IGN pica contra GT4 y pone por arriba a Forza.

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IGN pica contra GT4 y pone por arriba a Forza.

Notapor Mesias-X » 16-10-2004 01:12

Ultimamente IGN se esta volviendo muy agitadora con las comparaciones de juegos y ya paso de comparar Halo 2 con Metroid 2 y Kill Zone a agarrarsela contra GT4 y Forza.

Como se ve que estos tios se dieron cuenta que articulos asi donde haya lugar a lio son los que venden :icon_lol:

[quote][url]http://xbox.ign.com/articles/557/557381p1.html[/url]

October 14, 2004 - In a whirlwind sweep with two games this week Microsoft (which showed MechAssault 2 yesterday) sped into our offices today to present an overall sweeping look at the sim racer that's bound to make racing fans holler. Despite some early reader rants about its "authenticity" and it not looking as good "another" top-notch sim racer, Forza Motorsport is one beautiful game in motion that's also dramatically changed in the way it handles.

Designed as a racing simulator, Microsoft Game Studios has crafted an authentic game stuffed to the gills with customizable options, racing modes, more than 200 cars (that's the current count), and Xbox Live options. Microsoft's game offers you the ability to play from several perspectives. You jump into Arcade mode, and in it, you'll instantly have access to 80 stock cars right off the bat. You'll have access to all sorts of courses and cars, but it's all straightforward, unoptimizable stock cars.

You can just as easily hop into Xbox Live and use any one of those non-customized vehicles to race online. While the team is still remaining quiet about the full scope of online options, Microsoft's Group Product Manager Scott Lee told us that there the online functions will be awesome. For example, there will be 1,700 leaderboards when all is said and done. One hundred seventy, I asked? "No," I was corrected, "1,700 leaderboards." You can race in Hot Laps races, Ghost Car races, Free Runs, and more, each of which has several options for leaderboards, he said.

What's more, as a kind of extension of the Xbox Live Friend's List, you'll get to create your own Car Clubs online, enabling racers to set up their own tournaments, rallies, and freee runs, all based on a customizable set of options. So, if you wanted to create your own Mustang club, or a 355 Ferrari Club, or a Viper Club, you can do it. If you've earned 100 cars and several of them are Nissan 350Zs, you can get on Xbox Live and find somebody to trade your car with. I likened the system to Forza MotorSport eTrade, but MGS likes to compare it more to Pokemon. Either way, online or offline, there is a rich trading system for gamers to dig into. Overall, the amount of optimization is quite overwhelming.

The Career Mode hasn't entirely been revealed yet, but many different parts of it have, so we have a better global picture of its structure. This mode is split into three regions, North America, Europe and Asia. You can start off in any particular region, and when in say, Asia, you'll race on a bunch of Asian courses and earn Japanese and Korean cars. You'll less likely to earn more American or European cars in this region, though some will be opened up by winning races. The same situations will occur in the North America and Europe, with more cars from those regions appearing as rewards from successful races.

In Career, you'll be able to earn cars and check them in your Garage, trade them, and/or customize them. You can bring any one of your totally souped-up, entirely customized cars from the Career mode at any point and race them online, too. You can visit Car Dealerships and buy cars too with the Credits (i.e. cash) you earn from winning races. In the Garage, you'll be able to tinker with and tweak all sorts of internal and external parts. You can enter into the horizontal menus that portray your cars parts, so you can switch out chasses, check your car in Benchmark, and test it in Test Drive.

There are more than 150 manufacturers that MGS is working with so that all of the after-market parts you buy and install are as real and authentic as those on the streets -- no fakies, no fictional kits. All of them are researched 100% authentic, and what's more they're specialized for the cars in the game. In other words, you can't find that you're getting Ford fenders for Toyota cars and vice versa.

Visually, Forza Motorsport's cars may look rather simple, or even plain in screenshots, but you won't make the same mistake while seeing them in motion. Each car comprises 15,000 polygons, which is three times the polygon count of Polyphony's cars in GT4. They're smooth looking and sharply designed, according to each manufacturer's specs.

The lighting and reflections are superb, even at this stage in development. There are realtime dynamic reflections on every part of the car, from the fenders and hoods to the windows themselves, not to mention bloom lighting which illuminates all sorts of parts in a different way. The cars actually creates shadows on themselves, and more telling, while passing under a bridge, you'll see the width and length of the bridge's shadow shown accurately while you car passes under it, without any flicker or fake snapshot shadow. You'll see every piece of the environment reflected on the car's medal and the glass.

As you watch the 11 movies we made to illustrate the cars' speed, handling and crash model, take a look at the vehicles and how they take damage. The outsides get crushed, and depending on the level of difficulty (there are three levels), you'll either notice very little (easy), notice some internal affect (medium), or your car will be broken (hard) when you crash head on with a rail or another car.

If you crash, the parts broken off your car will remain on the course for the rest of the race. Likewise, the burnt rubber from your tires will also remain, and the scrapes on the walls and rails will remain too. In fact, the burnt rubber left from your car over a period of laps will actually affect and improve your racing stature. The rubber remaining on the track helps provide traction, so by following the darkest sections of the track, you'll actually increase your speed. You can play the game from four different camera angles: A cockroach cam, driver-seat cam, close outside the car, and far outside the car perspectives.

Once again, Forza took me by surprise by the way it handled. Each new time I drive the game the tuning is tinkered with and adjusted. Before and at E3, pretty much any car I drove handled well with the assists on, but they all drove expertly with them off. Now, whether I drive the notoriously tough-to-handle Ferraris or the top-notch cornering Porsches, I need the assists on. Otherwise, I simply spin out.

What Microsoft has done is to adjust each car to drive consistently and decently as an unadjusted, unoptimized stock vehicle straight from the factory floor. The goal being for you to progressively optimize cars as you see fit. As you move through the game tuning, modding, and upgrading each car, they will hopefully handle better and more efficiently, and can be infinitely more customized to the type of track you're preparing to attack in your next heat, challenge or series.

The game will run at a clean 30 FPS, and depending on the view, it will appear faster or slower. Lee added something that framerate fiends should take note of: The game is pulling at 360 Hertz per second, which is basically a little more than 30 FPS. It's also retrieving 160 grabs per second just for the controls, and I'm no technician, but that means that every second the game is interpreting your movements 160 times, and calculating how that affects the suspension, physics, handing, speed, and the other cars, the graphics, and more.

There is so much more to tell about the various modes and how it plays that it's a little staggering. Today we were able to see a surface level peak at many parts of the game, but not permitted (due to time) to delve into each part and explore. One thing for sure is this: Forza is smoking hot, and after this last visit, I have little doubt it's going to be one of the top racing games in any sim category on any system, and on Xbox itself, it'll no doubt be king of the hill. We'll have more on this one very in the next month.


Lo que esta en negrita es la comparacion:

-Que visualmente Forza tiene un mejor modelado de autos que GT4 con el triple de poligonos que este ultimo basandose en las specs de los fabricantes de autos.

-Que el juego correria a 30 frames contra los 60 de GT4.

-Que la cantidad de calculos fisicos de Forza es superior a la mostrada en GT4 lo que se notaria en la parte de fisicas del auto y movimientos del mismo. El vehículo genera 360 respuestas al entorno por cada segundo, es decir, 6 veces más precisión que GT4. Aparentemente por la reduccion de frames dicen que es.
[img]http://www.todojuegos.com/www/imag/Mesias-X.jpg[/img]
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