Which one of these reviews is better done?

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#1 Posted by John_Matherson (2085 posts) -

The Forza 5 one is done by a GS pro reviewer.

The GT6 one is done by a GS weekend Warrior Member.

The Bolded parts and comments are my analysis but feel free to give yours.

--This thread would probably get locked but just posted it in the other thread and it was ignored so no, not letting it go. Would definitely not be surprise if it gets locked.

--If you don't have a serious and substantial response and you post things like butthurt or whatever...You will be ignored.



Mount Panorama is a treacherous circuit, but at the crest of its dizzying 174-meter climb is a view of the Australian countryside so gorgeous that for a few fleeting moments all that exists is you and the howl of a roaring engine. Moments like this are what make Forza Motorsport 5 so special. This is a game that expertly captures the bond between car and driver, improving on a world-class racing simulation with just as much human touch as technical wizardry.

Nowhere is that more apparent than in Forza 5's redesigned career mode, where the hosts of Top Gear serve as entertaining guides through all manner of automotive styles and eras. It's a format made up of dozens of mini-campaigns, each focused on a specific class of vehicle, ranging from vintage touring legends to hot hatches to modern hypercars. It's a much more a la carte approach than previous Forza games: each series is unlocked from the start, lasting between one and two hours each. You're given the freedom to progress through these themed categories in any order you wish, the only limit to what you drive next being the number of credits in your virtual bank account. (SOOO....I'M GUESSING THE REVIEWER IS A BIG FAN OF TOP GEAR?...HE SOUNDS LIKE A JUSTIN BEIBER FAN WHO JUST SAW JUSTIN BEIBER)

With this approach comes the freedom to navigate your own pathway through the history of motorsport, but with an overarching progression of credits and RPG-style leveling that encourages you to continually poke through Forza 5's eclectic selection of vehicles. It's a career mode made even better by an expanded Top Gearpartnership that takes the form of narrated voice-overs preceding each series. Whether they're playfully mocking the third generation of Ford Mustangs or recounting the rivalry between James Hunt and Niki Lauda during the 1976 Formula One season, Clarkson, Hammond, and May shine as automotive historians. Their entertaining yet informative prologues lend both context and humor to every category of car you choose to spend time with.

The 1971 Elan Sprint has its charms, but the 2013 E21 is the standout Lotus in Forza 5.
The 1971 Elan Sprint has its charms, but the 2013 E21 is the standout Lotus in Forza 5.

That same flair for personality can be seen in the new drivatar AI system. The idea is that each car you compete against throughout your career is modeled after a real player's driving habits, a sort of cloud-based doppelganger meant to reflect how aggressive a person is in the pack or how well they can negotiate the trickiest of chicanes( Why the hell does it seem like he knows exactly what the devs are going for? Like he's on the dev team...like he's reading a freaking brochure. He's not reviewing the game at all. He's telling you things that you can find in the stupid hype thread I made so what were you saying again about having to play the game?). Exactly how accurate these portraits are is up for debate, but the system does succeed in filling each 16-car grid with distinct personalities, drivers whose tendencies you can never take for granted. Their mistakes are far less predictable than the vanilla AI of previous games--especially when you reduce their penchant for aggression by climbing the ladder of eight difficulty settings--making those moments you capitalize on their errors that much more rewarding. There are odd AI hiccups here and there, like when they side-swipe you in the straights for no apparent reason, but such goofs are rare and nothing that a quick tap of the rewind button can't solve (And all this crap tells me not a lot about the campaign, compared to how specific and picky the GT6 review gets about the campaign) Instead it makes Forza 5 look like a racing sim made with the standards of an arcade racing game. It's like Need for Speed pretending to Be Gran Turismo.

