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Forza, OXBMUK, review.

I should also mention that GT4's physics are rather screwy with certain cars. Here's an excerpt from my review:

Also, there's one thing about GT4 that's been bugging me quite a bit, and it's a bit of inconsistency that I've experienced. I have this Mitsubishi FTO GPX that I purchased used, I redid its transmission, brought it up to 288PS, put on super-soft tires, and most importantly reduced the weight to 1064kg (approximately 2400lbs). When doing 1/4-mile tests on the car, I can't do any better than mid-13s without using the nitrous, and it just doesn't make a grain of sense to me. The FTO is pushing 288PS and it only weighs a measly 2400lbs and it's not getting anywhere near the mid-12 mark it should be at. I've seemingly tried everything, but I just can't get the car to perform the way it should.

Everything. I thought maybe a lack of HLSD was the problem? Nope. Tuned the differential and only gained about .100. Very screwy issue, and I'm sure it exists with other cars, as well.
 
chespace said:
How about you Forza haters consider this:

- GT4 will and have sold a zillion more copies than Forza ever will.

- Knowing that you're in the 1% of people who care that Forza is 30fps and whine about it in every thread, you should stop giving a shit about this game. Hence, fucking yourself off from ever whining about it again whenever the word Forza comes up.

- Boycott the game. Play GT4. Be happy. Let those who are interested in Forza be enthusiastic about it, etc. THEN ALL WILL BE WELL.

this needs to be reposted.
 
SSX said actual racing Ai doesnt matter as much in racing sims and said the most important aspect are the physics, now that most of the ppl who have played the game say the physics are better in forza.......... does that make it hands down the better game?


SSX?
 
chespace, how is the game progression for the game? For example in GT4 after 3-4 days of playing I was still stuck running the same few tournaments over and over again at only around 3% with no money to buy a decent car. Whereas with Enthusia you could play an hour and get 10% into the game and have a good car and lots of races open to try out.

For people with no time to re-race the same tracks over and over and without online ability, would you still recommend the game? Thinking about picking up the Japanese release over here.
 
Bepbo, progression in Forza is fantastic. Your profile (basically your driver "character") levels up with the total amount of money you earn in the game... (think of it as experience points -- even as you spend money to buy cars and parts, your total money earned keeps tallying) you establish relationships with companies to get discounts on stuff they manufacture.

Let's put it this way -- whereas in GT4, I felt like I was stuck in the same license test/upgrading parts rat race, in Forza I never ever worry about money and can focus on driving the two or three cars that I love, while learning their subtleties and tuning and tweaking them to perfection. You aren't just collecting cars and stuffing your garage. You're actually putting in a lot of love and effort into the cars you're interested in, and the game allows you to race them to progress in the game (provided they fit the prerequisite).

For FF, I have my Integra. For FR, I have my RX-7. For AWD, I have my Evo. Etc... each car is customized to my specification, in terms of both tuning AND cosmetic exterior.

Anyway, I only had time to take screenshots from one of my races today... again, it's my white comet RX-7 FC... this time, facing a variety of different, but challenging, A.I. opponents. I spent most of the day tweaking the FC for maximum drift specs... and finally got it to a level I felt confident to take to a race. One good thing about tuning is that you can pause the game in the middle of a test drive, immediately tweak the settings, then resume again with the new settings without having to exit the test drive to go back to your garage. A TOTAL GODSEND.

Enjoy the pics... sorry I'm so stuck on my FC. :D These are all taken in-game by pausing the replay after the race, straight from the Xbox debug buffer.

rx719pi.jpg


rx729vl.jpg


rx736sc.jpg


The start of my drift...
rx744us.jpg


Drift continued... not the best line, but thankfully the road was wide :)
rx753cy.jpg


rx776hd.jpg


rx784qt.jpg


rx768fh.jpg
 
Thanks for the update Che. How does the game start you out? Do you have a fixed amount of money to start with and then choose a car? How many cars can you choose from at the start? What setings did you change to help your car drift better?
 
Kindbudmaster said:
Thanks for the update Che. How does the game start you out? Do you have a fixed amount of money to start with and then choose a car? How many cars can you choose from at the start? What setings did you change to help your car drift better?

