodge Viper SRT-10? There's the ACR version. Why isn't there a Nissan Skyline GT-R (R34) V-Spec II Nur? Why in particular must we have the '93 and not the '94 version of the R32 GT-R? Some of the latest cars available are here, 2010 Nissan 370Z, 2010 Chevrolet Camaro SS, but why not the 2010 Ford Mustang GT? I'm sure there's an explanation for these. Forza's car collection is good, it's smaller than Gran Turismo 4s and Gran Turismo PSP, but most people don't need 20 MX-5s, 30 Skylines and 20 Lancer Evos. However, it is important to have the best of each, so the best MX-5, the best Skyline and the best Evo.

However! If you don't buy the Limited Edition of the Game you're seriously short-changing yourself. In Australia its $20 difference for the Limited Edition. Never mind the extra things you get with the game, you actually miss out on some cars in the game if you don't buy the Limited Edition. The VIP car pack has in it the '08 Aston Martin DBS, '09 Corvette ZR1, '07 Ferrari F430 Scuderia, '07 Lamborghini Gallardo (pronounced Gayardo) Superleggera, and the '07 Porsche 911 GT3 RS. These are cars you will actually want to drive!

Presentation: Graphics and Sound 5/10
The first thing you see when you load the game up is Turn10's logo, then the Microsoft Game Studios, and then Forza Motorsport 3's start video. Now the game's native resolution is 720p, which is 1280x720 for anyone that isn't aware. The video immediately showcases Audi's R8 5.2 FSI. The camera spins around the car and then the car feeds onto a race track, then the cheesy music starts. We get to see some LMP type cars race each other at LeMans in France, some V8 supercars and drifting. The Drifting has been done completely incorrectly, the Nissan S15 drifts with its tail right at the guardrail on a mountain pass. The correct method for drifting has the nose of the car at the inner edge of the corner so the car goes right around the apex to have the fastest racing line. Clearly Forza is focusing on dramatic effect rather than demonstrating proper driving technique or proper racing.

All the menus function quite well, your current vehicle is panned around and shown off and the menu hides itself if you don't touch your controller. The car itself looks quite impressive in this mode. Even the tyres on the car look good. However the car causes the background and surrounding area to look cheap and tacky. It seems that Turn 10 have simply applied textures to the road surface, the brick wall on the mountain pass and the scenery. Even the guard rails look flat. The lighting is imperfect and for a game that is apparently the best on the market it seems like a half-done job. So much more effort could have been put into the visual representation of the car and its surroundings. You only need to look at Gran Turismo 5 : Prologue's handling of this similar situation with the car in the background. However keep in mind that Gran Turismo 5's native resolution is 1080p, which is 1920 x 1080.

When you go to "Buy" a car the level of detail in the car seems to drop dramatically. The cars do look good, don't get me wrong, but in the sense that you're not looking at a true physical car anymore. There are graphical flaws, for example the paint stripe has strange edges and isn't straight. One would expect a certain level of perfection especially in this component of the game when the only thing the Xbox360 has to render is the car itself. The lighting is also quite peculiar, it doesn't fall the right way on the cars. I'm also quite certain the exhaust pipe on the '08 Dodge Viper SRT-10 is larger than is graphically presented here, as I've seen it in real life. The cars in this mode look more like plastic models that you put together yourself before they've been painted in most cases.

Time to race! I'll talk about the realism later; here I will focus mainly on how it feels to be in a race. When you first load into the menu for the race, allowing you to set up your car and your assists etc, you can hear the audience at the race track. The camera travels around the course and you can see various corners. Immediately you can see the lack of visual quality at 720p. So you start your race and you get to see the nose of your car roll up to the grid and then the engine revs and you get to see your car vibrate. The trees look cheap, like there's a trunk and then the leaves are just bits of paper attached to it, with a drawing of leaves on it. The grass looks even worse. There's just no racing atmosphere, it's simply you and the road. Never mind your 7 opponents, they don't contribute to the atmosphere either, there's no intensity like Racedriver GRID had. The only time you feel like you're racing is when you look at the stop watch and have opponents around you, or you remind yourself you're playing a racing 'simulator'.

You get 4 different viewpoints when racing. Bumper, In car, 3rd person, extended 3rd person. Personally I prefer in-car view if I can get it, otherwise bumper cam. Both in-car and bumper cam have serious flaws. Bumper cam, seems to be too far forward of the nose of the car OR the car isn't a physical object until you hit something. Particularly in split screen mode, I noticed that when you get right on the tail of an opponent, your camera goes through your opponent before you have even collided. In car view on the other hand, it's almost as your driver has a neck like a giraffe and the view point is situated almost directly above the steering wheel. In real life you are taught to sit yourself properly in a car so that you can look at your side-view mirror and rear-view mirror. Well, in Forza you can't unless you play with some advanced settings (but this warps the view of everything). By default, your mirrors are useless. When you use the right thumbstick to look around the car, if you go past the front 160 degrees or so, if you look to your left, right or behind the car isn't rendered, you're not actually in a car, you're given a complete unobstructed view of everything around you. You don't look out your windows and you can't see the back seats if the car has them. Turn 10 needs to look at what Polyphony has done in Gran Turismo 5 Prologue for an example.

