f1king
Have no fear GT4 is here!
New Forza preview
January 02, 2005
by: Robert Parker
Without further ado, here is Part II of our Forza Hands-On.
Damage
If there is one complaint which has reigned supreme in the world of simulation racers, it is that damage, especially the damage of licensed cars, is completely and utterly non-existent. Though Sega GT 2002 tried to correct this problem by adding a damage meter which progressively declined as you hit walls and other cars, the idea seemed shallow as there was no physical damage, increments of decrease (whether you hit a wall at 10mph versus 100) were painfully universal, and at the end of the damage bar came - nothing, just a depleted damage bar.
Thankfully, Forza Motorsport is the challenger to break the unholy mold which has been forming simulations for the last ten plus years. But how does Forza follow through with such a gaudy claim? First of all, damage is no longer a concept which dominates your HUD and nothing else throughout the game. Instead of being informed of your cars damage level by a bar which affects nothing but your oh so vulnerable emotions, Forza brutally tears you into a realization of your cars damage status by how your car looks, how it drives, and how it sounds.
Addressing those three topics systematically then, the damage incurred on your car is a visual orgy of scrapes, dents, and gashes. Bumpers drag behind your Ferrari, headlights fall pray to the demands of the crushing sheet metal formerly known as your Porsche, ground effects shake themselves off of your import Acura, and your brand new spoiler is torn from is moorings as your spin out into the wall after taking the corner far too quickly in your Subaru. In fact, the attention to damage in Forza is so detailed, that you will notice fiberglass cracks and sheet metal bends. And donÂ’t think that Forza has chickened out on the extent of damage evidenced on certain licensed cars from Germany and Italy. I have personally seen a Ferrari completely wrecked to the point where it can no longer so much as turn a tire. And this again is a promise of Forza, you can total your car.
Now, as for being able to realize the extent of damage found on your car by how it drives, the simple notion of being totaled to the point where your car will stop running is far too simple of an idea for Forza to bring to the table. Instead, expect bad handling, increased tendencies to roll, decreased top speeds, and brakes which give up on their role in life. In a nut shell, the effects of damage are so realistic that it is finally great enough to be in an actual simulation.
Finally, if the above two factors still canÂ’t convince you of the damage being inflicted to your car you can simply listen to the noises it makes. Exhausts backfire, engines crack and pop with unhealthy tunes, suspensions squeak, and metal compacts with noises which will make you cringe with utter grief.
http://xbox.advancedmn.com/article.php?artid=3912&pg=2&comments=&preview=