[360] Forza Motorsport 3

But even the original Xbox had downstream communication to the controller. Remember, it also had rumble and a headset jack, and the memory card slots were built into the controller. Perhaps MS was restrictive in licensing, but the hardware was clearly capable of bidirectional communication.

Could be, but despite having its own branded force feedback hardware even then, a force feedback driver was never even written for the original Xbox. So whatever the cause, it sucked. :)

Chespace (who is one definite thing Turn10 have over Polyphony! :) ) on Neogaf posted these pictures by the way of one of my favorite racing cars. Photomode sure makes some very pretty pictures ... !

http://i31.tinypic.com/rhqr8z.jpg

http://i30.tinypic.com/3312atj.jpg
 
Last edited by a moderator:
Small update from Gamescon...

New screens and video showing off the Ford SVT Cobera, Skyline GTR V-Spec, Chevrolet ZR1, Audi A4 Touring Car, Lamborghini Reventon and BMW Letterman Racing M3 GT2.

The Lambo's cockpit looks amazing as does it's exterior detailing, same goes for the BMW M3 GT2. The game looks superb in motion and every car detailed in the video looks jaw dropping. I particularly like how you can see that they took the time to correctly model the dash board GUI for the Reventon, along with all the racing switches on the BMW. This game seems to look better each and every time I see it, very impressed with the work Turn 10 has put into improving the game over FM2.
 
I was always under the impression that shiny metallic surfaces are easier to render realistically. Forza 3 screenshots however seem to suggest they are much better at less reflective surfaces. Or maybe it's just me.
 
I seriously thought these were real.
http://i26.tinypic.com/143p4wz.jpg
http://i30.tinypic.com/v5ldoh.jpg
http://i28.tinypic.com/2m801ec.jpg



off-screen:
t6cri8.jpg
 
Last edited by a moderator:
I am hoping they confirm single box multiplayer soon... I am hoping this time for AI support as well as 2 players online. I can wish I guess ...
 
Gamescon press demo video @ GameSpot ("HD" versions)

Part 1

Part 2

Part 3

Some of the topics covered:

Accessability - Get into your first race within the first few seconds of turning on the game for the first time, voiced tutorial, rewind, auto-braking, auto-upgrade, auto-tuning)

Separate "certified" leaderboards for players who use no assists (including rewind)

A quick peek at available modifications

Career mode - The Calender and how it selects races based on: available cars, level and preferences determined from prior selections. If you just want to get in and race it will always present you with three viable options. The full event list is still available.

Overall I'm impressed with the amount of thought that went into the structure of the game to allow the user as little or as much depth as they want. You can select from a few broad difficulties or you can tweak each assist individually. You can purchase from a wide selection of performance upgrades or have the game determine which upgrades to purchase based on your available credits. You can tune the car, or have the game automatically set up the car for each race. You can micromanage your event participation or you can allow the game to suggest races you might enjoy.

You can choose any combination of the above so you can get deep into the parts you enjoy and skip the parts you don't. It's more than adding casual-friendly options. They will allow you to customize the game experience to an amazing degree. Even if you play the game in the most shallow way, though, you still have access to all the content in the game.
 
Back
Top