[360] Forza Motorsport 3

Thanks!

Now if you can explain why you are getting the LCE and why I should? Am I at a real loss getting the normal version?
 
Thanks!

Now if you can explain why you are getting the LCE and why I should? Am I at a real loss getting the normal version?

Well In France we have only 3€ difference for the LCE, so a 2Go USB and some 5 more cars, a Xbox theme and a VIP acces (don't really understood this) well a good offer for 3€. Can't speak for US. ;)
 
Well In France we have only 3€ difference for the LCE, so a 2Go USB and some 5 more cars, a Xbox theme and a VIP acces (don't really understood this) well a good offer for 3€. Can't speak for US. ;)

The VIP access give you access to custom tuned cars and livery on behalf of Turn10. There's no set schedule but Che said the plan is to hand them out weekly to members.

I'm getting the LE mainly because I must have the ZR1. :cry:
 
Gamersyde Media

Day 1 Point to Point - http://www.gamersyde.com/news_forza_3_point_to_point_races-8647_en.html
Day 2 - http://www.gamersyde.com/news_forza_3_videos_day_2-8649_en.html
Day 3 - http://www.gamersyde.com/news_forza_3_videos_day_3-8653_en.html


MP Breakdown - http://xbox360.ign.com/articles/103/1033032p1.html

Developer Turn 10 has created some multiplayer game templates that they feel everyone will gravitate towards. This includes standard lap races, but also elimination races (last driver to cross the finish of each lap is knocked out), cat and mouse, and a few others. These can also be further altered if you like. But there's a near limitless set of game types you can personally create and save. The amount of options is impressive.

The pre-made templates (again, all editable) are: Single Race, Timed Race, Point-to-Point, Drag, Drift, Multi-class, Tag (Pass the IT), Tag (Keep the IT), Tag (Virus), Cat and Mouse, and Elimination.
If you decide to create your own game type from scratch, there are plenty of options. You can choose the track, of course, the number of AI drivers (yes, you can play multiplayer alone if you're a loser), number of teams and more. And that's just in the basic rules section.

In the advanced rules, you can really get into the nitty gritty. The most important choice is the Scoring Type. This is how Forza 3 determines who wins a match. You can choose time-based, time spent in group, drift points, distance traveled, and keep it clean. For each of these, you can choose if "bigger is better." That means that you could create a "distance traveled" match where bigger is not better. This means that the car that travels the least distance wins. Imagine teams trying to push the opponent's car further down the track. Weird? Yes. But possible.

There are plenty of other options in the advanced rules. Choose the conditions that end a race (number of laps, for example), how the starting grid is ordered, and even a roll out delay from the starting gate. You can assign some of these elements to specific teams, allowing you to have specific players leave the gate early. You can even use stock cars and create your own NASCAR-style race.

Once you have the game type set, you can go even further. Determine whether or not people can use autobrake or stability control. You can even force everyone to use manual transmission. If you're playing a team game, you can set specific conditions for each team, including the body style and car types. Want Asian cars vs. US? It can be done.
REVIEWS

IGN - 9.4 - http://xbox360.ign.com/articles/103/1033110p1.html

IGN UK - 9.4 - http://xbox360.ign.com/articles/103/1032675p1.html

Gametrailers - 9.2 - http://www.gametrailers.com/video/review-forza-motorsport/57472?type=flv

1Up - A- - http://www.1up.com/do/reviewPage?cId=3176412&p=4

CVG - 9.0 - http://www.computerandvideogames.com/article.php?id=225057

TeamXbox - 9.5 - http://reviews.teamxbox.com/xbox-360/1778/Forza-Motorsport-3/p1/

VideoGamer.com - 100/100 - http://www.videogamer.com/xbox360/forza_motorsport_3/review.html

GamesRadar.com - 10/10 - http://www.gamesradar.com/xbox360/f...a-20091008163651303073/g-20090601111953278056

Play.com - 9.5 - http://playmagazine.com/?fuseaction=SiteMain.Content&contentid=1864

GameSpy - 4.5/5 - http://xbox360.gamespy.com/xbox-360/forza-3/1032923p1.html

GamePro - 4/5 - http://www.gamepro.com/article/reviews/212438/forza-motorsport-3/

G4TV - 5/5 - http://g4tv.com/games/xbox-360/61955/Forza-Motorsport-3/review/
 
We had this discussion before (360Hz physics)... and the conclusion was basically that it does make sense, but... this is Greenwalt talking again... it's not like he has access to any game beside Forza to look under the hood to make a decision on that anyhow.
 
