membran  (E-Mail nur eingeloggt Sichtbar) am 12.05.2017 09:09 Uhr
Thema: PretendRaceCars reviewed Apex, LTTP Antwort auf: Forza Forza! von Icheherntion
Interessant, dass man wohl den Reifendruck runterschrauben sollte, damit es sich realistischer steuert! Mit Tuning kann man mich ja jagen.

[https://pretendracecars.net/2017/05/11/its-not-terrible-an-evening-with-forza-motorsport-apex/]

Weil PRCs Texte immer so ausladend sind, hab ich's mal aufs Wesentliche runtergebrochen:

To my surprise, Apex isn’t the disaster I once assumed it to be, but a surprisingly competent budget racer that offers a bit more than its Italian indie counterpart.

(...)

However, Turn 10 immediately send you on a scavenger hunt through the menus to unlock the full potential of the Forza engine, and that kind of pissed me off.

It was a bitch to configure, and clearly designed with pad users in mind, no doubt about it. There’s no wheel rotation option, no field of view slider, no seat adjustment configuration – forcing you to deal with a cockpit view that wastes most of the screen on drawing insignificant interior details – and hefty deadzones are built into your controller configurations, so you’ll probably want to take a look at those in the appropriate options menu before you even think of turning a lap with a steering wheel.

(...)

Turn 10 assumed everybody purchasing Forza is a complete idiot and have basically designed every default preset with the Call of Duty crowd in mind.

Thankfully, you only have to do it once, and upon completion of your scavenger hunt, there’s a satisfactory driving model that awaits.

It honestly drove like complete dog shit out of the box; the vehicles feeling ridiculously heavy compared to other simulators, while skidding around far too frequently unless you were willing to tip-toe into corner entry. This too, turned out to be another scavenger hunt; Forza’s default vehicle setups fill your tires to 30 PSI (or 2.1 bar) regardless of the toy you’ve taken to the track, which is utterly preposterous for race cars and slightly retarded for the numerous passenger cars on the vehicle roster. Dropping pressures to 21 PSI (or 1.5 bar) warranted an instant night-and-day change to the driving experience, meaning not only do tire pressure changes have an enormous effect on vehicle characteristics like they should (so kudos to Turn 10 on that front), but now that I could finally turn laps in something that felt like a proper simulator, it unlocked the actual potential of this engine.

(...)

It wasn’t an enlightening experience like the first time we all tried Assetto Corsa, but many instances throughout my playthrough of Apex I struggled to see why an abundance of hardcore sim racers had written this franchise off. With each passing class, I found myself thinking “yep, I would enjoy racing these in a lighthearted online league”, because their dynamics seemed both reasonable from a driving standpoint, and in line with what I’d come to expect from other simulators. With Forza being about more than just the driving, but also packing modes on top of modes on top of features into this all-encompassing car culture game, it’s an acceptable set of physics.

(...)

The competent driving model is complimented by what’s easily the best artificial intelligence in a modern racing simulator, meaning you can actually get some satisfaction out of offline races. While the Xbox One rendition of Forza Motorsport 6 is a complete shitfest thanks to using the drivatars of random plebs who swap Bugatti engines into stuff that shouldn’t hit 200 mph and promptly crash into every wall within the immediate vicinity, Apex appears to have been carefully crafted so as to not include these types of AI cars, as the on-track experience is miles ahead of anything else on the market today.

You can actually race and have battles with the AI cars that resemble what you’d see in a moderately composed online lobby – as they attack, defend, make mistakes, and most importantly, they’re aware of your presence. Compared to other simulators, where the AI are blissfully ignorant of your existence, and follow each other in a uniform line as if they’re on rails, Forza’s AI is a fantastic change of pace – and they’re also bloody quick. I find myself hovering between the Pro and Unbeatable settings depending on how comfortable I am with the car I’ve selected, with the latter producing phenomenal offline races that lead to epic battles among the top five drivers. If NASCAR Racing 2003 Season is the gold standard of oval racing AI, Forza’s has set the bar pretty damn high when it comes to road racing.

(...)

The icing on the cake comes with the game’s superb car-to-car contact physics, which allow you to beat, bang, and trade paint with other opponents in a manner that doesn’t threaten to break the game. Unlike isiMotor simulators, contact is not an unpredictable, awkward death sentence that shifts your car around in an extremely unnatural manner; you can fuck with the AI cars and be a bit of a cunt to them, and it all feels like something you have complete control over.

(...)

Provided Turn 10 can implement both cross-platform play, as well as cockpit viewpoint adjustments into Forza Motorsport 7, this might be a racing game we’ll all have a hard time putting down. The base they’ve laid is pretty impressive, you just have to dig to discover it.


Ja nun, auf "cockpit viewpoint adjustments" würde ich bei Forza 7 wirklich nicht hoffen. Wobei, Codemasters haben es in F1 2016 ja auch endlich eingesehen und eingebaut, vielleicht bekommt es T10 dann ja auch irgendwann mal hin. Ich sehe die Chance dafür bei etwa 10 Prozent. Aber Forza ist mir für mich eh ein Pad-Titel, den ich Arcade-Style in der Außenperspektive zocke. Für Cockpit Racing mit Lenkrad habe ich andere Titel; die haben eben auch VR Support.

***Diese Nachricht wurde von membran am 12.05.2017 11:02 bearbeitet.***
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