Sounds? Well, when it comes to the car and it's engine, nothing short of amazing. The music? It's not bad; half the songs I swear were used in Midnight Club: Los Angeles. That's not a bad thing necessarily. The in game while racing experience when it comes to sound is pretty involving it's a shame the graphics let it down. The music when you're in the menus is pretty entertaining; I haven't gotten bored of it yet.

Overall? Forza can be pretty, but it's not always pretty. In most cases it just does the job, it achieves the bare minimum of what it needs to achieve. I guess the best way to sum it up is the word "cute". It does run at a solid 60 FPS which is easy on the eye though, this is a great thing but nothing new. It's definitely not eye-candy except at the Main Menu screen. When it comes down to presentation, it is nowhere near the best on the market. It looks better than GRID, worse than Gran Turismo.

Gameplay & Simulation 6/10
The events list is quite varied and will keep anyone entertained for hours. If you can stomach a bit of a grind and the way the cars drive, the game has hours upon hours of racing. It has racing between the different classes of cars in the game, different drive trains and car types, e.g.: 3-door, 2 door coupes, hatchbacks etc. The game has the excellent feature where you can view a list of opponents before entering the event itself. Thumbs up to Turn 10 for this feature. It's something missing from Gran Turismo currently. The game also lets you know if cars you currently own are eligible for events OR if you don't have any OR if your current car (the one you're in) can enter. Fortunately the game has a search feature for the cars and allows you to search amongst the classes, drive trains FWD, RWD or AWD. However the search feature is a bit lacking, it'd be nice if you could search via the criterion of some of the events. Just now I'm having to go through the whole list of affordable cars (which is a lot when you've got $300,000) for a 5-door car. There's some events which require a 4 cylinder, 6 cylinder, 8 cylinder etc car. Unfortunately... when you look at the cars it doesn't say. You can only see the displacement of the car. This is useless. However you can press X a few times to see a list of all the cars which you can buy and then sort them via pretty much everything under the sun. It's just not pretty and the list doesn't go full-screen.

For a simulation game it has a incredibly inappropriate treatment (almost infantile) of cars. Sure it has an excellent car list and they're modelled fairly well. What Forza does wrong is this, when you go to select a car or buy a car you're presented with bars that rate the car. You get speed, handling, acceleration, launch and braking, these grey bars are apparently representative of the vehicle at hand. So my Ford Fiesta had 4.0 speed, 4.9 handling, 3.5 acceleration, 4.5 launch and 4.8 braking. What does it mean? Who knows!? 4.0 speed, does that mean a top speed of 100mph? or 120mph? or 240kph? 3.5 acceleration? is that a 0-60mph relative comparison? or 0-100? or a 1/4 mile time? On the other hand my Nissan 370Z has 6.6 speed, 5.6 handling, 5.5 acceleration, 6.4 launch and 5.3 braking. Only arcade games treat cars in such a manner, such as GRID and the Need for Speed series. Gran Turismo presents the player with the car's dimensions, Length, Width, Height, Power, Torque, Displacement, Engine type, Drive Train, and numerous other information in a table. Forza does give you the power, torque, weight, weight balance and displacement but where's all the other information? Certainly for the team that modelled all the cars at Turn 10 it wouldn't have been too difficult to provide all the other information about the car? You can also "benchmark" your car and Forza does a calculation of the car's acceleration 0-60mph, 0-100mph, top speed, braking distance from 60mph-0, 100mph-0 and lateral gs. Which is nice, except that the numbers are wrong. Using the 370Z as an example again, it should stop at 100-105ft from 60mph as demonstrated by various car magazines and reviews but Forza says it'll stop in 130ft. That's a big difference.

So far I'm at driver level 38 and I've accumulated a fair selection of performance cars including the Ford GT, driving it is amazingly easy. I am playing Forza at the maximum simulation settings with all assists off to give me the most authentic driving experience. What I can say generally is that the game is incredibly forgiving, because cars don't behave the way they should (as they would in real life) you can brake later than you should and you aren't severely penalised. In a powerful rear wheel drive car in real life if you inadvertently let one wheel slip onto the grass, sand or dirt on the side of the track you'll spin out. The sudden loss of traction to one of your primary drive wheels upsets the car and you're gone. Not so in Forza. I've found the dirt / grass / sand to be incredibly forgiving, almost a safety net at times when you've gone in too fast into a corner. The cars just have no feel to them at all. All FWD cars feel the same, all RWD cars feel the same and all AWD cars feel the same. Just add more HP to them and they move faster, that's it. I can honestly say that when driving the 2005 Mustang GT downhill it felt nothing like my own personal experience driving a Mustang downhill in California when I had the fortune of driving downhill from Yosemite National Park to Fresno in July 2008. The driving is quaint in the game. Certainly understeer and oversteer are mimicked in the game but they're not exactly simulation. Some things are overly exaggerated while others are not even felt. The Nissan 350Z and 370Z feel nothing like the way the cars behave in real life. It's like there's a complete loss in translation in language barrier between the tires, the car and you at the controller.