You start the game with a fixed amount of cash, and you choose a territory (NA, Asia, and Europe) to begin, which determines which make of car you can purchase initially. As you level up, more manufacturers, cars, and parts are available to you. I don't remember how many cars you can choose from at the very start, but I think it was a healthy selection. Something like 10 or so... and they aren't total shit cars either. I began Asia with a Silvia S14, a FR car I've upgraded and I'm keeping in class D along with my Integra in case I need some RWD action in D class. That very first car is still one of my favorite rides in Forza. :)

As for tuning.. I'm pretty much a n00b. Ironically, I've been reading GT4 tuning FAQs and tweaking my RX-7 based on those principles... and it works! I'm mostly adjusting suspension (spring rates and damper), brakes (front and rear ratios), ride height, and sway bars to get close to a desired effect. Note that in Forza, individual cars, depending on their weight distribution and engine placement, need to be tuned differently for drifting. I have much to learn...

Speaking of which, any of you GT freaks out there specialize in drifting? Care to share some hints?
 
chespace said:
Speaking of which, any of you GT freaks out there specialize in drifting? Care to share some hints?

I use feint drifting, but it doesn't work well with every car. Basically when you're coming up to a turn rock in the opposite direction of the turn and let off your gas and apply a little brakes and then turn smoothly back into the direction of the turn and hit the gas. You need to time it perfectly because the turn back into the corner has to be at the entry point of the corner. As you're in the turn you're going to have to balance the gas but don't hit the brakes during the turn and never let off the gas completely always have almost full acceleration. It's difficult to learn but its an excellant drift for showing off or for keeping a higher speed since you aren't using your brakes much.

Do you have the wheel yet? Feint drifting works alot better with that even if there's no FF. I've always had a harder time pulling it off with a regular controller.
 
rx729vl.jpg


that is fucking awesome. its like gt4's photomode, but a real screenshot
 
If that is indeed how PD did it
It's not.
For that matter, modelling the car and engine internals is by far the cheapest part(processing wise) of dynamics simulation in a racer, so NOT using that approach in a self proclaimed "driving simulator" with hundreds of car models would be pretty stupid, not to mention selfdefeating.

It isn't really simulaton specific way to do things either - there's a number of "arcade" racers that have their car internals modelled by ~100 of real parameters just the same - they are just using numbers tuned for unrealistic performance characteristics.

I'm curious where was it confirmed what framerate GT dynamics is running at though. Particularly since different parts may run at different rates also(not that I know about GT specifically, but they do in some games).
 
bilder_7902.jpg


THAT is a beautiful shot. Very impressive!

I would like to give this game a shot sometime but...30 fps. It's keeping me away. :(
 
Awesome pictures.
Love the 360 Modena, it must be the most beautiful car ever made.
That RX-7 FC isn't bad either though :)
 
I was poking around last night and stumbled upon GT Planet's forums, which dedicates an entire board to drifting (btw, what a super awesome hardcore community GT4 has -- I hope Forza can inspire the same sort of passion, especially with its online mode. I can just imagine people gathering on certain servers just to see each other drift).

In fact, if you look here, there's a wealth of drift settings for just about any car you'd want to drive. I'm going to try and approximate these settings in Forza today and see how it turns out. :D

Here's the list just to give you an idea...

ASTON MARTIN
'04 Vanquish

BMW
'98 M Coupe
'04 M3(E46)
'05 M5

CHEVROLET
'96 Corvette Grand Sport

HONDA (a little ass-dragging, I guess)
'91 Prelude Si VTEC
'00 Spoon Civic Type R [EK9]
'01 NSX-R Concept - AVAILABLE
'03 Integra Type-R
'03 Odyssey Absolute

INFINITI
'03 G35 Coupe

LEXUS
'98 IS200
'00 GS300

MAZDA (Japan)
'85 RX-7 Savanna GT-Limited
'04 RE Amemiya RX7 (JGTC)
'05 Mazdaspeed 6

MITSUBISHI
'95 Eclipse GT
'96 Lancer Evolution IV GSR
'99 Lancer Evolution VI RS

NISSAN (Japan)
'89 Silvia 1800Ks (S13) - - Note: Try settings for the '91 Silvia 2000K's (S13)
'89 (or'98) 300ZX 2-seater (Z32)
'92 Skyline Vspec II (R32) - - Note: '91 GT-R N1 settings should fit
'01 Silvia (S15) (C-West Razo JGTC)
'02 Skyline GT-R M-spec Nur - - Note: Try settings for ’00 Skyline GT-R V-Spec II N1 (R34)
'04 Fairlady Z (Option Stream Tuner)
'04 Amuse Skyline GT-R Carbon-R (R34)
'05 350Z Gran Turismo 4 Edition (Z33) - AVAILABLE

