Forza Motorsport 3

Re: Forza Motorsport 3 (Xbox 360)

For the graphic whores out there :)

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Re: Forza Motorsport 3 (Xbox 360)

I can't see them adding split screen as they're going out of their way to make it as graphically gorgeous as possible. That usually means split screen is a big no or if it is possible it's always dumbed down with no AI's allowed or something.
 
Re: Forza Motorsport 3 (Xbox 360)

Even without split screen this game is still making me want to pick up a 360 again. There have been one or two 360 games the last year I'd have liked to have played but couldn't. I also had built up a decent gamer score in the 2 years I had the console of 19,281.

I just can't bring myself to buy one though knowing that it'll break again and again on me.
 
Re: Forza Motorsport 3 (Xbox 360)

new 360's don't break as much as they used to if at all

Also my launch console has just broke and MS had it back to me in a week so its not a big deal if it does
 
Re: Forza Motorsport 3 (Xbox 360)

Mine has ran out of warranty so if it breaks i will try and fix it myself
 
Re: Forza Motorsport 3 (Xbox 360)

that's another point actually

your covered for 3 years so you will have a working 360 till 2012 at least :LOL:
 
Re: Forza Motorsport 3 (Xbox 360)

But im my situation, i am forced to buy another or fix mine if mine breaks :) is yours still under warranty? i could of sworn you have had yours for quite some time?
 
Re: Forza Motorsport 3 (Xbox 360)

It was just under the 3 year warranty

But now its fixed they give me another year ;)
 
Re: Forza Motorsport 3 (Xbox 360)

Wow that exclusive or premium set, whatever it will be called look's awesome :COOL:. I hope the USB drive is a decent size.
 
Re: Forza Motorsport 3 (Xbox 360)

That's the limited edition version, the USB pen is 2gb.

Pre-order from GAME and you get a GAME exclusive car, the downside is that it's £55 and you can get the same thing minus the car from ShopTo for £10 less...

Thank God I had reward points saved up to knock a fiver off it...
 
Re: Forza Motorsport 3 (Xbox 360)

If there's a way to push your favorite car to its limits, you'll probably find it in the upcoming Forza Motorsport 3 from Turn 10 Studios. Racing ranges from traditional circuit and oval racing to more specialized disciplines, such as timed races and drift events. While all of these racing styles require technique behind the wheel and a mind for tuning your car to its peak of performance, perhaps nowhere are these two disciplines more perfectly melded than in drag racing, which is yet another race type that will be found in Forza 3. Recently, we had a chance to speak with Forza 3 game director Dan Greenawalt on drag racing in Forza 3 to see what's in store for the quarter-mile crowd.

GameSpot: A drag racing mode was rumored to be in Forza 2 but obviously never materialized. Were there plans to put it in the previous game and, if so, how far along did you develop the idea?

Dan Greenawalt: We had a drag mode in the first Forza Motorsport on the original Xbox, and we had plans to bring the drag strip track over to Forza Motorsport 2 on [the] Xbox 360. However, after the X06 press event, we decided to cut drag racing from the game. The reason for this change of heart was because we felt that in hindsight we hadn't given the proper game design attention to the mode in the original game and doing a straight port from Forza 1 to Forza 2 wouldn't provide it the proper attention it deserved. And because we were investing heavily in other areas of the game instead, such as Auction House and the livery editor. I know our community has been asking for it since day one on [the] Xbox 360, so I'm glad we're able to revisit drag mode for Forza 3 and do it justice this time around.

GS: How will drag racing events work in to your Forza 3 career? Are drag events optional or a required aspect of your career?

DG: Just like other racing events in our Career mode, there's a series of drag racing events players may encounter during their exploration of our 220-career event matrix. All drag race events in Forza 3 are limited by horsepower and power train, and they take place on our eighth-mile and quarter-mile drag strips (although we also have the one-mile and half-mile drag strip tracks in the game as well). All career events are optional in Forza 3.

GS: Talk us through a typical single-player drag racing event. Is it a simple one-shot race, or do you race in multiple heats, tournament style?

DG: Each drag event is a series of three race days, and each race day consists [of] three heats. In classic tournament style, the winners of each race face each other in the next round while the losers are matched up. And basically, you go through a total of nine runs to determine the winner of the overall event between eight competitors.