Opponents in Forza appear pretty incompetent. All they seem to do is stick to a set path and only deviate when absolutely necessary. They have NO CLUE where you are at all and they don't care. On hard difficulty your first 5 opponents are easy enough to get by but the final 2 will drive flawlessly. Because they're taking the best line there's seldom enough time in say a 3 lap race in a small course to catch up and overtake. It's almost as if the other 5 guys are protecting the top 2. There's only ever 7 opponents and you always start in last at the beginning of the game. It seems that as you progress you get to move up the grid. There's no way to qualify to bump your position. This is a minor thing but could frustrate a lot of people. Gran Turismo 4 was bashed severely by Forza fanboys because it only had 5 opponents, well Forza 3 still has as many opponents as Forza 2. Gran Turismo 5 Prologue can have 15 opponents for you to race. So already the game that is supposedly the best on the market now has less opponents for you to race against than the 'half-game' that GT5 Prologue is.

Gran Turismo as Forza's direct competitor on the PS2 and PS3 teaches the player real driving techniques, such as how to handle the different drive trains, how to pass an opponent and how to approach different types of corners. While Forza doesn't necessarily need to teach the player how to drive, it wouldn't be appropriate. Techniques such as slow-in fast-out are unnecessary. There appears to be almost an infinite number of different lines that a player can use to drive around in Forza and it doesn't really hurt you during a race. While Gran Turismo in License Tests test the skills of the driver with benchmark times of bronze silver and gold, where a gold can be only 0.2s difference and on the track it means 1ft / 0.3m of difference in position or 5ft or a few metres of extra braking distance, Forza lacks the precision that Gran Turismo offers. Previous iterations of Forza bragged about how many more calculations the physics engine was performing compared to its competitors in the industry. I'll point this out, it doesn't matter how many calculations you're performing if your maths is wrong. See above for braking distances as example.

The "real life" circuits in the game are nothing like their real-life counterparts. You need only watch a race at Suzuka, Motegi, Nurburgring or Laguna Seca to see the difference. This is something that Turn 10 has really dropped the ball on. The roads are far wider and more forgiving than they are in real life. So where I mentioned above that precision is lacking in driving and handling, the same is reflected in the circuits. The real life circuits are too wide and the corners either too forgiving or even more difficult than the ones present in real life. I don't need to expand on this anymore as anyone who has seen Forza's representation of Suzuka and has watched Formula 1 will know the difference.

So far one of the best things about the gameplay is the way the game rewards you as you increase your Driver experience points or XP. Each time you level up you are given a free car. I'm not quite certain if it's random but often the game is saving you quite a bit of money. It's nice of them to do so, this is excellent because it encourages you to try a variety of cars and often provides you with a car you'll need later for other events in the game. Gran Turismo always hurt the player when it came to things like this, you'd spend at least a few minutes in Gran Turismo playing particular races to win a particular car which could sell for a large sum of money to make a purchase of a car which could participate in another event.

Overall: 7/10 (Not an average)
Forza Motorsport 3, its fun. Incredibly fun, you get to buy a decent car, drive it around a track and compete with other cars. It is in some ways a simulator but in most ways not. It's a good attempt, it tries to be Gran Turismo in some ways but be its own in others. For me Forza is a really fun game to play with cars I like that I can do stupid things in because cars don't behave like they should. Forza is definitely the best arcade racing game for this generation. Anyone who expects a complete and accurate representation of physics true to real life will be disappointed. If you're looking for fun, with a semi-realistic approach this is it. I'm glad I bought the game and despite its flaws it wills enterain me and my friends for a while to come. So far I'm Driver Level 38 and still looking forward to putting more hours in. I have to say that the Fujimi Circuirt at 10.2 miles long with its winding up and downhill mountain passes is impressive and fun, this course alone will be driven on many a time in Forza. Don't go buy Forza for the graphics or for an amazing driving experience, go out and buy it because it's fun.
 
