Forza 5 [XO] *large pics inside*

Launch title. Look at XB360's launch titles like that tennis game. Looked the same as the previous gen only higher res.
Depends on what launch game you are looking at. This is a flagship launch game. An AAA game if you will. In previous generations there were some launch gems that showcased some significant generational leap. Racers were such games. The fact that this does not show that difference we were used to see in next gen racing launch games may indeed be an indication of diminishing returns as developers are required to put more effort to find and create new effects that will give a punch in the visual department
 
Depends on what launch game you are looking at. This is a flagship launch game. An AAA game if you will. In previous generations there were some launch gems that showcased some significant generational leap. Racers were such games. The fact that this does not show that difference we were used to see in next gen racing launch games may indeed be an indication of diminishing returns as developers are required to put more effort to find and create new effects that will give a punch in the visual department
The generation leap for me is>

- Cockpit reflections (when you switch gears you can see the hand of the driver reflecting on the windshield, the driver's helmet is also visible)

- Much better shadows and light transitions. The dashboard isn't a dark block anymore.

- Car models are rounder, more solid, but they were so good in FM4 already, not a generational leap.

- The textures and materials of the cars are a generational leap though.

- Trees and grass look better, so do some bump mapped surfaces.

Those are some of the differences I remember from the top of my head. More Forza 5 tonight.
 
But what about the handling - the most important part of a sim - is it more or less realistic than FM4?

Eurogamer said the cars were now even more tail-happy than before.
 
But what about the handling - the most important part of a sim - is it more or less realistic than FM4?

Eurogamer said the cars were now even more tail-happy than before.

I am not happy with it, and I am just not feeling the same thing that I got from FM3 and FM4 where you felt the car better and knew when you were at the edge of traction. Everything I have played with so far in FM5 just feels off, tail slapping FWD cars where you apply power and the front end should wash out. Instead a FWD car drives like a RWD would, and you get this weird oversteer that the smallest correction sends you in to a flat spin from hell.

It is weird really, if you front has massive understeer usually the rear does not get out from under you. If the front has no traction it is not going to cause the rear to lose it, in simple terms.

I have started to play with setups and that makes things better, but some of these default setups are insane.
 
That's not good news...

What's the point of touting their partnership with Calspan when they're going to tune their handling to be fun and arcadey like PGR or something.
 
That's not good news...

What's the point of touting their partnership with Calspan when they're going to tune their handling to be fun and arcadey like PGR or something.

I wish it was fun and arcadey, for me it is frustrating and daft. ;) Maybe it was the change in datasets for the physics that caught them off-guard with base setups.

I guess I should stress I am driving with zero aides, etc. I have driven at Spa in a crap Opel (sorry but it was a beater), and taken Eau Rouge around 60mph and did not slide off the track slapping into a flat spin.

I mainly kart race now (twice a month), and have done road racing and autocross. I am not an expert, but I love racing and normally love Forza more than any other console racer. I reserve the right to change my opinion based on more time with the game, and I am going to turn on driving aides to see what that adds back in.
 
I wish it was fun and arcadey, for me it is frustrating and daft. ;) Maybe it was the change in datasets for the physics that caught them off-guard with base setups.

I guess I should stress I am driving with zero aides, etc. I have driven at Spa in a crap Opel (sorry but it was a beater), and taken Eau Rouge around 60mph and did not slide off the track slapping into a flat spin.

I mainly kart race now (twice a month), and have done road racing and autocross. I am not an expert, but I love racing and normally love Forza more than any other console racer. I reserve the right to change my opinion based on more time with the game, and I am going to turn on driving aides to see what that adds back in.

Hey JWM< can u share some videos of ur driving in Forza 5? Pretty please :)
 
I am not happy with it, and I am just not feeling the same thing that I got from FM3 and FM4 where you felt the car better and knew when you were at the edge of traction. Everything I have played with so far in FM5 just feels off, tail slapping FWD cars where you apply power and the front end should wash out. Instead a FWD car drives like a RWD would, and you get this weird oversteer that the smallest correction sends you in to a flat spin from hell.

It is weird really, if you front has massive understeer usually the rear does not get out from under you. If the front has no traction it is not going to cause the rear to lose it, in simple terms.

I have started to play with setups and that makes things better, but some of these default setups are insane.

The Eurogamer review mentioned this as well. They said they thought the game maybe wanted to give you more 'Top Gear' moments or something. They certainly seem to want to go for a wide appeal, and the interview with Dan Greenawalt showed as much, that they're not really interested into pushing sim further than they've done now.
 
I wish it was fun and arcadey, for me it is frustrating and daft. ;) Maybe it was the change in datasets for the physics that caught them off-guard with base setups.

I guess I should stress I am driving with zero aides, etc. I have driven at Spa in a crap Opel (sorry but it was a beater), and taken Eau Rouge around 60mph and did not slide off the track slapping into a flat spin.

