Forza Motorsport General Discussion Thread

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I was listening to an interview with Chris and Dan and they were talking about players having 10 -15 cars they use and not all 500, so why have 500 (with older models) at launch, in a live service game? And I'm curious how that vision works with all the different divisions.
Racing is so dependent on rivalries though that even if people did only drive a handful of cars, people still want to race those cars against their rivals. Camaro vs Mustang vs Challenger, Evo vs WRX, Corvette vs Viper, Skyline vs Supra vs NSX vs RX7, GT40 vs P330, Audi vs Peugeot, and so on and so on.

When you get to the divisions it's a similar story, people would generally prefer to have 5 or 6 TCR cars to choose from and race against over just 1.
 
Racing is so dependent on rivalries though that even if people did only drive a handful of cars, people still want to race those cars against their rivals. Camaro vs Mustang vs Challenger, Evo vs WRX, Corvette vs Viper, Skyline vs Supra vs NSX vs RX7, GT40 vs P330, Audi vs Peugeot, and so on and so on.

When you get to the divisions it's a similar story, people would generally prefer to have 5 or 6 TCR cars to choose from and race against over just 1.
Yeah, I'm not saying it's an easy situation. But given it's not a fixed sequel, coupled with building relationships with your car, they could have added more cars and events / divisions over time.

I just see so many mixed messages, like being forced to pick from 3 cars at the start. With their vision surely there should be more freedom for your very first car, within a budget of course. Anyway, I won't know how it all works until I get the game, like will they be class-based races or just divisions?
 
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Yeah, I'm not saying it's an easy situation. But given it's not a fixed sequel, coupled with building relationships with your car, they could have added more cars and events over time.

I just see so many mixed messages, like being forced to pick from 3 cars at the start. With their vision surely the option should have been bigger for your very first car, within a budget of course. Anyway, I won't know how it all works until I get the game.
That's exactly what they are going to do, having the start point at 500+ cars doesn't limit what they can add post launch.
 
That's exactly what they are going to do, having the start point at 500+ cars doesn't limit what they can add post launch.
Yeah, I get that, but after the feedback, I think they should update the older cars rather than just adding new to the series cars. A mix of the two would be ideal moving forward imo.
 
Is there a list of bad car models? I get the feeling most of them are Japanese for what it's worth. I'm not sure gripers would appreciate them showing up in place of new cars and get the feeling they'd rather T10 re-source and scan them in their "spare" time.
 
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I do quite enjoy driving the cars in their stock format. It's part of what keeps me playing games like GT or Forza, they have so much variety and you can just enjoy the cars for what they are.

I also really enjoyed the way FH5 let you drive any car in many of the events, you didn't have to meet a specific class to be competitive, so it was fun to just choose something you enjoy driving and race it stock.

So I'm not too fussed on the upgrade system anyway, for the cars I want to upgrade, I'll spend the time to level up, but for many ilI just want to keep them in the class they begin with, with some minor tweaks to bring them close to the class limit
It's similar to Enthusia Professional Racing, where you race your cars in stock form, and level them up. I think upgrades were also tied to your cars' levels as well. Kind of sounds like the same philosophy Chris described: "Build not Bought."
 
I forgot how good Enthusia was.
Such a shame it never got a sequel, I thoroughly enjoyed that game and almost forgot that it had a similar levelling up system for the cars. I really enjoyed that, perhaps that's why I'm looking forward to it here as well, subconsciously Enthusia has been sitting there in my head.

It also had a reverse version of the Nordscleife which was great fun.
 
I think the entire Motorsport series of Forza was meant to be something of a spiritual successor to Enthusia in the first place, and FM8 puts this very well.

My only concern when I played Enthusia back then was that the physics weren't very user-friendly.
 
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Did they mention anything about custom races in FM8? Or will they be similar to Forza Motorsport 7 where you choose rivals based on car division?
 
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I think the entire Motorsport series of Forza was meant to be something of a spiritual successor to Enthusia in the first place, and FM8 puts this very well.

My only concern when I played Enthusia back then was that the physics weren't very user-friendly.
I had to Google that one. I had never heard of it.
 
Has anyone seen any reports or videos covering what TRU FORCE settings this title has and in particular how the game is with the GT PRO wheel?
 
I've just update the Guide with the most recent info and car list, and it looks like we're at 460/500 (although I'm assuming there'll be 510-520 at launch) excluding the VIP/WP and Car Pass cars.
Where do you think the biggest gaps lie?

We haven’t seen many modern (2019+) race cars get revealed.
 
Has anyone seen any reports or videos covering what TRU FORCE settings this title has and in particular how the game is with the GT PRO wheel?
I would not expect the True Force thing to be used. They seem to have abandoned it mostly, even the new EA/Codemaster Games won't have it - And Grid Legends has been the Showcase title of it...
 
I forgot how good Enthusia was.
Oh believe me, it was a gem. :D It's also a game I've discovered (and fell in love with) after my bulky PS2 couldn't read GT4, and as a mega GT fan back then, I was devastated by! A real shame it couldn't have continued. It is still the only game to ever feature a Chevrolet Astro!
Such a shame it never got a sequel, I thoroughly enjoyed that game and almost forgot that it had a similar levelling up system for the cars. I really enjoyed that, perhaps that's why I'm looking forward to it here as well, subconsciously Enthusia has been sitting there in my head.