This is a game that expertly captures the bond between car and driver, improving on a world-class racing simulation with just as much human touch as technical wizardry

All of this amounts to a career mode that feels more lively and personable than anything Forza has done in the past(Ok, what about it feels likely and personable). There are faults, though. A sense of repetition can creep in thanks to a track list roughly half the size of that found in Forza 4, already a game that carried a profound sense of environmental deja vu. But those tracks that did make the cut have received the full next-gen treatment. Classics like Laguna Seca and Silverstone are significant improvements over their prior iterations in terms of both look and feel, bristling with race day atmosphere and up-to-date tweaks to track layouts. And then there are the new circuits: the sloping forest hills of Spa-Francorchamps, the classical European streets of Prague, and the demanding ascent of Mount Panorama. These excellent additions don't remove the sting from the modest track count, but they do serve as wonderful complements to the stable of well-updated classics. (LMAO...EXCUSES, EXCUSES, AND FCKING EXCUSES...YEAH HE'S DEFINITELY NOT PAID)

Easier to forgive is Forza 5's reduced car count. While smaller overall, this is the broadest assortment of vehicles the series has ever seen, highlighted by the introduction of open-wheel Formula One and IndyCars. Piloting a 750-horsepower Lotus E21 mere inches above the asphalt is an experience every bit as exhilarating as it is terrifying, making you feel as though any switch on that cockpit could send you rocketing into outer space. But whether you're cruising around in a Ford Focus or a McLaren P1, every car in the game's catalog looks absolutely remarkable--both in their pristine showroom forms as well as those post-race close-ups where flecks of grime litter the exterior and scratches adorn the disc brakes.

Indeed, Forza 5 has hardly forgotten its roots as a racing sim known for its staggering dedication to realism. Improved tire physics give you a better sense of your car's shifting weight as you barrel through sloped corners (OH GEE, I thought GT6 had the best driving physics on consoles?), while a clever implementation of the Xbox One trigger rumble delivers valuable haptic feedback about your current traction and stability levels. But as with previous games, Forza 5 is only as demanding as you want it to be. A generous collection of driving assists allows you to settle into your own personal comfort zone on the track, with rewards for ratcheting up the difficulty and penalties for overusing the rewind function.

But a steadfast dedication to racing physics is only part of the story. Forza 5 is a game brimming with audiovisual flourishes, little touches that elevate the driving experience just as much as the underlying science. The way sunlight(Goes out of his way to drool and describe a stupid sunlight effect but somehow forgets to tell gamers the game has neither a weather system or night racing) comes flooding through your windshield as you race across the Prague circuit's cobblestone bridge, or the excellent orchestral soundtrack that makes each race feel like the climax of a James Bond movie--Forza 5 is an absolutely beautiful game full of immersive detail. And nowhere is that more visible than in the remarkable cockpit views, where intricate stitch work and high-resolution textures serve as rich palettes for the game's drastically improved lighting effects. Even the Dolby cassette deck on a '92 Golf GTi is a thing of beauty. <--stupid things that don't need to be in the review makes the dev a little hard to take seriously, and makes you a little hard to take seriously since you're saying he doesn't have to include,

1. economy system turn10 even apologized for

2. Weather System or lack therof

3. How the game plays with racing wheels and pedals

4. The reported "being constantly encouraged to spend money" issue many reviewers/players have complained about

Forza 5 goes out of its way to ensure that every feature carried over from previous games has seen meaningful improvements. The Autovista mode that debuted in Forza 4 (renamed Forzavista here) has expanded from a handful of cars to the game's entire roster, making it easy to lose time ogling your latest purchase from every conceivable angle. Rivals mode remains an exciting means of challenging your friends' best lap times, but now it has been fully integrated into the career mode so that you're automatically presented with a new lap time to beat even as you're racing your way toward your next extravagant supercar. Even the livery editor has been expanded with new vinyls and surface materials, giving you the opportunity to defy all that is holy by designing a wood-grain Ferrari 458 Italia, or a Lexus LFA made entirely of brushed copper.

Unfortunately, I had limited access to Forza 5's multiplayer in the game's prerelease review state, with only the option to choose between a pair of hoppers for A- and S-class cars respectively. But my time competing against other players revealed a stable networking environment (thanks in some part to the game's dedicated servers, no doubt) and a lovely matchmaking system that lets you tinker around in any mode you please while it searches for an acceptable match.

The douche literally counters every fcking flaw he states in the game with an excuse.