I played Forza Motorsport 3 last night for the first time and came away immensely impressed. The physics are fantastic.. challenging yet rewarding. It feels realistic beyond words can express. I'm not even going to waste my time trying. The best advice I can give is to get out there and get your hands on this game for yourself. It's a marvelous piece. Having played Need For Speed Shift the past couple weeks, it really makes that arcade game seem like a comlpete joke. As much as I hate to admit it, Dan Greenwalt and Turn 10 have released what is the best racing simulation I have ever played. Of course, if GT5P is any indication, this will all change with the release of the full-feature Gran Turismo 5. However, at the moment FM3 is clearly ultimate.

One thing that I was so pleased with was the engine noise. Turn 10 has superbly replicated the engine note of every car featured in their game. Point in case is the BMW E30 M3. The very first race I played in FM3 was at the wheel of the original M3 on the Nurburgring-Nordschleife. Let me tell you, what an experience! I really felt as if I was in the cockpit of the high-revving little BMW. The sonorous note of the 4-cylinder S14 engine was spot on and a rush of memories brought me back to the old DTM series of yesteryear. I was hooked. I have no X-Box. I have no money. But I want this game.

edit: just wanted to note that I played FM3 using the Microsoft Xbox 360 wheel.
 
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I completely agree with your review, so many great things about this game just not the physics and track accuracy
Forza Motorsport 3, No Game Competes with it right now.
Forza 3 according to Dan Greenwalt is the best there is, the ultimate driving simulator and it has no competition on the market. I'm going to review it and dissect the game for people that might still be deciding on whether or not to buy it. So keeping that in mind, we should expect something amazing and ground-breaking in Forza, especially while we wait for Gran Turismo 5.

Car List: 8/10
The game has 400 cars, most of them are cars you'd actually want to drive. This is a good thing. However some cars that you would want are missing. Why is there no stock version of the '08 Dodge Viper SRT-10? There's the ACR version. Why isn't there a Nissan Skyline GT-R (R34) V-Spec II Nur? Why in particular must we have the '93 and not the '94 version of the R32 GT-R? Some of the latest cars available are here, 2010 Nissan 370Z, 2010 Chevrolet Camaro SS, but why not the 2010 Ford Mustang GT? I'm sure there's an explanation for these. Forza's car collection is good, it's smaller than Gran Turismo 4s and Gran Turismo PSP, but most people don't need 20 MX-5s, 30 Skylines and 20 Lancer Evos. However, it is important to have the best of each, so the best MX-5, the best Skyline and the best Evo.

However! If you don't buy the Limited Edition of the Game you're seriously short-changing yourself. In Australia its $20 difference for the Limited Edition. Never mind the extra things you get with the game, you actually miss out on some cars in the game if you don't buy the Limited Edition. The VIP car pack has in it the '08 Aston Martin DBS, '09 Corvette ZR1, '07 Ferrari F430 Scuderia, '07 Lamborghini Gallardo (pronounced Gayardo) Superleggera, and the '07 Porsche 911 GT3 RS. These are cars you will actually want to drive!

Presentation: Graphics and Sound 5/10
The first thing you see when you load the game up is Turn10's logo, then the Microsoft Game Studios, and then Forza Motorsport 3's start video. Now the game's native resolution is 720p, which is 1280x720 for anyone that isn't aware. The video immediately showcases Audi's R8 5.2 FSI. The camera spins around the car and then the car feeds onto a race track, then the cheesy music starts. We get to see some LMP type cars race each other at LeMans in France, some V8 supercars and drifting. The Drifting has been done completely incorrectly, the Nissan S15 drifts with its tail right at the guardrail on a mountain pass. The correct method for drifting has the nose of the car at the inner edge of the corner so the car goes right around the apex to have the fastest racing line. Clearly Forza is focusing on dramatic effect rather than demonstrating proper driving technique or proper racing.

All the menus function quite well, your current vehicle is panned around and shown off and the menu hides itself if you don't touch your controller. The car itself looks quite impressive in this mode. Even the tyres on the car look good. However the car causes the background and surrounding area to look cheap and tacky. It seems that Turn 10 have simply applied textures to the road surface, the brick wall on the mountain pass and the scenery. Even the guard rails look flat. The lighting is imperfect and for a game that is apparently the best on the market it seems like a half-done job. So much more effort could have been put into the visual representation of the car and its surroundings. You only need to look at Gran Turismo 5 : Prologue's handling of this similar situation with the car in the background. However keep in mind that Gran Turismo 5's native resolution is 1080p, which is 1920 x 1080.

When you go to "Buy" a car the level of detail in the car seems to drop dramatically. The cars do look good, don't get me wrong, but in the sense that you're not looking at a true physical car anymore. There are graphical flaws, for example the paint stripe has strange edges and isn't straight. One would expect a certain level of perfection especially in this component of the game when the only thing the Xbox360 has to render is the car itself. The lighting is also quite peculiar, it doesn't fall the right way on the cars. I'm also quite certain the exhaust pipe on the '08 Dodge Viper SRT-10 is larger than is graphically presented here, as I've seen it in real life. The cars in this mode look more like plastic models that you put together yourself before they've been painted in most cases.

