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Forza Motorsport

Score: 100%
ESRB: Everyone
Publisher: Microsoft
Developer: Microsoft Game Studios
Media: DVD/1
Players: 1 - 8
Genre: Racing (Simulation)/ Online


Graphics & Sound:

Forza Motorsport does more than just plug up that big Gran Turismo-sized hole in the Xbox’s racing catalog. It also embodies Microsoft’s newfound philosophy of building the experience around the gamer. Not only does it deliver everything you’d want in a hard-line racing sim, but it also adds elements that have been missing from the Gran Turismo series as well as a number of user-customization options, making it a complete gaming experience.

When it comes to graphics, Forza really pushes the Xbox’s hardware. The game just looks great; there’s no better way to say it. Cars are immaculately modeled, as are the game’s environments. Real-time lighting and shadow effects really give the game that needed “pop” to really make it stand out. This is especially true while watching replays, which could easily be mistaken for a car commercial. Forza also features a number of visual details not found in other simulation racing games, the most notable being car damage. Damage comes in two types – cosmetic and simulation – and can be adjusted in the Options menu. Cosmetic damage is just for looks while simulation will affect your car’s handling. The changes are noticeable, especially when your back window breaks out or you’re dragging a fender.

Four camera perspectives are offered, each giving you a different feel for the action. First-person cameras put you in the car and really give you a sense of speed. Third-person views, on the other hand, lack the feeling of speed, but make up for it with an improved peripheral view. In either camera mode, the right analog stick can be used to look around your car and see what the competition is up to.

Then there’s sound. I’ve often been critical of engine noises in racing games, so I was happy to hear what Forza Motorsport offered. All cars have distinct engine noises that change in pitch depending on how well you’ve tuned them or what you’re sporting under the hood. Your selected camera style also affects the pitch; playing from a first-person angle gives you a fuller experience than you get from third-person. Engine noises can even give you a good idea of where your opponents are without having to flip the analog stick to look behind you.

If Forza has one chink in its armor, it’s the soundtrack. The default soundtrack isn’t all that impressive unless you’re a big fan of old-school rock. Thankfully, there’s custom soundtrack support, so the soundtrack can be whatever you want it to be.


Gameplay:

The main concept in Forza Motorsport is choice. Everything in the game can be tweaked and customized to fit your particular needs and likes. The game features more than 250 cars, ranging from muscle cars to tuners to sleek racing cars. Like any good sim, all the cars are officially licensed from big name manufactures like Dodge, Mitsubishi, and Honda, as well as more exotic brands like Ferrari and Porsche. The latter two are particularly impressive additions since it’s not often that anyone gets a chance to jump behind the wheel of one of these brands, video game or otherwise. The number of cars is complemented by a track list that encompasses just about every racing style you can imagine. Real world courses like Leguna Seca are included, as are fictional courses taking place in cities like Tokyo and New York, as well as made-up places.

Car selection is handled in a slightly different fashion in Forza. When you first create a profile, you’re asked to choose your home region. The region you select then influences the availability and cost of cars accessible during the game. So, if you choose to base yourself out of Japan, then you’ll have a easier time getting hold of tuners, while European and American cars will be a little harder to come by. This doesn’t hamper the experience too much since you can still get nearly any car you want by winning tournaments. Region instead just makes getting hold of a certain car a little more expensive. Your home region also affects the types of relationships you make with part manufacturers. If you do well in a series of races, certain after-market manufacturers offer deals on parts. Who you get depends greatly on where you’re based.

The car collecting aspect of Forza Motorsport is just as big as the racing portion. Cars are marked with a “rarity” indicator. Common cars, like Civics, have a lower rating than a Ferrari. A car’s rarity rating can, however, be improved by adding after-market parts and building it up into a better car. Upgrades also change your car’s class ranking, possibly bumping you out of certain competitions. This effectively shuts down being able to buy all the best parts and win solely based on that.

Tuning isn’t limited to tweaking gears and replacing parts. In the garage you can fit your car with after-market body mods and custom decals. The latter option is something that has, as far as I can tell, really caught on with gamers. An assortment of basic decals is available, which can then be colored, sized, skewed, and combined to make more complex designs. The only real limit to what you can create is your imagination and lack of patience. This option perfectly sums up the entire Forza experience – it’s all about putting your personal mark on your game.

Part of the fun of upgrading cars isn’t just to win races. By connecting to Xbox Live, you can set up buy and sell sessions with other gamers and sell your cars for in-game credits. The price is automatically generated based on the car’s rarity, so you can’t set your own prices. When coupled with the aforementioned decal design tools, the online sales option brings Forza to a whole new level. It also gives players who may not want to spend all their time tweaking a car the option of having a really nice car to race with. It also offers a glimpse as to where Microsoft could be going with the Live Marketplace. I could easily see people paying a dollar for specially tuned cars or sleek custom decal jobs.