All of this combined makes Forza Motorsport 5 an outstanding improvement to an already excellent racing franchise. It's far more than just a great racing sim, or a gorgeous showcase for the types of feats the Xbox One hardware is capable of. This is a game built on the romantic thrill of motorsport in all its forms, and that love for its subject matter is all but impossible to resist.


Gran Turismo 6 can be a wonderful thing. It's hard not to admire its intuitive handling, the obsessive attention to detail, and its steadfast dedication to simulation, even though some of the fun is sucked out in the process. It's an impressive piece of work in some respects, but for a series with such a legacy behind it, you can't help but feel it's forever doomed to a life of quiet predictability to keep the diehards happy. GT6 is all about small, incremental changes over grand reinventions. While it is--in my mind at least--the best true racing simulation available on consoles, so much of the game feels antiquated and quaint when compared to its rivals. Everything that's good about Gran Turismo is here, and so too, unfortunately, is the bad.

Things start off well, though. GT6 gets you straight into the action with a Trackday lap--a first for the series--by putting you at the wheel of a Renault Clio RS at the new Brands Hatch circuit. There, you're taught driving basics, such as how to use a racing line and zip around the track. The pacey Renault isn't going to smash any lap records, but it's great fun to drive, and the Trackday certainly gets you geared up for some proper racing. And then, as soon as the tutorial is over, Polyphony Digital falls back into 15 years of horribly bad habits.

(Look he sounds like an actual reviewer)

Powerful supercars still sound like lawnmowers and hairdryers.

Career mode begins without even giving you a choice of your first car; you're forced into the tepid Honda Fit for around the first 90 minutes of the game (NOtice how specific he states the review of the campaign? Now compare it to campaign portion of the Forza review). Progress is slow, with credits being handed out at a paltry rate early on, and you're rarely rewarded with new vehicles for race wins. The first vehicle you unlock without having to spend any of your hard-earned credits is only a go-kart.(no buts or excuses just flaws)Gran Turismo purists will probably be expecting this kind of grind, but newcomers will quickly be alienated by GT6 when other racing games are happy to put you behind the wheel of a kickass sports car within minutes. (facepalm)

Progress through your career is gated by a new star system and by the traditional GT license tests. There are six categories of races, each requiring a certain number of stars to unlock. Once you have enough stars to unlock the next category, you then have to complete a series of license tests. It's a long, drawn-out process that feels very old-fashioned. If you've played a lot of racing games, then the license tests are completely pointless; not everyone needs to learn how to drive from scratch with each new GT game. The fact that the tests are now mandatory again after being optional in GT5 is a total kick in the teeth. (Ok, again, look how specific this review is compared to the Forza 5 one. I can't even tell where the campaign review starts or end in the Forza 5 one. He tries to review the FOrza 6 campaign but gets distracted and starts drooling again)

GT6 maintains the series' famous variety of models and events, and adds to its heritage in meaningful ways.

Thankfully, your progress isn't further hindered by the user interface as it was in GT5. The menus are a vast improvement over the previous game's muddled design, borrowing heavily from the tiled layout of Microsoft's Metro UI. Everything from buying and upgrading cars, to Career mode, online play, and community features is accessed from a single screen. It sounds like a simple upgrade, but compared to GT5, it's light years ahead.

GT6's handling is nearly flawless<---He tells you a positive and then goes on what the game does that makes it positive and even how it does it (compare this to Forza 5's "With this approach comes the freedom to navigate your own pathway through the history of motorsport, but with an overarching progression of credits and RPG-style leveling that encourages you to continually poke through Forza 5's eclectic selection of vehicles". <--See how vague and just brochure-ish this sounds compared to how the GT6 reviews are written? Seriously read the statement and tell me it doesn't sound like something I'd copy and paste into my hypethreads? Tell me how this doesn't sound like something you'd see on the game's official web page?

The updates to the driving model seem subtle at first, but the little tweaks combine to make vast improvements. Cars spring to life, demanding precision and concentration from even the most experienced drivers. The changes to the physics are the claimed result of partnerships with several automotive parts makers, from aftermarket suspension companies to tire manufacturers. The suspension modeling is the most immediately noticeable change. You can feel the body roll and yaw as you change direction, making it natural and instinctive to correct tiny slides as you sense the car's weight shifting, rather than relying on visual feedback.

