I can think of many areas in the physics area that Forza does better than GT but I can't think of a single area that GT does better than Forza. Can you? Name it.
Better tuning? The tuning in GT is far from accurate, it is based on power multipliers and doesn't take into account how when you improve one area you can decrease another. Also if you look at previous games in each series, Forza simply offered MORE parts that could be tuned. Will that be true for GT 5 and Forza 3? We don't know yet.
You also forgot to mention AI at all. I have little doubt as to which game will be superior in this area.
I'm sorry I don't really know anything about Forza fanboys and what they do so I can't comment.
Oh brother. I'm calling ultimate BS on this one.
Dravonic and Custer85 laid it out pretty well on the Gran Turismo side. Unfortunately, the Forza arguments aren't just based on Prologue, which is an incredibly bare bones and extremely early build of GT5 - almost two years old at the core, but GT4. A game on incredibly outdated console hardware, which relied on memory cards as its data storage. This is terribly flawed, and pretty much useless as a basis for argument.
It wouldn't be so bad if people like Simple didn't either get things completely wrong, or exaggerate at the very least.
The tuning in GT is far from accurate, it is based on power multipliers and doesn't take into account how when you improve one area you can decrease another.
This is Forza dogma, handed down from "on high," but it ignores the calculations provided even in GT4 which deliver a similar performance difference. The gear ratio adjustments you can make in GT4 are rather limited, though still with a wide range for each gear. You can't reduce each gear ratio to the extreme as you can in Forza so that your final gear pegs at 35mph, but then I sincerely doubt this is possible in reality anyhow. You can even alter the weight balance of cars in GT4. I'm unaware of this capability in Forza at all.
I can think of many areas in the physics area that Forza does better than GT
Frankly, this seems to be mostly a matter of opinion, but the easy drifting in Forza doesn't proclaim realism in the physics model. In the F3 demo, I can still catch a slide with a jerk on the wheel. Street cars still refuse to lean around turns, as if they have rock hard racing suspensions, and this is something Forza has always failed at for some reason. Understeer is a welcome addition to the physics, but other than that, it still feels like Forza. This isn't a bad thing necessarily, it's just T10's flavor.
Prologue does still bog in turns for just about every car which isn't equipped with racing tires. But after some experience in my Supra over the summer, I'm beginning to wonder if PD hasn't got that mostly right too. Others like Scaff have already dissected the physics character of the general Gran Turismo game, but with Prologue, nearly every area has seen a lot of work. In fact, it's to the point that when I got bored with GTR Evo or Live For Speed and went back to Prologue, the simulation feel was remarkably similar. I don't get this with the F3 demo.
You also forgot to mention AI at all. I have little doubt as to which game will be superior in this area.
On this, it's clearly another matter of preference. Other than Forza 1's murderous tards, the Forza bots have driven like teenagers, rather skillful but a bit reckless and immature. Prologue's bots tend to be like Toca's, rather polite and bland, though they usually won't yield to you, and I have been rammed plenty by both. I see little to cheer for one over the other, unless you like your bots to bash around a bit.
I know a few have stated that the F3 demo has awesome graphics, but this is a view I just don't share. There are a lot of textures and objects, but to me, rather than looking more detailed, it just looks cluttered. In fact, my initial reaction, which I still hold to, is that Monserrat looks like a scene from Half Life 2. It doesn't help that those mountains look like something from a fantasy world, because the graphics aren't photo real, but heavily retouched by digital artists. They do look interesting, but realistic? No. In fact, the first replay caused an adverse reaction for me. Everything looked plastic and CG, like some kind of elaborate movie prop, even the cars. I did get used to it, but that underlying effect remains. In contrast, except for the most obvious examples in Prologue, the replays look like real life racing films, and in race, they look like live video.
Forza still has an edge in engine sounds, but those flatulant tire sounds are horrible. Seeing a Cooper make the noises of a truck in a slide just makes me want to gag. But at least when you say you're farting around a track, now you'll be accurate. Tire deformation might only be cosmetic, it's hard to say right now.
In Forza 2 and 3 demo, there are moments which suggest you're looking at something real. In Prologue, there are moments which make you realize you're watching a game, and this aspect doesn't escape many people.
All the other details are up in the air. I won't address Forza's damage implementation because that causes Simple' Sims blood pressure to explode, despite my hands on experiments and experience of nearly a year with FM2. But with everything discussed from a Forza perspective, FW3 is usually given a free pass, while the worst is assumed of GT.
