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Seeing as how no one's played the final version of Forza 3 either, it's a bit premature to be smugly claiming victory for something one doesn't even have any affiliation with beyond being a common consumer with a preference (not an industry insider, not a developer).

I'd ask that everyone stop trying to do PR for a company they're not getting paid by, but I know that'll never happen.

Personally, I can only judge by what I've played and what I bought. And frankly, the damage in Forza 2 was about as arcade-like and unrealistic as any other game with damage.

Until I play the retail version of Forza 3 and am fully impressed by the vast improvements, it will not get the benefit of the doubt from me. Turn 10 has blown the hype so far out of proportion with their PR, nothing short of a miracle will deliver. In other words, something that is completely the opposite of Forza 2, which while excellent for what it was, was not anything approaching the definitive word in racing sims.

The worst case scenario for GT5 will be that the damage comes off as being an 11th hour add on feature, which simply wouldn't fit in as a balanced game play mechanic as true to life damage literally defines real life racing once the fundamentals of motorsports driving skills have been mastered. GT games have had the same bumper car physics since the beginning and changing that is not something that can simply be added as an afterthought. If that's the case, I hope there will be an option to shut it off or dial it down.

As for the dialed in percentage numbers (which turned out to be the equivalent of a "life bar" for your car parts), etc. for Forza 2, they were a poor substitute for mechanical damage, so I hope that's been appropriately reworked from scratch along with the crumple can damage models.

When I "blow" an engine past red line, I want to see an oil slick and con rod pieces all over the tarmac. When I hit an object at full wheel lock, I want to see tie rods snap and steering completely disabled. And if I don't see that, I don't want to hear another word about life-like realistic damage from Turn 10.