Forza Motorsport is fully-integrated with Xbox Live. Even when playing in single-player races, your course times are uploaded to a scoreboard. The only downside to this is that you’re usually hit with hefty time penalties for careless driving, even if it’s not your fault. Driver A.I. can get aggressive, which usually translates into a lot of paint swapping. The upside is that everyone deals with the same A.I. When taking the game online, Forza offers a variety of play modes. For starters, there are traditional course and checkpoint races that let you race with seven other people. An Online Career mode is also available that plays into matchmaking services. All players are given a league rating that is based on how well they do in races. As a result, this lets you join races with players at your own skill level allowing every race to be competitive and fun.

Clan support, called car clubs, is also supported. Car clubs not only let you build a group of players to play with, but also allow you to set up a logo and other items. Your club can even build an online rep that shows up on both the club scoreboards as well as in your group league rating. Looking at the breadth of options available online, it’s easy to see where Microsoft is looking to go with the future of Xbox Live.


Difficulty:

Forza Motorsport’s driver A.I. is some of the best I’ve seen in a racing game. There are a few bumps in the road that keep it from being perfect, but it’s still a challenge. The most noticeable difference between Forza’s A.I. and other racing games is that for the most part, drivers seem to be aware of where you are on the track. Yes, they sometimes follow a set path, but that doesn’t mean that they’re any less aggressive. The downside to the great A.I. is that it often feels like you’re being picked on during a race. Other cars draft and pass each other with such accuracy that it sometimes feels like they’re all in league with each other. There’s usually that one car that jumps ahead while the others do whatever they can to keep you from catching up to the lead guy. The “group A.I.” advantage can be negated after making a few tweaks to you car, but until then, things can get frustrating.

Game Mechanics:

I’m always a little nervous when stepping into a simulation racer. Give me something like Midnight Club or Burnout, and I’m all over it. Simulation racers, on the other hand, have always presented a bit of an obstacle to me. I enjoy them, but always feel like I’m a few seconds behind everyone else. They’re mastering that first nasty turn at Leguna Seca while I’m still trying to play the inside in a large hoop. This is the beauty of Forza; even mid-ranged racers like me can jump into the game, set up a few options, and race like a champ.

The most useful feature for beginners is a “suggest line” that winds the entire length of the course and gives you hints as to how to best approach certain corners. As an added bonus, the line also adapts to your speed and displays colored markers letting you know if you can take the turn at your current speed or if you should ease up (or brake) before hitting it. A green line means its okay to accelerate, yellow means slow down and red means slam on the brakes. The line also updates as you hit turns and eventually trains you to make the needed changes based on instinct rather than relying on the line. Racing veterans will obviously see this innovation as a crutch, but believe me, it makes the game much more accessible to more players, resulting in a better game and more sales which, of course, make sequels that much more likely.

That said, the system is far from perfect. The suggestions are usually pretty good, but at times the line suggests a hard brake when you can easily corner around by easing off the gas. The path tends to ignore what other cars are doing as well. In fact, most cars use the same line as a guide, giving you an indication as to what they’re going to do. This gives you an added advantage since you can usually cut the inside of a turn, bounce off a car following the outside path, and take the lead. You’ll risk damage to your car and may lose money needed for repairs, but higher payout races make it all worthwhile.

The one thing really hurting Forza Motorsport is the lack of a decent steering wheel controller. There are several out there that provide a satisfactory experience at best, but none feel as right as the amazing wheels available for Gran Turismo. In the absence of a driving wheel, the control options in Forza more than make up for it.

As far as actual handling, I found it a little rough in the beginning, but it soon grew on me. How well your car handles depends greatly on which upgrades and tuning options you use as well as items you chose to turn off and on in the Options menu. You can tweak the traction control, ABS, and other systems to fit your racing style. One of the neater elements found in Forza is that the control options are largely based on a risk-reward system that rewards veteran players. Turning off the various assists adds to your rewards for winning a race. On the other hand, toning down the settings – which makes the game more of an arcade game – reduces your payouts. How much money you earn not only influences what cars and upgrades you can purchase, but also acts as experience points. After earning a certain amount of cash, your driver rating goes up. Higher ratings mean better races, which equal better payouts.

Another interesting innovation in Forza is the Drivatar, which is basically an A.I. you train to drive for you. Training your Drivatar is easy and requires you to complete a set number of tracks. The A.I. then picks apart how you tend to approach turns and other situations and sets itself to do the same. You can then take this A.I. “memory” of your driving skills and have it compete in races for you. Sure, it kind of defeats the purpose of playing the game, but if you’re not particularly thrilled with having to race a multi-lap race at a particular track, it’s a nice option to have available. When used properly, the Drivatar can actually make for a useful training tool. Since it’s largely based on how you drive, it allows you to step back and really see how you look while driving and grade your own performance. Again, some may question why you’d want to do this; my answer is, “Why not?” Like everything else in the game, it’s all about improving your experience.

Forza Motorsport could be described as one of the first fully-integrated gaming experiences. Everything builds on itself and adds something to another part, making no part greater than its whole. As a pure racing game, Forza is not only one of the best available on the Xbox, but with its added depth of options and additions, it could lay claim to being one of the best racing titles available on any system.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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