MERCEDES-BENZ (Germany)
'02 SL500

RUF
'86 BTR Type-II
'96 CTR2

TOMMY KAIRA
'00 ZZII - Nawk - - Note: WIP, help requested

TOYOTA
'70 Celica 1600GT
'81 Celica XX 2800GT
'90 Supra 2.5GT Twin Turbo-R - AVAILABLE
'97 MR2 G-Limited
'00 Celica TRD Sports M

VOLKSWAGEN
'49 Beetle 1100 Standard

---------------------------------------------------------------------------

Settings - contains settings posted up to and including post 372
Organized by Manufacturer - Year - Model Name

BMW:
’03 M3 CSL – brett300zx

BUICK:
’62 Special – Grimlyn

CHAPARRAL:
'67 2D (LeMans) - burnout060

CHEVROLET:
’69 Corvette Stingray L46 350 – nruel
'97 Camaro Z28 - SmokeCheckin
’02 Silverado SST Concept – Ketis

CIZETA
'94 Moroder V16T - SSVelle

D1GP and Tuner Village Cars:
(Note: many people recommend drifting the D1GP cars with the stock settings)
'00 Tom’s Chaser X540 – Cakey
'00 Tom’s Chaser X540 – Mdnite
'03 BP Falken FC RX-7 (D1) – burnout060
'03 BP Falken FC RX-7 (D1) – Grimlyn
'03 BP Falken FC RX-7 (D1) - MadDogDrifter
'04 Amuse S2000 - slo-car
'04 Amuse S2000 - nightkids4ever (Arcade Mode)
'04 Amuse S2000 GT1 - $u!$l!d3
'04 Amuse S2000 R1 - AmuseS2K
'04 Amuse S2000 R1 - HammerShot
'04 Blitz Skyline ER34 (D1) - Mojo D1 Dr1F70r
'04 Blitz Skyline ER34 (D1) – nightkids4ever (Arcade Mode)
'04 Blitz Skyline ER34 (D1) – pwbull09
'04 HKS Silvia (Genki Hyper D1) – bamboo_R34
'04 HKS Silvia (Genki Hyper D1) – Drift_Smoke
'04 HKS Silvia (Genki Hyper D1) - nightkids4ever (Arcade Mode)

DODGE:
’71 Charger Super Bee 426 – nruel

FORD:
’04 FPV F6 Typhoon (Australian) - Ten

HONDA:
'91 Honda CIVIC SIR-II (EG) - apexd1fd3s - - Note: FF car
’00+ S2000 Type V – savagedrifter
'01 NSX-R Concept - Suzuki
’02 NSX Type-R – jdmmunkyman

LOTUS:
’90 Carlton – 194GVan

MAZDA:
'90 RX-7 Savanna Efini-III - Drifter5
'90 RX-7 Savanna GT-X - apexd1fd3s
’92 RX-7 Efini Type-RZ – Ten
'95 RX-7 Efini Type-RZ - Ske
’95 RX-7 Efini Type-RZ – xysorra
'01 RX-7 Type-R Bathurst-R – Drifter5
’01 RX-7 Type-R Bathurst-R – nruel
'02 RX-7 Spirit-R Type-A - blotto3000
'03 RX-8 Type-S - awdrifter2 (reposted by itzLINKY)

MERCEDES:
’04 SL65 AMG –Grimlyn

MINI
'02 Cooper - volcom_stone29

MITSUBISHI:
'78 Mirage 1400GLX - undarken
'95 Lancer Evolution III GSR - TankSpanker
'03 Lancer Evolution VIII GSR - G-T-4-Fan
’04 Lancer Evolution VIII MR GSR – Grimlyn