GS: What kind of options will players have for upgrading their cars for drag racing?

DG: We've added 50 percent more car upgrades to Forza 3 from the previous game, which already had plenty to begin with. That said, we don't have specific drag racing part upgrades, like line lock, drag-specific fuel pumps, or drag-specific superchargers. What we've got are a ton of upgrades to mix and match, such as different tire compounds and separate front and rear tire sizes. Managing these upgrades can make your car very good at launching--drive train swaps, engine swaps--basically all the components that make your car really fast for drag racing. Just like in real life. Again, Forza 3 is an automotive sandbox that allows the player to optimize cars for all types of scenarios--circuit, oval, drag, drift, etc.



GS: How will car tuning work for drag events? Will there be special tuning presets you can choose from to get started or are you on your own?

DG: Our auto-upgrade helper in the Career mode will help the player reach the horsepower requirement for the drag event, but the voodoo that goes into fine-tuning a car is always up to the player. In the real world, there's something of an art to tuning a car. Forza Motorsport is no different. The good news is for those who want to test their hand in drag racing but don't view themselves as great tuners, there are many in our community who have made a name for themselves tuning all types of cars for different purposes, and we're excited that drag racing will become a big part of that. Now with Forza 3's storefront feature on Xbox Live, these community "tuning garage" groups will be able to set up their own presence in the game that's accessible to the player 24/7, and so you can count on there being plenty of drag race tune files out there for users to purchase and share.

GS: Will players be able to burn out before the race to build up tire temperature?

DG: No. Tire temperature is already set to [an] optimum condition to maximize grip. We initially designed a burnout and staging-style minigame within the mode, but it just didn't feel like Forza. We really wanted to emphasize the skills of tuning and racing, not burnout and staging. Instead, we decided to emphasize tuning and racing. We will have plenty of folks who will dominate the drag racing scoreboards because they're going to understand it's not just about holding down the right trigger button when the tree lights up. For instance, launching a car efficiently off the line is a carefully learned skill. Traction control doesn't kick in at launch. Plus, automatic does not shift as quickly as manual transmission, and using manual with clutch gets you even faster shift times still. So those who master manual transmission and manual with clutch will be cutting off small amounts of time with their shifts, and in drag racing, every tenth of a second counts. Also, depending on your car and whether you have a limited-slip differential or if the raw torque of your engine is causing chassis flex, your car will veer off the line and require you to make subtle steering adjustments. It really comes down to your car and how it is set up.

GS: Obviously, some cars are better suited than others for this style of racing. What kinds of cars will be especially suited to drag racing events? Is there any chance of some top fuel or funny car models appearing in the game?

DG: Much of it is what you'd expect from real-world results. Obviously for short one-eighth mile races, all-wheel drive cars have such a distinct launch advantage that they're going to do very well on that track. Managing weight and weight distribution, putting more friction onto the rear tires--these are all things that are important to consider when you're in a rear-wheel drive shootout. What it really comes down to is that we're just letting our realistic physics system handle the nuances of drag racing while we frame a proper game design element around the proceedings.

GS: What length tracks are available, and where are they located? Are they purpose-built drag strips or sections from currently existing circuits?

DG: We have four drag strip lengths in the game: eighth-mile, quarter-mile, half-mile, and one-mile. They are all purpose built, and these different lengths require vastly different setups and tuning.

GS: How will online drag racing work?

DG: In terms of multiplayer, drag racing is one of our big umbrella options, [for] which then you can go and customize rules to create nearly limitless variations on drag racing game types. It's even possible to get multiple cars on the grid drag racing simultaneously, which makes for some interesting team-based battles. By default, it's set up to be a heats-based tournament. The net is that it's really up to our community to come up with clever drag racing modes online, which we may then adopt into the official Turn 10 party hopper.



GS: Occasional lag in online circuit racing is no big deal, but lag in drag racing--where thousandths of seconds can be the difference between winning and losing--can be a real problem. How is the team tackling online infrastructure this time out to provide the best performance?

DG: We've learned a few tricks over the years. Latency is an issue we've dealt with by implementing a custom arbitration system for timing and scoring, as well as a behind-the-scenes AI shadow to help estimate the player's next move in high-latency situations.