It also had a reverse version of the Nordscleife which was great fun.
It's something I've noticed when Tornado complained about FM23 becoming as grindy as it, i.e. leveling up the cars. And I'm like "Okay, now I'm REALLY interested to see how this plays out." :sly:

And yes, the Nordsceife in reverse was incredible (and scary at the same time!) :D
 
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Some of the taillights/headlights in the promo images look way better than they normally do, they've maybe finally made some improvements in that aspect.
With a little caution, I would still look at those promo images. Here are a few examples from previous games. FM7 promo picture vs PC maximum settings in photo mode. And the same thing in Horizon 5 (before the raytracing update).

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Great DF video and kudos to John for asking about the older cars. The answer given was unfortunate though. Outside "materials", "lighting" and "shading", the guy did not say "rebuilt from the ground up" on the actual models, so it will be the same car models from older generations. I really don't understand this decision from Chris/Dan here. How do you rebuild the entire game but not the cars? It's not even alot and we don't need them at launch. They literally outsourced to a new company to do the 3D models a year or two ago. Just have them go through the list of cars, release them later on. Heck, bundle it with the DLC tracks, make some campaign races from them, good marketing.

As for the this new "built not bought" mantra from Chris Esaki, well that used to be the original ethos of Forza (and others), car culture. Taking your everyday car and building it up to win races. But, Turn 10 and others turned away from that by focusing more on the supercars/hypercars, the Ferraris, Lambos, etc. That's where the whole collecting thing came from. Why not introduce more NORMAL cars instead? You're telling me manufacturers like Buick and others that have 3 or less cars, don't have more to offer from their history? Those neglected manufacturers should be "built up" along with the popular cars. We can have the best of both. If they are going by the official Forza forum "most requested cars" thread, then I guess that'll never happen.
 
With a little caution, I would still look at those promo pictures. Here are a few examples from previous games. FM7 promo picture vs PC maximum settings in photo mode. And the same thing in Horizon 5 (before the raytracing update).

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They are in different weather conditions. The Dubai track and the car can look like that. The car has dirt and tire wear on it vs first lap clean car. And the track has different lighting condition, same goes for FH5. Promo pics are most of the time the game in its best looking moments and like @PJTierney said downsampled from ridiculous resolutions. There are times that they add stuff or use photoshop here and there tho.

Look here, look at how the track and car looks just 5min apart. Open them in seperate tabs and go back and forth, you will see the difference even better.
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I may have to rewatch DF's video article on FM, but the main thing I gathered is that we should not think of FM as a mere game that will restart a development cycle once it's released, but a game platform that will change/evolve and have content added over time as needed and for as long as they want, surely for the remainder of this console cycle and probably deep into the next one, whenever that happens.
 
I may have to rewatch DF's video article on FM, but the main thing I gathered is that we should not think of FM as a mere game that will restart a development cycle once it's released, but a game platform that will change/evolve and have content added over time as needed and for as long as they want, surely for the remainder of this console cycle and probably deep into the next one, whenever that happens.
They are aiming for ACC/iRacing style evolution of the game. This game might play completely differently in a year or two. They look to have made the content flow smooth and fast, while having the game as a platform itself be extremely modifiable in an easy way.
This could, for example, first affect the car xp system, if there is enough pushback, and to alter AI/FRR.

That and the fact that they are willing to inject new graphical features like RTGI post launch, makes me think that it will keep up with major visual (and sound) upgrades everytime a new FH releases.

It is very clear that they aren't doing the per sequel updates like fh5/fh4 (even though FH5, like FM7, has had a good number of actual feature overhauls and additions).

This is very exciting, but at the same time can go very wrong, like anthem. I just hope they stick the landing at launch so that they don't have to spend a year fixing existing stuff.
 
Has anyone seen any reports or videos covering what TRU FORCE settings this title has and in particular how the game is with the GT PRO wheel?
Nothing specific yet but in the recent Forza Monthly Chris Esaki sits in front of a Fanatec setup, having previosly spoken about Logitech, the G920 as it's so popular I think it was then. This time he talks about trying to go into each wheel's own individual settings and gives screens on them as an example, so I'd hope the G923 with TF and the G Pro DD wheel with the most recent TF will be covered, but who knows, it appears in some games, then disappears.

 
The DF video provides some insight into (maybe) why they seem to dislike giving unique interior colors to cars that have very goofy colors, such as various TVR's and even the Wagoneer from FH3. Their materials library is shared between all cars, so there are actually very few assets unique to any singular car. This also may be why the r390 road car doesn't have its proper red interior. Still though, loving the increased transparency here and it's far better than what was going on in the FM5 days.
 
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Great DF video and kudos to John for asking about the older cars. The answer given was unfortunate though. Outside "materials", "lighting" and "shading", the guy did not say "rebuilt from the ground up" on the actual models, so it will be the same car models from older generations. I really don't understand this decision from Chris/Dan here. How do you rebuild the entire game but not the cars? It's not even alot and we don't need them at launch. <..>
I interpreted the DF video as basically saying "We had our hands totally full rebuilding the engine to be easily updated on the fly, rebuilding all of the 20 tracks for the new physics and just getting all of the 500 car models (most of which were already created but needed revision) into the game working with the physics, tyre model, new upgrades, shaders, textures and lighting of FM2023. We didn't even get RTGI incorporated yet".

So in my opinion they simply didn't have the time to rework those 10-20 old models, they were too busy with all the other stuff. It's a time versus benefit tradeoff they made.
 
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