Time to race! I'll talk about the realism later; here I will focus mainly on how it feels to be in a race. When you first load into the menu for the race, allowing you to set up your car and your assists etc, you can hear the audience at the race track. The camera travels around the course and you can see various corners. Immediately you can see the lack of visual quality at 720p. So you start your race and you get to see the nose of your car roll up to the grid and then the engine revs and you get to see your car vibrate. The trees look cheap, like there's a trunk and then the leaves are just bits of paper attached to it, with a drawing of leaves on it. The grass looks even worse. There's just no racing atmosphere, it's simply you and the road. Never mind your 7 opponents, they don't contribute to the atmosphere either, there's no intensity like Racedriver GRID had. The only time you feel like you're racing is when you look at the stop watch and have opponents around you, or you remind yourself you're playing a racing 'simulator'.

You get 4 different viewpoints when racing. Bumper, In car, 3rd person, extended 3rd person. Personally I prefer in-car view if I can get it, otherwise bumper cam. Both in-car and bumper cam have serious flaws. Bumper cam, seems to be too far forward of the nose of the car OR the car isn't a physical object until you hit something. Particularly in split screen mode, I noticed that when you get right on the tail of an opponent, your camera goes through your opponent before you have even collided. In car view on the other hand, it's almost as your driver has a neck like a giraffe and the view point is situated almost directly above the steering wheel. In real life you are taught to sit yourself properly in a car so that you can look at your side-view mirror and rear-view mirror. Well, in Forza you can't unless you play with some advanced settings (but this warps the view of everything). By default, your mirrors are useless. When you use the right thumbstick to look around the car, if you go past the front 160 degrees or so, if you look to your left, right or behind the car isn't rendered, you're not actually in a car, you're given a complete unobstructed view of everything around you. You don't look out your windows and you can't see the back seats if the car has them. Turn 10 needs to look at what Polyphony has done in Gran Turismo 5 Prologue for an example.

Sounds? Well, when it comes to the car and it's engine, nothing short of amazing. The music? It's not bad; half the songs I swear were used in Midnight Club: Los Angeles. That's not a bad thing necessarily. The in game while racing experience when it comes to sound is pretty involving it's a shame the graphics let it down. The music when you're in the menus is pretty entertaining; I haven't gotten bored of it yet.

Overall? Forza can be pretty, but it's not always pretty. In most cases it just does the job, it achieves the bare minimum of what it needs to achieve. I guess the best way to sum it up is the word "cute". It does run at a solid 60 FPS which is easy on the eye though, this is a great thing but nothing new. It's definitely not eye-candy except at the Main Menu screen. When it comes down to presentation, it is nowhere near the best on the market. It looks better than GRID, worse than Gran Turismo.

Gameplay & Simulation 6/10
The events list is quite varied and will keep anyone entertained for hours. If you can stomach a bit of a grind and the way the cars drive, the game has hours upon hours of racing. It has racing between the different classes of cars in the game, different drive trains and car types, e.g.: 3-door, 2 door coupes, hatchbacks etc. The game has the excellent feature where you can view a list of opponents before entering the event itself. Thumbs up to Turn 10 for this feature. It's something missing from Gran Turismo currently. The game also lets you know if cars you currently own are eligible for events OR if you don't have any OR if your current car (the one you're in) can enter. Fortunately the game has a search feature for the cars and allows you to search amongst the classes, drive trains FWD, RWD or AWD. However the search feature is a bit lacking, it'd be nice if you could search via the criterion of some of the events. Just now I'm having to go through the whole list of affordable cars (which is a lot when you've got $300,000) for a 5-door car. There's some events which require a 4 cylinder, 6 cylinder, 8 cylinder etc car. Unfortunately... when you look at the cars it doesn't say. You can only see the displacement of the car. This is useless. However you can press X a few times to see a list of all the cars which you can buy and then sort them via pretty much everything under the sun. It's just not pretty and the list doesn't go full-screen.

For a simulation game it has a incredibly inappropriate treatment (almost infantile) of cars. Sure it has an excellent car list and they're modelled fairly well. What Forza does wrong is this, when you go to select a car or buy a car you're presented with bars that rate the car. You get speed, handling, acceleration, launch and braking, these grey bars are apparently representative of the vehicle at hand. So my Ford Fiesta had 4.0 speed, 4.9 handling, 3.5 acceleration, 4.5 launch and 4.8 braking. What does it mean? Who knows!? 4.0 speed, does that mean a top speed of 100mph? or 120mph? or 240kph? 3.5 acceleration? is that a 0-60mph relative comparison? or 0-100? or a 1/4 mile time? On the other hand my Nissan 370Z has 6.6 speed, 5.6 handling, 5.5 acceleration, 6.4 launch and 5.3 braking. Only arcade games treat cars in such a manner, such as GRID and the Need for Speed series. Gran Turismo presents the player with the car's dimensions, Length, Width, Height, Power, Torque, Displacement, Engine type, Drive Train, and numerous other information in a table. Forza does give you the power, torque, weight, weight balance and displacement but where's all the other information? Certainly for the team that modelled all the cars at Turn 10 it wouldn't have been too difficult to provide all the other information about the car? You can also "benchmark" your car and Forza does a calculation of the car's acceleration 0-60mph, 0-100mph, top speed, braking distance from 60mph-0, 100mph-0 and lateral gs. Which is nice, except that the numbers are wrong. Using the 370Z as an example again, it should stop at 100-105ft from 60mph as demonstrated by various car magazines and reviews but Forza says it'll stop in 130ft. That's a big difference.