GS: Thanks for your time, Dan.

--

Some of the cars ideal for drag racing that will be included in Forza 3:

1967 Chevroley Corvette Stingray 427
1969 Chevrolet Camaro Z28
2010 Chevrolet Camaro SS
1969 Dodge Charger R/T
2006 Dodge Ram SRT-10
2006 Dodge Charger SRT8
2009 Dodge Challenger SRT-8
2008 Dodge Viper SRT10 ACR
1970 Ford Mustang Boss 429
2008 Saleen S331 Supercab
1965 Shelby Cobra 427 S/C
 
Re: Forza Motorsport 3 (Xbox 360)

Pre-order from GAME and you get a GAME exclusive car

Won't it just be a code you type in and can find on the internet within an hour? Same has happened with loads of games that had exclusive pre-order content, FC2 and Prizefighter being two that spring to mind.
 
Re: Forza Motorsport 3 (Xbox 360)

Rubbish, Forza 2 looked the same in it's CGI footage as well, but the gameplay looked totally different.
 
Re: Forza Motorsport 3 (Xbox 360)

It's the same with all of these stunning close up pics as well. They're doing what the GT guys do and making the game look amazing on replays and close up stills but when you're actually driving around you get none of this.
 
Re: Forza Motorsport 3 (Xbox 360)

yup exactly. stunning? its only stunning if it looks like that while your playing the game
 
Re: Forza Motorsport 3 (Xbox 360)

There's no doubting THAT footage in the video is stunning. Gameplay or not.
 
Re: Forza Motorsport 3 (Xbox 360)

How can close ups look stunning but the actual gameplay not?... It's not like a football game where the camera is miles away from the action, you play the game from inside the car (by far the best way) or from just behind it, it's still close-up, the only cars which would be far away and might not look as good are opponents cars in the distance in front of you, but then I won't be seeing many of those :SMUG:

(That was a joke, I actually suck at Forza 2 so should be seeing all of them in front of me)

Does anyone know if the events will have qualifying sessions? I hate having to start from a random position/the back! Especially online!
 
Re: Forza Motorsport 3 (Xbox 360)

How can close ups look stunning but the actual gameplay not?

The usual process is to capture an in-game scene then internally re-render it at a higher resolution, then scale down. It's still a game-engine shot, and it's usually supplied at the game's actual resolution, but it looks more natural, less artificial and blocky: good for making your games look decent in the press of the era, and with a change of camera perspective, and some additional effects, the game visuals themselves can be blown up large for full-page artwork, packshots and marketing use.

Polyphony Digital typically embellish the base gameplay visuals with additional graphical bling for their replay modes (hence the drop from 60FPS to 30FPS in GT5 Prologue), and it's from here that the raw assets are usually derived for their trailer work.

However, what we are seeing in Polyphony's trailers are intricately directed and rendered images where the samples used to create the motion blur are massively increased compared to in-game video, giving an ultra-realistic feeling of movement you won't see in the game. Any visual deficiencies that may be seen in actual gameplay (such as "jumps" in LODs as objects move closer to the viewer) are effortlessly removed. By rendering the video internally at an impossibly high resolution, the maximum LOD models are automatically invoked, high frequency shimmering on texture detail is smoothed away and of course, and any artifacts linked to alpha textures, specular shine and of course "teh jaggies" are disposed of as a matter of course.

The video is "in-game" to the extent that the tracks and car models are likely identical to what is used in the final product, but the increase in graphical fidelity combined with the beautiful camerawork results in a look that is some way beyond what the final product is capable of, short of Polyphony coming up with a technological quantum leap that dwarfs its existing work in GT5 Prologue. In this case, the result is to make an already staggeringly realistic game look right up there with some of the best that CG has to offer.
 
Re: Forza Motorsport 3 (Xbox 360)

I stole the info from Eurogamer and just cut/pasted select bits. They had an article a few days ago about game trailers and screenshots and how they're tweaked and polished to look better than they'll actually play.
 
Re: Forza Motorsport 3 (Xbox 360)

Now you see I don't get it, this shot looks terrible...

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...and this one looks fantastic...

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Methinks the first one will be what the game actually looks like (barely looks any different from the terrible looking Forza 2) and the second shot has been touched up massively.
 
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