NISSAN:
’78 Fairlady Z 280Z-L 2-Seater – nissandrifter
’79 Bluebird 1800SSS Hardtop – 194GVan
’87 Skyline GTS-R (R31) – 194GVan
'91 Silvia 2000Ks (S13) - burnout060
'91 Silvia 2000Ks (S13) - nightkids4ever (Arcade Mode)
’93 Silvia K's Aero (S14) – 194GVan
’93 Silvia K's Aero (S14) – SlidewaysS14
’94 (Nismo) 270R (S14) – burnout060
’95 (Nismo) Skyline GT-R LM Edition (R33) – Ketis
'96 240SX (Fastback Hatch) - tedaconda
’96 240SX (S14) - M0nK3e.StyLeZ
’96 240SX (S14) - sonicsam
’96 (Nismo) 400R (R33) – dsvw56
'98 Sileighty - Mdnite
’98 Sileighty – SlidewaysS14
'98 Sileighty - TankSpanker (soft settings)
'98 Sileighty - TankSpanker (stiffer settings)
’98 Sileighty – uglyDRIFT
'99 Silvia Spec R Aero (S15) - Count_Blah
'99 Silvia Spec R Aero (S15) - Mdnite
'99 Silvia Spec R Aero (S15) - mkpelto
’00 Silvia Varietta (S15) – 194GVan
’00 Silvia Varietta (S15) – pwbull09
’00 Skyline GT-R V-Spec II N1 (R34) – emc.icon
'05 350Z Gran Turismo 4 Edition (Z33) - bamboo

RENAULT:
’80 5 Turbo – nruel

RUF
'86 BTR Type-II - SSVelle

SUBARU:
’02 Impreza WRX STi Version VIII Sedan – brett300zx
’04 Impreza WRX STi Version VIII Sedan Spec-C – Grimlyn
’04 Impreza WRX STi Version VIII Sedan Spec-C - G-T-4-Fan

SUZUKI:
’91 Cappuccino EA11R – nightkids4ever
’95 Cappuccino EA21R – Chrno

TOMMY KAIRA
'00 ZZII - Nawk - - Note: WIP

TOYOTA:
’83 Corolla Levin 1600GT Apex & Sprinter Trueno GT-Apex (AE86's) – burnout060
’83 Corolla Levin 1600GT Apex & Sprinter Trueno GT-Apex (AE86's) – ToyotaDrifter
’86 MR2 1600 G-Limited Super Charger – nruel
'90 Supra 2.5GT Twin Turbo-R - Drifter5
’97 MR2 GT-S – ToyotaDrifter
'97 Supra RZ - dsvw56
’00 Sprinter Trueno GT-Apex Shuichi Shigeno Version – El Dusto
’00 Sprinter Trueno GT-Apex Shuichi Shigeno Version – nissandrifter
’04 Tacoma X-Runner – ToyotaDrifter

VOLVO:
’88 240 GLT Estate – Ten
 
One good thing about tuning is that you can pause the game in the middle of a test drive, immediately tweak the settings, then resume again with the new settings without having to exit the test drive to go back to your garage. A TOTAL GODSEND.

That's beautiful!

Thanks for the details...nevermind the 30fps or colour palette detractions, this game has a whole lot going for it! Sounds like it's gonna be fun!
 
Here's all the info on the wheel:

http://www.gamestop.com/product.asp?product_id=801439

* Tuning
With the Speedster®3 Force Shock you have the ability to tune your wheel 7 different ways: Dead Zone, Sensitivity, Vibration Function, Force Effects, Force Filter, Steering Resistance, and Programming.

By pressing the “TUNING” button, you can make several settings to adjust the Speedster®3 ForceShock to the game or your driving style. With the direction buttons “left” and “right” you scroll through the functions, with the direction buttons “up” and “down” you select the desired value. The Speedster®3 can be tuned on the fly while playing your game to get the best results possible.

* Dead Zone
Get instant response
Possible settings: 3 to -9
The dead zone is the area around the central position of the steering wheel within which a movement does not trigger a reaction for the car in the game. This area can be extended or completely eliminated if you want every steering wheel movement to immediately result in reaction by the car.

* Sensitivity
Adapt the wheel to your driving style
Possible settings: 0 to 5
This function determines the degree to which the car reacts to a steering wheel movement in the game. With a setting of 5, even a slight movement will cause the car to turn sharply.

At “0” you have to turn the wheel the full 210 degrees to achieve the same turn.

* Vibration
Possible settings: 0,1,2,3

You can configure the degree of vibration of the two motors (Shock):
0 = Off
1 = 50%
2 = 100%
3 = 200%

* Force Effects
The wheel strikes back!
Possible Setting: 0 to 3
A strong motor on the axis of the wheel let’s the wheel turn whenever the game sends a signal that your car hit something or the surface of the road gets rough. You can adjust the strength of this effect or turn it completely off in order to meet your personal gaming preferences.