So far I'm at driver level 38 and I've accumulated a fair selection of performance cars including the Ford GT, driving it is amazingly easy. I am playing Forza at the maximum simulation settings with all assists off to give me the most authentic driving experience. What I can say generally is that the game is incredibly forgiving, because cars don't behave the way they should (as they would in real life) you can brake later than you should and you aren't severely penalised. In a powerful rear wheel drive car in real life if you inadvertently let one wheel slip onto the grass, sand or dirt on the side of the track you'll spin out. The sudden loss of traction to one of your primary drive wheels upsets the car and you're gone. Not so in Forza. I've found the dirt / grass / sand to be incredibly forgiving, almost a safety net at times when you've gone in too fast into a corner. The cars just have no feel to them at all. All FWD cars feel the same, all RWD cars feel the same and all AWD cars feel the same. Just add more HP to them and they move faster, that's it. I can honestly say that when driving the 2005 Mustang GT downhill it felt nothing like my own personal experience driving a Mustang downhill in California when I had the fortune of driving downhill from Yosemite National Park to Fresno in July 2008. The driving is quaint in the game. Certainly understeer and oversteer are mimicked in the game but they're not exactly simulation. Some things are overly exaggerated while others are not even felt. The Nissan 350Z and 370Z feel nothing like the way the cars behave in real life. It's like there's a complete loss in translation in language barrier between the tires, the car and you at the controller.

Opponents in Forza appear pretty incompetent. All they seem to do is stick to a set path and only deviate when absolutely necessary. They have NO CLUE where you are at all and they don't care. On hard difficulty your first 5 opponents are easy enough to get by but the final 2 will drive flawlessly. Because they're taking the best line there's seldom enough time in say a 3 lap race in a small course to catch up and overtake. It's almost as if the other 5 guys are protecting the top 2. There's only ever 7 opponents and you always start in last at the beginning of the game. It seems that as you progress you get to move up the grid. There's no way to qualify to bump your position. This is a minor thing but could frustrate a lot of people. Gran Turismo 4 was bashed severely by Forza fanboys because it only had 5 opponents, well Forza 3 still has as many opponents as Forza 2. Gran Turismo 5 Prologue can have 15 opponents for you to race. So already the game that is supposedly the best on the market now has less opponents for you to race against than the 'half-game' that GT5 Prologue is.

Gran Turismo as Forza's direct competitor on the PS2 and PS3 teaches the player real driving techniques, such as how to handle the different drive trains, how to pass an opponent and how to approach different types of corners. While Forza doesn't necessarily need to teach the player how to drive, it wouldn't be appropriate. Techniques such as slow-in fast-out are unnecessary. There appears to be almost an infinite number of different lines that a player can use to drive around in Forza and it doesn't really hurt you during a race. While Gran Turismo in License Tests test the skills of the driver with benchmark times of bronze silver and gold, where a gold can be only 0.2s difference and on the track it means 1ft / 0.3m of difference in position or 5ft or a few metres of extra braking distance, Forza lacks the precision that Gran Turismo offers. Previous iterations of Forza bragged about how many more calculations the physics engine was performing compared to its competitors in the industry. I'll point this out, it doesn't matter how many calculations you're performing if your maths is wrong. See above for braking distances as example.

The "real life" circuits in the game are nothing like their real-life counterparts. You need only watch a race at Suzuka, Motegi, Nurburgring or Laguna Seca to see the difference. This is something that Turn 10 has really dropped the ball on. The roads are far wider and more forgiving than they are in real life. So where I mentioned above that precision is lacking in driving and handling, the same is reflected in the circuits. The real life circuits are too wide and the corners either too forgiving or even more difficult than the ones present in real life. I don't need to expand on this anymore as anyone who has seen Forza's representation of Suzuka and has watched Formula 1 will know the difference.