Without a doubt, F3's livery editor and racing mod body kit system will be stellar. The modification system is extremely deep, even to including different tire brands with slight variations in tire dynamics, something from F2 I'm assuming will carry over to 3. The damage system doesn't seem to be much different, but the sometimes startling freeze for an instant while F2 sorted out what had happened in a collision is apparently gone in the F3 demo, thank God. Cars with moving aero parts... sorry.
Cockpits are bland but present on all cars, though lacking much driver animation. Driver views are pretty much the same except for cockpit view, and don't offer any adjustment. The variety of cars is rather extensive, and more focused on performance makes, something which most fans desire anyway. Supercars such as Porsche, Ferrari, Maserati, Koenigsegg and others are well represented, as are race cars. The ability to paint liveries over any race car this time will be a huge boon to the livery and online team crowd. The half career, half sandbox style of progression sounds intriguing, and fortunately, even though leveling is present, all cars are unlocked in the showrooms this time around, huzzah.
The race courses are still something of a mystery, though there should be an abundance of them. However, it seems that some courses such as the Forza Test Track and others are going to be milked a lot with alternate and reversed layouts to bring the track count to 100. I'm leary of the DLC plans, as Forza 2's downloads were rather underwhelming, padded with a number of cars no one wanted, and a number of variations of cars already included. On a disc, this isn't much of an issue, but when you have to pay for it, it rankled quite a few people, especially at the original asking price. The frequency of planned car packs doesn't encourage me in this regard. Track DLC was essentially useless, save for time trials and online racing, but hopefully this won't be an issue in F3.
Online selling and trading with the Online Store Front is a big step up from F2's Auction House, in that you can essentially sell about anything, from liveries, individual decals, even tuning setups! Trading and gifting look to be as easy as ever. I'm still unsure how beefed up the online racing system is, but they promise numerous improvements there too.
One thing though, you'd better have a hard drive to experience all the content, because a number of major tracks and cars are on that second DVD, including a brand new and super accurate Nurburgring Nordschleife. Cough.
All in all, Forza 3 is stacking up to be a marvelous addition to the franchise.
Which brings us to GT5. As has been pointed out, a lot, we know, but there's just about as much that we don't. Journalists got a sneak peek at some GT5 goodies post-TGS which had them applauding, such as a look at the improved damage modeling, and there were a few goodies they still weren't at liberty to talk about despite the NDA lifting. Something sure had them excited.
We know what "the sensei" wants to include.
- Photo quality graphics and realistic physics.
- A wealth of cars and tracks, more than ever.
- A greatly expanded GT Mode, or even Season and Career Mode.
- Realistic damage on all cars.
- Realistic environments, including time of day progression through night, weather - perhaps variable, and other things.
- The ability to modify and paint your car as much as you can in real life.
- A comprehensive online system, which encourages the creation of entire online communities, teams and leagues.
- Incredibly enhanced Photo and new Movie Modes.
But what will we get? Who knows?
- Damage has to be approved by the car makers. Microsoft might be able to afford to buy agreements with the car companies, but will Kazunori be able to finess as much with diplomacy? Will street cars suffer simple bumps and dents, with more realistic mechanical damage, or will it be more than that?
- Will engine sounds be improved? Prologue was a nice step up, so what will they polish up after two years have passed?
- What will the NASCAR and WRC championships be like? Will there be point to point racing in Rally, and will we be racing against a clock, or will we have an opponent again? Can we choose?
- Will Race Modification return? Will we get a Livery Editor? Or will online teams be stuck arguing over which cars they have a right to?
- Will there be time of day changes, at least for endurance races, or will there be fixed time of day settings? What form will weather take, if we get it at all?
- How extensive will the online system be? Will we be able to sell, trade or give cars and other items? Will online race event and league building tools be available?
- Heck, will there be used cars again?
We simply don't know.
So what we have is an incredible half mystery. We know just enough to keep us ravenous yet
again for information. Most of us have little doubt that The Master will produce once again a Masterpiece, we're just a bit angsty over getting all the goodies we can possibly get. Better than Forza? Most of us will probably prefer it, but at least next spring, Forza fans won't be talking down to a five year old GT4 on an outdated system, or a prelude of a game without most of the content.