* Force Filter
You can also filter the Force Feedback effects if you don’t want to feel every little bump but only the big crashes. The Filter “Fi” enables the user to determine when the FF effects will get active. At “0” you feel FF even if the wheels spin and at level “5” you only feel it when you hit a wall. This is independent from the vibration so that you might feel vibration only if you make a burnout and if you hit something then vibration is combined with the FF effects.

* Steering Resistance
Possivel settings: 0 to 3
Instead of springs, the Speedster®3 ForceShock™ is equipped with a strong which controls the Force Feedback effects but also determines how much power you need to turn the wheel.

As different cars require different forces, you can adjust the resistance of the wheel to feel a difference between a Mercedes Formula 1 car and a SL.

* Programming
Different Functions can be assigned to the horn button in the middle of the steering wheel and the two gear levers.

Press the button you want to change (for example “right hand lever”)
Then press the required function (for example “B”).
This guarantees 100% support of the hand levers in any racing game.

* SetUp
You can save all your TUNING settings permanently in the wheel so nothing gets lost when you turn the power off to the wheel.

The memory in the wheel can save the settings for up to 4 of your favorite games. Just press the SETUP button and select with the D-pad and down buttons which SETUP you want to activate. The settings will be automatically saved after every modification.

* Driving Position
1) Lap Mounting – Put the Speedster®3 ForceShock on your lap to drive without any table. The position of the wheel was strategically engineered to be identical to the driving position in a real car and therefore enhancing your overall gaming experience.
2)Table Mounting – A strong clamp fixes with the wheel to your table. It is easy to install and just one screw needs to be tightened.

* Hand Lever
With the pedal to connect to the wheel you can use the hand levers to manually move up and down through the gears just like Formula One racing.

* Superior Grip
The Speedster®3 ForceShock™ is coated in ultra high quality TPR rubber which improves handling and gives you the impression of sitting in a real car.
The superb ergonomics allow you to drive 24 hours of Le Mans in real time!

* Pedals
The analog pedals are designed to follow the movement of the foot. This avoids any inconvenience during long racing sessions. The pedals have a different spring force for gas and brake just like a real car. Seven rubber feet keep the pedals fixed to any surface.
Compatibility
Quality

* Compatibility
The Speedster®3 ForceShock™ is 100% compatible with any current or upcoming racing game on the Xbox. The wheel allows Force Feedback with all racing games.

The Speedster®3 ForceShock™ uses the controller port and is therefore full compatible to the Xbox Controller.
The hand levers can be mapped to any standard button which allows manual gear shifting on all games which support this feature.

There are two slots for the Xbox Live Communicator and the Memory Unit. This makes the wheel fully compatible with Xbox Live.

* Quality
Advanced Germaneering™
The Speedster®3 ForceShock™ was created in Germany by racing experts with a very high demand for quality. We understand not only as the requirement to make the products last longer. A quality product feels more realistic and therefore makes more fun.
 
The wheel sounds great! Both rumble AND FF!

Great customizability too...I'd turn down the steering resistance, but pump up the FF (it'll feel great when hitting other cars...you know you messed up when you do).

Plus, I'd love to try this with PGR2 and OutRun 2. The price isn't that bad either.
 
I would call it vibration v1.1. Vibration is a form of force feedback so I find it a little decieving that they try to differentiate in that way.

Just found this:
As for Force Feedback steering wheels, as I understand it, there won't be any force feedback steering wheels for Xbox, due to the strange way the port wires are organized, which prevents true force feedback from happening. There will be a few steering wheels, though.
Doug-IGN

If ture I hope they correct this for the 360. How the hell did they screw this up when they make TFF wheels???

*bangs head on desk*
 
Gek54 said:
I would call it vibration v1.1. Vibration is a form of force feedback so I find it a little decieving that they try to differentiate in that way.

Just found this:

Doug-IGN

If ture I hope they correct this for the 360. How the hell did they screw this up when they make TFF wheels???

*bangs head on desk*

I think someone posted awhile back about that being the reason Logitech never made a FF wheel for the Xbox while they've made 2 for the PS2 and 1 for the GC.
 