So far one of the best things about the gameplay is the way the game rewards you as you increase your Driver experience points or XP. Each time you level up you are given a free car. I'm not quite certain if it's random but often the game is saving you quite a bit of money. It's nice of them to do so, this is excellent because it encourages you to try a variety of cars and often provides you with a car you'll need later for other events in the game. Gran Turismo always hurt the player when it came to things like this, you'd spend at least a few minutes in Gran Turismo playing particular races to win a particular car which could sell for a large sum of money to make a purchase of a car which could participate in another event.

Overall: 7/10 (Not an average)
Forza Motorsport 3, its fun. Incredibly fun, you get to buy a decent car, drive it around a track and compete with other cars. It is in some ways a simulator but in most ways not. It's a good attempt, it tries to be Gran Turismo in some ways but be its own in others. For me Forza is a really fun game to play with cars I like that I can do stupid things in because cars don't behave like they should. Forza is definitely the best arcade racing game for this generation. Anyone who expects a complete and accurate representation of physics true to real life will be disappointed. If you're looking for fun, with a semi-realistic approach this is it. I'm glad I bought the game and despite its flaws it wills enterain me and my friends for a while to come. So far I'm Driver Level 38 and still looking forward to putting more hours in. I have to say that the Fujimi Circuirt at 10.2 miles long with its winding up and downhill mountain passes is impressive and fun, this course alone will be driven on many a time in Forza. Don't go buy Forza for the graphics or for an amazing driving experience, go out and buy it because it's fun.
 
^ Thanks for taking the time to read it.

I actually contributed it to Gamefaqs first, but I thought the community here at GTP would probably find it useful.

http://www.gamefaqs.com/console/xbox360/review/R137926.html

Some of the Forza guys totally disagree with my review, but that's to be expected. One even called it a complete load of drivel. What can I say? It's my personal opinion and experience with the game. I've been driving IRL long enough to know that driving in Forza is not what it's like in real life.

I finally figured out with the help of my brothers what was making Forza feel so strange since the first game till now. I mean it's not that the game is unplayable, it's just that when you drive in the game it feels awkward and strange until you've had an hour or so behind a controller or wheel. The reason is There's no weight shifting at all. It's like the weight of the car doesn't move around on the 4 wheels. Which is why some of those videos that people have uploaded look so strange. The lack of weight shifting in a simulation driving game is pretty shocking.
 
That probably explains what I experienced last week. I was following some guy who decided he wanted to drift rather than race, ding dong. But it looked completely wrong, as if the car had been grabbed by some invisible child and was just being dragged down the road. Not being forced into slides by abusive steering. It wasn't reacting to the forces on it at all, just mushing its way flatly down the road. I think you're 100% right.
 
^ Thanks for taking the time to read it.

I actually contributed it to Gamefaqs first, but I thought the community here at GTP would probably find it useful.

http://www.gamefaqs.com/console/xbox360/review/R137926.html

Some of the Forza guys totally disagree with my review, but that's to be expected. One even called it a complete load of drivel. What can I say? It's my personal opinion and experience with the game. I've been driving IRL long enough to know that driving in Forza is not what it's like in real life.

I finally figured out with the help of my brothers what was making Forza feel so strange since the first game till now. I mean it's not that the game is unplayable, it's just that when you drive in the game it feels awkward and strange until you've had an hour or so behind a controller or wheel. The reason is There's no weight shifting at all. It's like the weight of the car doesn't move around on the 4 wheels. Which is why some of those videos that people have uploaded look so strange. The lack of weight shifting in a simulation driving game is pretty shocking.

excellent review 👍
 
I finally figured out with the help of my brothers what was making Forza feel so strange since the first game till now.

For me the last corner before the finish line at Mapple Valley and Road Atlanta both feel off. I feel like I'm in a bobsled. Anyone else have an issue with those corners?

Also the entire Alfani Coast feels fake all around.

After all this damage talk....WHY THE F#$K isn't it on in public online rooms? Maybe people would be less inclined to ram into you if it actually damaged their car.

Why is there no horn?
 
snips well written review

Forza Motorsport 3, its fun. Incredibly fun, you get to buy a decent car, drive it around a track and compete with other cars. It is in some ways a simulator but in most ways not. It's a good attempt, it tries to be Gran Turismo in some ways but be its own in others. For me Forza is a really fun game to play with cars I like that I can do stupid things in because cars don't behave like they should. Forza is definitely the best arcade racing game for this generation. Anyone who expects a complete and accurate representation of physics true to real life will be disappointed. If you're looking for fun, with a semi-realistic approach this is it. I'm glad I bought the game and despite its flaws it wills enterain me and my friends for a while to come. So far I'm Driver Level 38 and still looking forward to putting more hours in. I have to say that the Fujimi Circuirt at 10.2 miles long with its winding up and downhill mountain passes is impressive and fun, this course alone will be driven on many a time in Forza. Don't go buy Forza for the graphics or for an amazing driving experience, go out and buy it because it's fun.

While I don't agree with the majority of your review, I do agree with this part. We are not getting sims this gen with Forza or GT. But what they do offer is the best of what we have with consoles.

