This might come as a surprise to you, but hardware is only as good and/or capable as the software that's written for it. And I'll save you the effort of your rather ceremonial go at anything Microsoft/Turn-10/Forza and say, yes, obviously someone screwed the filing system up. Oh, and about the USB port...the 360 has them. Three of them, in fact. Five, if you're only counting the newer model considering the previous ones are going to be discontinued after all of the remaining units have been spoken for.
I think the black part indicates something sailed way over your head. For one, the topic I was discussing was
saving data. Maybe in your haste to type a bunch of bold gray stuff, that escaped you. But I can't, it has to either sit on the 360 drive taking up space, or be deleted. And I don't have days to idle away going through the ordeal of uploading - and ruining - my images to the Forza site to save them to PC.
The USB ports on the Playstations are actually... you know, good for something.
Over-exaggeration does nothing to prove a point, in fact it kind of makes you look like a hypocrite. And last I checked, you weren't banned from XBL if you were caught doing something unruly in FM3, you were only banned from online interaction within FM3 itself.
Well, I was discussing this as one of the rather treacherous bugs in FM2. Or is that such a distant memory that you've forgotten?
Here's one I forgot about with FM2. Scroll through the garage, and if you have very many liveries, the game tends to lock up. Turn 10's response?
Don't scroll.
Okay, there is another: save your liveries to the library so they aren't all over the garage, and crashing is less likely. But there's a problem with this glib response.
You can avoid scrolling by using the category search function. But if you're a car collector, one of the joys which Dan G touts, you're gonna have some of the same cars. And if you buy liveried cars from the Auction House, probably a lot of them. So, you use category search to get you to the ballpark of that certain 350Z race car you want. Hope you're right, because otherwise, you have to scroll for it.
Plus, most cars you buy on the Auction House are going to have locked liveries. Meaning you
can't save them. And if you delete them, they're gone forever.
Even worse, this same thing happens in the Auction House! You have to scroll through that. And if you crash in there... cross your fingers, because this has a chance of causing your account to get banned. So... you can expect to crash your 360 from time to time, and the result may not be pleasant.
No, it seems that they ruin your day. Because I'm still enjoying the game a lot, most of the problems I keep hearing about are online-based, which to be honest means absolutely nothing to me, considering I don't race online.
Or snap pics, or paint cars. Sure, just racing or drifting offline is a blast. If that's all you do. So, if you ignore all the online functionality and community friendly features of F3, it's not half bad? Gotcha.
No one said you had to, and no one said they were - at least I didn't.
So then why do you say this?
Maybe to you, but to sit there and criticize one game for a fault and yet excuse another for that very same fault (or any fault for that matter) just doesn't seem very...sociable to me. Earlier someone mentioned it being difficult to oversteer/drift in GT4 as opposed to FM3 - of course it was difficult to oversteer/drift because oversteer was practically non-existent...unless you tuned for it. You shouldn't have to tune a car for it to respond to mishaps the way it should.
Well, understeer is a much more common occurrence, due to the fact that the car usually responds to abusing the grip limit by bogging in turns and tending to skid in a straight line. This is called inertia, by the way.
But if Forza overemphasizes oversteer, that's any better? I don't know about you, but I find that just as unrealistic and harder to recover from, since a spin is what you get many times for your trouble.
I know you Forza fans get all butt sore when we bring these things up, and all you can rag on about with Gran Turismo are the engine sounds, skidmarks, reverse lights, and a few other things that won't crash the Playstation or have you pulling your hair out. Well, and now you can say that 80% of GT5 is five years old, so to speak.
So what are you gonna do about it? Not play them? Admittedly, I have the same attitude you do about your PSP. I really would like to paint up and shoot some more cars in Forza 3, a lot. Except I don't reconnect my 360 because I just don't have hours and days of free time to waste while the system bogs through decal and pic sifting, which is a shame. And then there's the whole ridiculous ordeal of trying to get pics on my computer. Maybe when I win the lottery.
This reminds me of another aspect I hope is looked into in GT5; moving parts are all well and good, like the SLR or Veyron, but if they're purely cosmetic and don't offer any real advantage, I don't care for them. They're fluff, then.
Kind of like skidmarks, that don't affect the road surface?
GT5 has closed the simulation gap to PC sims big time. The only big lead PC sims have over GT5 is in the details, like damage to the gears, realistic draft, overheating etc
You think so?
Since I own GTR, rFactor, Live For Speed and the GT5 TT demo, I think so.
Well, so here we are. After a whole lot of discussion of what both developers had to go through to get their games to this point, some things should have become clear to us.
Even as big as T10 is, they had to farm work out. And considering that some of that work even went to shops in
Viet Nam, it looks like it was a pretty big chunk of modeling that had to be done just to get 430 some odd cars and a bunch of tracks modeled for Forza 2 and 3.
But boy, you have to question the wisdom of this approach. The Forzas, mostly 2 and 3, are some of the buggiest games ever to hit a console. And even after patching, some bugs just wouldn't go away. Some, they couldn't do a thing about at all, such as the livery shifting bug in Forza 2.
Physics were kind of a mixed bag, such as extreme mod settings and AWD mods not having realistic consequences. Physics exploits and unrealities meant constant patching and leaderboard wipes. And then gamers would just find another exploit to... exploit. Some really like the feel and easy drifting, while others can't stand them. And even when the non-player cars have their detail and polygon count reduced drastically, they still couldn't get more than 8 car races to work. This is an odd state of affairs for a flagship first party developer.
And in this corner, we have GT5, and cars and tracks taken to such insane levels of detail that only a small GT3-like game could be built, even taking the workload of GT PSP into account. Rome took two years to build, and we can only guess about the Nurburgring Complex. Kazunori took the weird measure to import assets from previous Gran Turismos to pad the game with a surprising load of content, and this could include tracks in lower detail as well. This has made many gamers quite displeased, even though no one really knows what these Standard elements will look like, as the game is still more than four months from release.
Is Kaz's method the right way to go? I think so. More content to me is always a good thing, and I find the Standard Cars very nice looking. If there are Standard Tracks as well, which I hope there are because I want to race on Grindelwald and Red Rock Valley, I'm going to be in GT heaven. Others won't.
I'd much rather everything was up to Premium standards, obviously, but history on this point is already written. One thing we should do is let SONY Japan know that they need to fund Polyphony Digital enough to hire a team of talented people large enough to produce a Gran Turismo 6 that meets our expectations. And can handle the DLC for GT5 we'd like to see. Sometime over the next few weeks, I'm going to do just that.
Considering what a goldmine Gran Turismo is for SONY, they really owe it to Polyphony and to us to do this.