Lucid_Dreamer
Veteran
Is it just me or does the flipping car not have a shadow? Also, long shadows from some of the surroundings don't match the "high noon" short shadows for the cars. Can Turn10 fix that and the cockpit view for release?
The damage modeling was pretty neat after the roll over though. Although I would have expected the damage to be more extensive in RL.
Regards,
SB
Now that looks realSweet, that was one of the non-real world courses I wanted back
EDIT: The contrast, especially the undercarriage, in the following shot is excellent.
http://img197.imageshack.us/img197/7858/wmnormalfm3125.jpg
http://www.neogaf.com/forum/showpost.php?p=16817506&postcount=3477
Point to point racing confirmed. The awesomesauce keeps getting more flavor!
Ah ok cool, so it's closer to a Gumball 3000 type mode then...nice. That's what I wanted added to the game. As much as I like regular racing, doing the same laps over and over gets quite boring. Random point to point route generators are a nice feature to have if they could pull it off.
Infact in real life the roof would've probably been squished/ deformed atleast a bit after something like that.
I for one thought the flip over felt out of place mainly
1) due to lack of car shadow making it look like something from some other place
2) & secondly because of the flip animation [donno why but it didnt seemed as nice with no car parts coming off in the flipping process].
From Forzacentral:
-Drift Scoring system
-Rewind will de-certify lap times, not available online
-Auto Brake will not de-certify lap times
-Option to lock out auto brake online
-Clutch button for controller
-Will miss gears if clutch not pressed
-Will damage clutch if not pressed
-Faster shift times with clutch (weird)
-Auto upgrade, not tuning
-Makes a build to a PI target
-Will stop if there is insufficient credits
-Improved multiplayer search options
-search for drift, drag, circuit, drive type, class, etc...
-popular game types will become searchable when they're created
-all multiplayer races are payed (i.e.: will earn credits for all game types)
-single race, timed race, p2p, drag, drift, multi-class, tag mode (tag, keep the IT, virus), cat and mouse, elimination (knockout)...
-change scoring type: timed, drift score, best lap, damage, teams/groups
-change start order/type: by PI, place, ascending or descending, rolling, delayed rolling
-lock groups in specific cars, PI class, etc...
-save-able/nameable game types
-Changed PI system
-all cars get PI, incl R class
-Production cars will upgrade to and through the R classes
-PI is based on the ability of the car and not the AI's ability to drive it
-Should eliminate "missiles"
-more parts for smaller PI increments
-new body kits, rims
-upgradeable race cars
-Cars will be able to be flipped back over after a roll
More info coming all the time.
Hmmm, I wonder if they'll have a realistic racing option such that cars won't get flipped back over after if they flip and land on their head.
Or if they total a car such that it is no longer driveable.
Would certainly promote better and more strategic driving if people had to wonder if they'll even be able to finish a race.
Regards,
SB
It's a good question for anyone looking do do the 3-monitor thing.You bought an Arcade recently?
It's a good question for anyone looking do do the 3-monitor thing.
Over the next three days, we're taking you in-depth with Forza 3's spankin' new Career Mode. Why three days? There's just that much going on.
We're kicking things off with the basics. What follows are the nuts and bolts of Forza 3's Career Mode. Tomorrow, we'll dig deeper and look at tuning, the progression of your career and more. For today, let's just stick to what you can expect in your first season.