I mainly kart race now (twice a month), and have done road racing and autocross. I am not an expert, but I love racing and normally love Forza more than any other console racer. I reserve the right to change my opinion based on more time with the game, and I am going to turn on driving aides to see what that adds back in.
I didn't see many changes in the simulation side. Try driving the RUF CTR Yellowbird -what a monster of a car, btw- :oops: without assists in Bathurst (you can find it in the VIP Rivals challenges).

Or the 1965 Shelby Cobra 427 S/C for that matter. This is almost uncontrollable, too tail happy for my taste.

You can also drive the Bugatti Veyron Super Sport (2011) in Spa, and you can see that they are trying to recreate some interesting things with their physics.

Ford F150 SVT Raptor is also a nice challenge whenever you can try it.

Where this game shines the most compared to the previous games, apart from the new cockpit view is in the sound department.

Driving the Mazda #55 787B was one of the best resounding experiences I've ever had in a game.

All in all, I'd score Forza 5 with a 7.5. It would be a 9 but the aggressive behaviour of some Drivatars can make it impossible for people to complete a clean race. You don't need to have a fully clean race, but if I could only have a single clean lap....

Forza -common in the series, not only 5- goes too far punishing you when you cut a corner or go outside the track.

Crashing on others is also something they must keep on punishing, but the problem is that it's others who crash on me from behind, yet I can't complete a clean lap 'cos of that.

Punishing I am okay with as long as this happens in the lap you are in, but the punishments are carried over to the next lap for some reason I don't understand. This makes it very difficult to have a clean race or lap.

I like how they categorise the different kinds of laps though, and I agree that for example, a clean lap timed at 2:25:00 is better than a 2:23:00 lap if you cheated, crashed on others or couldn't keep the car in the track.

What is most frustrating for me is that a non clean lap can be carried over to the next and the originator of that can be a Drivatar that crashed on you just because it thought you needed a good hiding.
 
I do like the extra trigger throw, as it makes it easier to squeeze on the power. The feedback you get about the tires slipping is nice as well.

@ Cyan - Yep, I need to get away from the lower class cars and start playing the cars that have more love. That Cobra in real-life is actually a sweetheart, a monster of one, but easy to keep under control with the ample grip of the tires. Such a sweet car, still in my top three. I have a good friend that lets just about anyone drive it, I think he is nuts for it, but I love him! HAHA

Once he let a 16-year old take it, it was gone for hours. I was worried, the kid has national titles in karting, but kids will always be kids and I have seen many bing up nice cars. He came back about 5-hours later with a few girls, owner just laughed. I felt like one of those panicked cartoon characters with big eyes and waving hands, was a funny day.

I do not like the fact that there is no car setup option from the actual campaign race screens. It would be great to make changes there and then race again.

I am having fun with this game, and if I was not playing at midnight I might have better lap-times. Fell to sleep this morning playing it.

Edit: Yes what is it with following a ghost car that cuts a corner but does not get marked with "!", and yet if you barely touch the grass on the straight you get one? I don't remember seeing drivers at Indy in F1 cut that corner...
 
Dat [bad] tripple buffering... and assets, and their density.
ao067c8i.png
 
I do like the extra trigger throw, as it makes it easier to squeeze on the power. The feedback you get about the tires slipping is nice as well.

@ Cyan - Yep, I need to get away from the lower class cars and start playing the cars that have more love. That Cobra in real-life is actually a sweetheart, a monster of one, but easy to keep under control with the ample grip of the tires. Such a sweet car, still in my top three. I have a good friend that lets just about anyone drive it, I think he is nuts for it, but I love him! HAHA

Once he let a 16-year old take it, it was gone for hours. I was worried, the kid has national titles in karting, but kids will always be kids and I have seen many bing up nice cars. He came back about 5-hours later with a few girls, owner just laughed. I felt like one of those panicked cartoon characters with big eyes and waving hands, was a funny day.

I do not like the fact that there is no car setup option from the actual campaign race screens. It would be great to make changes there and then race again.

I am having fun with this game, and if I was not playing at midnight I might have better lap-times. Fell to sleep this morning playing it.

Edit: Yes what is it with following a ghost car that cuts a corner but does not get marked with "!", and yet if you barely touch the grass on the straight you get one? I don't remember seeing drivers at Indy in F1 cut that corner...
lol, that was a fun story. The kid was the co-owner of the car, along with its legitimate owner.

I would love to be the owner of one of those Cobra cars, they are beautiful. I wouldn't mind to be an owner without an usufruct at first.

By tail happy I just meant that I play with the TCS off and the back end comes around all the time at low gears, it's just on those occasions when the backend comes loose, totally loose.

It snaps and it creeps on you and gives you little time to correct it.

I also play using "Simulation Steering" which is also a factor for that to happen. But if you can control your acceleration and don't press the accelerator too hard, pressing it progressively, then you might be fine.
 
All in all, I'd score Forza 5 with a 7.5. It would be a 9 but the aggressive behaviour of some Drivatars can make it impossible for people to complete a clean race. You don't need to have a fully clean race, but if I could only have a single clean lap....

