So, got the demo last night, and had a solid 90 minute sit-down with it. Took a bit of getting used to the Box controller, and the first car I lapped Laguna in was the WRX. First lap thoughts?
Er, dubya tee eff? I'll admit I haven't driven an STi in real life, but I doubt that it plows as badly as it did under braking in Forza. I could've been sailing a ship that would've changed directions quicker. Although, at least I felt right at home with the pants AI. I'm going to assume this Drivatar business hasn't yet been put in, because if that's what they've been touting... then whatever. It's currently GT3-calibre. I could feel the tires doing their job, which was good, but the STi felt remote to the extreme. I remembered the next class up was what most people were talking about in here (the 360, C6, and Viper), so I jumped into the C6.
Fun stuff. I never quite got the hang of it, and I still wasn't being impressed by the sounds of the game (there seems to be something very wrong with the distances involved), but the tires and suspension work together beautifully. There's something a bit off about the turn-in, but once committed, the amount of adjustability and feeling is great. Andrew spent some time reading the magazine and he said there was a mention to the extent of "no powersliding" or something similar. To that I reply: "HA!" Any turn I wanted, I could be wagging the tail in a glorious display of how to waste expensive rubber, or run a proper racing line. I was a bit confused about the setup of Laguna, because the main straight seems a lot different than GT3. And the Corkscrew just never felt
right. The C6 ended with a 1:35.x, which wasn't too bad for an hour.
I then hoped into the Ferrari. The engine sound was alright, and at least I could hear it, but it doesn't excellent. And while the back end of the car looks great, a quick look-behind had me wincing; that front-end looks awful. I realize it's an old build, but why couldn't the whole car look as detailed as the back? I got to witness the nice paint scraping effects thanks to the idiot Viper, and I also realized another thing; people have been on and on about the real-time shadowing in the game, but going under a bridge, it looks horrible. Just because it's implemented badly doesn't make it an excellent addition. And passing the Viper going into the first turn brings up the topic of the car's reflection; it just doesn't look entirely real. Nice, yes, but not real. Another thing that kind of bothered me was the weird zooming in/out of the horizon when you change your view. Minor irritation, though. One nice touch I do enjoy, though? The reflection of the sun off the side windows when you're turning into Turn 1. Looks nice. Oh, and smacking off your side-mirrors in a mix up 👍
Anyways, the other thing I noticed was that the tire marks serve another important purpose, and it gives me my reasoning for wanting them in GT. Not for the "yes, more things to look at" reason, but because it gives you a better idea of what each individual tire is up to. I could be going into the turn after the Corkscrew, and notice only three lines being made. Excellent. By seeing that, I know how to respond in turns, and since the cars have such wonderful ability mid-turn, I can exploit that to it's fullest.
Anyways, final time in the 360, after another go today: 1:31.8xx. Yeehaw.
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The guys have obviously done their homework, but the weird split-second of turn-in is still bothering me. I know it's not the case, but for that tiny bit of time, it feels like the car's rotating on a central axis. That's the closest way I can desribe it, but I know it's not true, just awkward. Comparing it to regular GT3 is a bit unfair; Sim tires in GT3, however, feel very much similar, allowing the adjustability that the stock, over-grippy tires simply don't offer. And as GT4 has apparently made a huge jump with the physics, I'm going to assume the physics between the two games are so similar as to make picking a clear winner impossible. And again, recognizing that this is an old build, I'll look past the so far unimpressive scenery; the detail levels are high, but it looks incredibly sterile and not entirely realistic. The cars may boast more polys, or more high-res textures (or both) over GT4, but I haven't been convinced entirely. Going through the cars in the menu, I was struck with how it felt like TXR3. Not bad, but not the be-all, end-all people make it out to be.
Will I buy it? I don't know, I don't have a Brick. And GT4 still appeals more to me because it's a wider range of things. Yes, I know I'll get slagged for this (because it's not hip around here to actually say anything positive about GT4), but I'm actually looking forward to Photo Mode, and there's an awful lot of cars that appeal to me. Forza is definitely a shot in the right direction, however, much more enjoyable than crap PGR. Racing on XBL would be fun, but believe it or not, that's not the only thing that matters to me. I did PC OLR for a while, but couldn't stay interested because of the limited range of vehicles. Forza would solve that to a point, but other than the damage and the tire marks, I don't see why I would take it over GT4 once that (eventually) goes online. Body kits mean nothing to me, especially since so far they've just looked like ricey additions. Plus, I find it kind of funny that two of the biggest complaints about GT (small fields and stupid AI) both haven't been addressed in Forza. Or is somebody going to actually tell me 2 more cars is a huge difference?
If I had a Box, or could at least guarantee having the current one for longer, then I'd definitely pick it up, and XBL. Don't get me wrong, I really do enjoy it, why else would I have gone and wanted to do more hot-lapping this morning, or even after I finish writing this damn thing out?
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. But GT4 still seems like an excellent prospect to me, and I'm not going to completely overlook it because of a lone feature. In an ideal world, I'd have both, but as a uni student, I can't throw money around...
Well, there's the XBox, or a DFPro. Choices, choices
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