Stock road cars are livelier too. In the past, they had very neutral and unresponsive handling, but in GT6, you can sense much more movement through these less-high-end machines, particularly when the nose dives down toward the asphalt under heavy braking. You can anticipate the limit of grip even on standard street tires, giving the best drivers the opportunity to extract more performance than usual from slow cars. That might all sound intimidating, particularly if you're not a seasoned driver, but there's a whole suite of assists that keep GT6's realistic physics accessible to less-skilled players (With this approach comes the freedom to navigate your own pathway through the history of motorsport, but with an overarching progression of credits and RPG-style leveling that encourages you to continually poke through Forza 5's eclectic selection of vehicles(Specific and explanatory and detailed...and doesn't sound like an idiot child drooling over a new toy) This review is much better done than the one above. Traction control and other settings have 10-point sliders (Specific) that can be adjusted gradually as you improve your driving, starting you off with basic control and easing you into a more realistic experience.

However, while the driving is executed beautifully, there are other areas of the GT6 experience that fare less well. New circuits like Brands Hatch, Bathurst, Goodwood, and Ascari all look superb, but older tracks are sorely in need of a fresh coat of paint. Some of the environment art leaves a lot to be desired too, and is in danger of falling far behind the rest of the racing pack. Many of the grandstands are filled with cardboard-cutout fans, and some locations have some horrible-looking trees and rock textures that look like they haven't been updated since GT4 on the PlayStation 2. Rain effects are disappointing too, with water falling from the sky in jagged lines, and spray from cars looking like a decal glued to the back of each vehicle. <---He lists flaws but doesn't fklcing make any stupid excuses for them.. HE JUST LISTS THEM...THIS NEWBIE WEEKEND WARRIOR REVIEWER DOES A BETTER JOB REVIEWING THAN THE FORZA 5 MICROSPOT GUY DID. Wtf? Also, he mentions the weather system and goes into details about it. Forza 5 review completely ignores this. If I didn't make the hypethread and wanted to buy Forza 5 based on the GS review I'd buy it completely unaware that it doesn't have a weather system.

Night racing, on the other hand, is spectacular, with gorgeous lighting and detailed star-filled skies. There is, however, an unfortunate side effect to the entire simulation: the frame rate. It's stable most of the time, but it suffers on some of the more detailed courses, and load times are inconsistent too. <---Just lists the flaws...doesn't make excuses.

Then there are the differences between the cars. The hotly debated issue of premium versus standard cars that was a big problem with GT5 was supposed to have been solved for GT6. In practice, the situation has improved, but it's far from resolved. For the most part, cars are stunning, both inside and out, but on the track, you can definitely tell which of them are updated versions of GT5's standard models. These cars have lower-resolution textures and significantly fewer polygons in addition to their featureless black cockpits. <----No excuses at all!

In a weird twist, GT6 no longer separates standard and premium cars on the dealership screens. This can lead to spending your hard-earned credits on a new ride, only to get onto the circuit and find that it looks jagged and blurry next to the other pristine cars. Car audio is still a problem too. This is one of the worst parts of the series' long legacy and is crying out to be updated. Powerful supercars still sound like lawnmowers and hairdryers. Changes have been promised for future patches, but at the moment, the audio has been lapped by the competition.<----No excuses at all!

The AI needs a big upgrade as well. Despite promised improvements, Gran Turismo 6 feels much the same as past GT games. Opponents adhere to a rigid racing line, behaving more like slot cars than real racers. They show almost no awareness of either you or the other AI drivers, clumsily turning into other cars, stamping on the brakes way too early, and failing to power out of corners. In this regard, GT6 feel hugely dated in comparison to its competition and sucks the fun out of the racing. The driving itself is hugely enjoyable and rewarding, but racing with the AI is more like an elaborate obstacle course than a motorsport event.