[ http://www.computerandvideogames.com/article.php?id=225192 ]

"360Hz physics" is another PR crap or something technical ?

Maybe on consoles but on PC front there are. Even Shift modded one can have 360Hz or more (assuming base 180Hz isn't doubled internally in the engine). And despite the arcade overlay the physics and handling system is heavy and beyond GTR2 (based on core GTR2). But yeah 360Hz makes difference especially noticable at high speeds vs car and road interaction response. Well I sure notice it between tested 120-360Hz.
 
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Hmm , I'd like to read some explanations about this ***Hz physics thing like what it does or how it works. Any source for it ?
 
Hmm , I'd like to read some explanations about this ***Hz physics thing like what it does or how it works. Any source for it ?

Do the math!!

If you are traveling 200MPH, how far does your car travel at 30Hz? 60Hz? 120Hz? 360Hz?

The more frequent the updates the more refined the interaction you will have between the car and the environment. When you are traveling at high speeds lower frequencies really impact your feedback, especially if the terrain is rough.
 
Maybe on consoles but on PC front there are. Even Shift modded one can have 360Hz or more (assuming base 180Hz isn't doubled internally in the engine). And despite the arcade overlay the physics and handling system is heavy and beyond GTR2 (based on core GTR2). But yeah 360Hz makes difference especially noticable at high speeds vs car and road interaction response. Well I sure notice it between tested 120-360Hz.

That isn't a product, that isn't a mod. As much as Greenewalt grinds on me, at least here he has a point and he is being obnoxious (i.e. he said he wasn't aware of any other games that do; not that FM2/3 were the only ones).

And no, I wouldn't consider a mod (of a pretty poor sim at that from what I saw) that may/may not be doing 360 even relevant to his point. Now if the guys behind rFactor (licensed by GTR I believe) are doing 300+ Hz it wouldn't surprise me, but I don't think most of these places publicize these numbers. Depending on the complexity someone could claim theirs is updates at 1200Hz, but that alone doesn't mean it is better than 360 or even 180. You need to know what is being done. iirc FM2 "claimed" 9,000 physics calculations per vehicle at 360Hz. But as we know FM3 had to add a bit in aero, tire, etc so it isn't about numbers, but how it impacts the driving model.
 
Thats true though those games (the sim ones) do have tire heat/deformation (flex) due to rubber thickness, g-forces, tire pressures, car part wear, body aero, gravity point change by body movements etc calculations and such like Shift also does and lots more. Though how extensive is hard to know unless you pick it apart. Something I've done with Shift and it sure is far heavier than most would think (think GTR2 + quite more)... bugs aside. :LOL:

But ontopic atleast a good physics update rate is a start as having lots of features would still not be good without good update rate for the physics engine. To give proper feedback of feature set.
 
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http://www.youtube.com/watch?v=VID_ndJJ3pI&feature=sub

InsideSimRacing have their review up. Starts at 19min mark. I'd listen to this more than regular gaming journalists.

Yeah, some reviews are by non-racing fans (e.g. GamePro with a 4/5). They open up saying, "I'm not a big car nut" and "it's really meant for hardcore car nuts. Not that there's anything wrong with that." A valid review as it is a good thing that gamers of different stripes review games, but a review like that is pretty irrelevant to someone who is looking for a serious racing sim on the consoles.

I want to see some reviews putting it in the paces on real tracks with real cars by real drivers.
 
Ok, the time between the demo / reviews and the release is just killing me. I demand a MP demo and sharable ghosts ASAP. Or at least a good MP feature article ...
 
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