This wheel sounds very promising. What gives me the most hope that this is an actual FF wheel is this paragraph:

Steering Resistance
Possible settings: 0 to 3
Instead of springs, the Speedster®3 ForceShock™ is equipped with a strong EDIT: motor which controls the Force Feedback effects but also determines how much power you need to turn the wheel.


OTOH, this makes me feel like it’s some kind of FF gimmick:

As different cars require different forces, you can adjust the resistance of the wheel to feel a difference between a Mercedes Formula 1 car and a SL.

While this doesn’t discount FF inclusion, why would I have to set the FF resistance for each car? Shouldn't the game do this automatically for each car? Obviously, if the game does, but the wheel allows you to augment the FF signal that the game is sending, then that's fine. But I don’t want to have to adjust the resistance for every car to get the FF effect. Hopefully I'm reading that part wrong.

All the other features sound very promising. I especially like the ability to filter the Force effects; and the ability to map the hand levers. However, I would prefer the ability to map ALL of the buttons to my preference. For instance, if I just want to set the wheel in my lap and not use the pedals, then I should be able to map the gas and brake to buttons or levers on the wheel itself. I hope I’m misreading that part as well.

After having used the Xbox-only Madcatz wheel with PGR2 I won’t buy ANY wheel until it’s confirmed that FF is for real.

I sure do hope this is the real thing. :)
 
If you have ever played WRC2 with the logitech wheel, it just uses the motor as a constant spring back force coupled with vibration, a very underwhelming use of a TFF wheel. This is basically what all the Speedster Forceshock is capable of doing. The Forceshock gives you an option to change the strength of the spring back force letting you choose how much effort it takes to turn the wheel.
 
Yep, I'm not interested in "springback". I want a progressive, relatively linear resistive feel based upon speed, angle of turn, and the number of G's involved. I don't know how FF really works, but ideally I would think it utilizes a servo-motor. With the right programming, a servo-motor could give you all of those things. Provided the game and console allows it of course. ;)
 
Just got the wheel in. Will try it after lunch.

Have to play Forza now vs. MS people.

Time to test my FC!
 
Does anyone know why Gran Turismo has never offered cars from car manufacturers like lamborghini, Ferrari, etc when other games lke Forza and Need for Speed do?
 
Any1 said:
Does anyone know why Gran Turismo has never offered cars from car manufacturers like lamborghini, Ferrari, etc when other games lke Forza and Need for Speed do?

From what's been said, they've got absurdly high price tags for the license and Sony just isn't willing to pay for them.
 
HokieJoe said:
Yep, I'm not interested in "springback". I want a progressive, relatively linear resistive feel based upon speed, angle of turn, and the number of G's involved. I don't know how FF really works, but ideally I would think it utilizes a servo-motor. With the right programming, a servo-motor could give you all of those things. Provided the game and console allows it of course. ;)

Yes this is true about the motor but it does not provide the feedback for which you are hoping. Apparently Xbox is unable to transmit enough data to do TFF.

Any1 said:
Does anyone know why Gran Turismo has never offered cars from car manufacturers like lamborghini, Ferrari, etc when other games lke Forza and Need for Speed do?

I believe Sony has attributed to their high licensing fees.
 
SolidSnakex said:
From what's been said, they've got absurdly high price tags for the license and Sony just isn't willing to pay for them.

That's a shame cause those types are some of the best cars to use in the GT style of gameplay. And considering that Gran Turismo is one of the most popular and profitable gaming franchises ever created, you would think that they would go to great lengths to offer them since games like Forza, which is an new and untested franchise, do offer them.

Or maybe it's precicely this reason why they don't, cause Sony knows that GT will sale regardless if they offer these cars or not. But this is the first time that anyone has ever really challenged GT for the title of best racing simulator. Hopefully Sony will offer them next time since for the first time they are experiencing real competition.
 
Gek54 said:
I agree. Ferrari is a huge plus imo and it sounds godly in Forza.

I know there's a lot of PGR2 hate around here, but the some of the engine sounds are spot on. I've ridden in a 360 Modena, and I can tell you that PGR2 recreated that wonderful V12 sound beautifully- nothing else like it in all the world of automobilia.
 
HokieJoe said:
I know there's a lot of PGR2 hate around here, but the some of the engine sounds are spot on. I've ridden in a 360 Modena, and I can tell you that PGR2 recreated that wonderful V12 sound beautifully- nothing else like it in all the world of automobilia.

V8.
 
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