After all this damage talk....WHY THE F#$K isn't it on in public online rooms? Maybe people would be less inclined to ram into you if it actually damaged their car.

We have some public hoppers with damage now. Full sim.
 
now that I am at level 50 I can feel good about a posting a fair review. I have spent a good amout of time on the game and using many of the features ofered by the game.
overall game play feels like a mix of Shift and Grid. the whole thing almost feels dumbed down for the masses. career is too easy. there needs to be more of a penalty for using the rewing feature. I have gotten used to it for everytime I crash, I just rewind and presto, no damage, thus no loss of credits after the race.
Overall the game is just that a, game. Its fun and passes the time. However I don't think its going to have the life that FM2 had unless there are some updates to keep it fresh and interesting.
 
For me the last corner before the finish line at Mapple Valley and Road Atlanta both feel off. I feel like I'm in a bobsled. Anyone else have an issue with those corners?

It depends on the car your driving. Some cars handle and stick extemely well and some don't. If you negotiate it right, it is fast and pretty uneventful. If you don't you can end up in the leftside wall.

Also the entire Alfani Coast feels fake all around.

I haven't really noticed it to be that extreme.

After all this damage talk....WHY THE F#$K isn't it on in public online rooms? Maybe people would be less inclined to ram into you if it actually damaged their car.

You must not have raced long "on line" or you would know the answer to that.

Why is there no horn?

There is a horn, and it is called the "chrome" horn.
 
Ah..flame bait then. :indiff:
I'm glad you also agree Forza3 is no Sim, but you don't need to drag GT down while doing it. You want to finally admit Forza3 is an arcade joke, go ahead, but leave my precious slutty GT out of it
While I don't agree with the majority of your review, I do agree with this part. We are not getting sims this gen with Forza or GT. But what they do offer is the best of what we have with consoles.
 
Not sure if I posted in here yet but I am truly loving this game. Much better than F2 in every way possible. Especially now that they added all the hoppers for the multiplayer. At first I was very unhappy with the lack of online hoppers but they quickly fixed that problem. I also like how we can play against bots if we dont want to play against real people. Everything just turned out so good in this game. It still has its fair share of bugs but most of them have been fixed.

I currently have around 15 million dollars between races, my storefront, and from buying and selling cars. Last weekend I spent 6-8 hours straight in the AH flipping cars. Thats where most of my money came from. I have at least 1 car for most of the race events. I usually race S class and slower. A B and C are the most fun to me. I race with all assists off including using clutch with manual. Overall it just amazes me how much they put into this game and still pulled off some excellent graphics. I love the little cinema that shows up in the backround after tuning cars or after painting them. Makes the cars look stunning and its very rewarding.
 
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First time Xbox owner, allways went with the Playstation but thanks to PD so I got me an Xbox and Forza3 today.
Forza3 is really good, I am very surprised that it was a sim, a very very realistic one. I can't believe some here adressed Forza3 as Arcade :/

I've been saving for a G27, now I might end up with a Fanatec so I don't miss the Forza series :)

If you like me never tried Forza, don't miss it. I play with the controller right now but the physics feel very real, it has damage, pretty good graphics, very good sense of speed, uppgrades and more in depth tuning, painting, telemetry. I think this game will last forever :)

I was never intrested in Xbox360, what other games is worth to check it out? How is the online?
 
First time Xbox owner, allways went with the Playstation but thanks to PD so I got me an Xbox and Forza3 today.
Forza3 is really good, I am very surprised that it was a sim, a very very realistic one. I can't believe some here adressed Forza3 as Arcade :/

I've been saving for a G27, now I might end up with a Fanatec so I don't miss the Forza series :)

If you like me never tried Forza, don't miss it. I play with the controller right now but the physics feel very real, it has damage, pretty good graphics, very good sense of speed, uppgrades and more in depth tuning, painting, telemetry. I think this game will last forever :)

I was never intrested in Xbox360, what other games is worth to check it out? How is the online?

Forza is indeed a really good game, i've been playing trials hd also pretty good once you get used to the way it controls
 
Mermadium:Right now I'm in love with Forza3. After all I read about it here in the forum I really thought it was Arcade and bad :/

I tried Trials hd,took me a while to find it.Everything is so different on Xbox360, but I don't know if I like it, but I bought another game "Geometry Wars2",great fun :)
 
Mermadium:Right now I'm in love with Forza3. After all I read about it here in the forum I really thought it was Arcade and bad :/
Yeah its truly sad how close minded and 1 sided some of the people on this site are about GT compared to Forza. Im glad I am a very open minded person or I would have missed out on how wonderful the Forza series truly is. Its better than GT in so many ways. And thats coming from someone that used to absolutely love the GT series. IMO it just doesnt compare to Forza especially not Forza 3.
 
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