Forza -common in the series, not only 5- goes too far punishing you when you cut a corner or go outside the track.

Crashing on others is also something they must keep on punishing, but the problem is that it's others who crash on me from behind, yet I can't complete a clean lap 'cos of that.

I'm not a huge fan of the drivatars either, I think they do behave more like human players, and I think that's a bad thing for the reasons you raise above.

Back when I wrote racing games, we had an absurd amount of logic that did nothing but try and keep the AI's from hitting players who were doing unpredictable things because even when the player was at fault it didn't feel fair.

This is the first Forza game I've played and it's pretty enjoyable, my one complaint is sticking the stupid skill challenges inside the race series, I really just want to race, not drive through cones. But this could be a standard Forza thing.

I'd give it an 8/10.
 
The Eurogamer review mentioned this as well. They said they thought the game maybe wanted to give you more 'Top Gear' moments or something. They certainly seem to want to go for a wide appeal, and the interview with Dan Greenawalt showed as much, that they're not really interested into pushing sim further than they've done now.
Well, I have been playing some more time this past night and I reached a conclusion in that regard.

I don't find any of the cars in the game especially easy to control when they are driven at the limit.

I think that anybody who says they are is flat kidding themselves --this goes for Eurogamer's review.

Whether or not the simulation and the physics rendered in Forza 5 are true to life has no bearing on whether the game is easy to master. This also goes for whether it is a console game or a (holy of holys) PC sim. :smile2:

In my opinion, making it closer to the real world can actually make it easier to play. But in games you have to deal with their accuracies, along with their quirks and inconsistencies, although if they worked like real life you could just drive according to the textbook. Making games easier.

Reviewers can run down the physics of any game all they want, but their mistake to me is that they try to make out that a game is somehow easy because its physics are flawed, or whatever.

The driving in this game feels solid to me, in fact much more solid than they were in previous Forzas. But of course this depends on the person.
 
I'm not a huge fan of the drivatars either, I think they do behave more like human players, and I think that's a bad thing for the reasons you raise above.

Back when I wrote racing games, we had an absurd amount of logic that did nothing but try and keep the AI's from hitting players who were doing unpredictable things because even when the player was at fault it didn't feel fair.

This is the first Forza game I've played and it's pretty enjoyable, my one complaint is sticking the stupid skill challenges inside the race series, I really just want to race, not drive through cones. But this could be a standard Forza thing.

I'd give it an 8/10.
It's pretty cool to know the intricacies of games' programming and to what extent programmers go to achieve desired results.

I think they have done a good job with Drivatars in the way they imitate the human behaviour, but there are times when you can't help it but remember the ancestors of the Drivatar programmers or the guys whose behaviour Drivatars are based on.

One of my friends from the Xbox 360 days is particularly aggressive, taking corners at full speed and taking down and wiping out everything in his path.

Say you have to take a corner at 100Km/h, he takes it at 150Km/h and brakes using other people's cars. It ruined the fun for me in a few races, especially my first ones.

Now that I improved quite quickly I don't see him anymore among my rival drivatars.

Btw, have you purchased the Limited Collector's Edition? If so there is good news. :smile2:

In fact, lots of good news:

Yesterday I played the Formula 1 car, the 2013 Lotus E21 and it has been one of the best experiences I've had in the game! But I did that because it appeared in my cars' list..., out of the blue. And I didn't know why!

Now I know better and it turns out to be that they are re-balancing the economy of the game and giving cars to those who purchased the LCE Edition, and cutting the price of some cars.

Believe it or not, I had only one car in my garage til this Black Friday special offer appeared.

http://www.gameranx.com/updates/id/...rn-around-forza-motorsport-5-in-game-economy/

This is a snippet of the news:

Forza Motorsports 5 VIP members are getting the 2013 Lotus E21 Grand Prix car for free. This car is one of the most expensive and fastest cars available in the game. Members should allow for 24 hours or more for the gifting to be processed.

If you are a VIP member and you already bought the 2013 Lotus E21, you will then be getting the 1962 Ferrari 250 GTO. The same 24 hour processing period applies.

Players who purchased either the LaFerrari Car Pack or the Forza Motorsport 5 Car Pass, VIP members or not, will get the 2013 LaFerrari straight into their game garage.
 
To buy or not to buy, Gamespot buyer's guide.

http://www.gamespot.com/videos/gamespot-s-buyer-s-guide-forza-5/2300-6416377/

Spa Francorchamps: Forza 5 vs Real Life. Great stuff, I think (thanks to NospheratuX for the link) :smile2:


I miss the old bus stop that was there, and of course the bus stop chicane that went along with it all. Thanks for sharing, love this track.

I have started to play with controller dead zone settings, has made things better. I did turn on more assists to see what they did, and in the Miata spec challenge I picked up nearly 4-seconds. Baby crying, gotta go. haha :cry:
 
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