If you want some competitive racing, you need to head into the online lobbies. Multiplayer racing can be a minefield at the best of times, and GT6 similarly makes getting into a race an awkward process. For some reason, the day-one patch removed the Quick Match option from the menus, meaning that the only way to race is to scour pages and pages of custom lobbies until you find one that you like. Users can flag events as racing for fun, for realism, or for drifting, but that's about as helpful as it gets. Icons show you whether a lobby restricts assists or car performance, but there's nothing to tell you which assists will be locked out, or exactly how car performance is restricted. You're left with no choice but to connect to a game and hope for the best. This is yet another area where Polyphony Digital promised big changes from GT5 but has failed to deliver. <--He even mentions the day one patch and goes into details on sooo many things. Tell me how this isn't a lot more picky than Forza 5's review? He doesn't make any excuses...He just tells you what is. THIS IS HOW A GAME SHOULD BE REVIEWED. THIS IS REVIEW. FORZA 5 APPEARS A PAID OFF ADVERTISMENT.

Despite its many problems, GT6 still has vast appeal for gearheads and car collectors. Polyphony Digital claims that the game has more than 1,200 cars, so there are plenty of new machines to experience and customize. The possibilities for automotive customization have been dramatically expanded in GT6 with huge amounts of visual upgrades available. There are dozens of wings and other aerodynamic enhancements and hundreds of wheel designs, but sadly, no options for custom painting. On the mechanical side, the tuning shop has been significantly streamlined, making it much easier to see the effects of each new part before you spend your credits, although there's still no way to share setups with other players.

So much of the game feels antiquated and quaint when compared to its rivals.

As well as the sheer number of cars, GT6 maintains the series' famous variety of models and events, and adds to its heritage in meaningful ways. In a first for the series, the game includes a long list of European racing cars from the FIA GT3 class, so you can take to the track in the ultimate versions of the world's most desirable cars, like the Mercedes-Benz SLS-AMG GT3 and the Audi R8 GT3. There are more Le Mans prototypes than ever before in a GT game too, and rally makes a welcome return, albeit with no new dirt courses. Polyphony is promising plenty of cars and tracks to come, much of it via free downloadable content, including the Vision GT cars, which are unique concepts developed by the world's top carmakers specifically for Gran Turismo.

Unfortunately, if you want to build up a big car collection, you're going to need either a lot of spare time or a lot of spare cash. GT6 is designed to reward its most dedicated fans by keeping the very best cars exclusive. Classic racing cars have high credit price tags, meaning that you're going to have to grind out a lot of career events to afford them. In GT5, you could get around this by taking part in the weekly updated seasonal events, which differed little from Career races but offered massive payouts, sometimes upward of half a million credits. In GT6, the first batch of seasonal events offer a top prize of only 12,500 credits. This leaves the newly introduced microtransactions as the only option for busy players to acquire the best cars. One million credits cost £7.99, but the most expensive cars in the game are worth around 20 million credits, costing upward of £100 in real money. Spending money is entirely optional, and you have to actively go looking for the store to do so, but the choice to add microtransactions instead of addressing the grind leaves a bad taste in the mouth.

(Hmmm...Gee...I wonder why Microtransactions is mentioned in the GT6 but not forza 5 review....I wonder why day one patch is mentioned here along what it fixed/changed but the patch Turn10 released to fix forza's economy isn't mentioned at all) Yeah, it's definitely not shady at all...

GT6 takes another bizarre turn in the game's Special Events. These side missions place you in specific cars and locations with unique tasks. My favorite of these is the Goodwood Hill Climb, which puts you behind the wheel of a variety of classic cars at this famous British motorsport festival, and is a neat bit of nostalgic fun. At the other end of the spectrum is the gimmicky lunar exploration task. That's right, you can drive on the moon. In this event, you drive supposedly accurate lunar rover missions from the 1970s. These are slow, tedious events that are only remarkable for the setting and the fleeting novelty of driving in low gravity.

Career mode also features optional coffee break events designed to add more variety to the racing format of the single-player game. These are usually drifting challenges or cone challenges in which you have to knock over a certain number of cones in a given time. They're more of a pleasant distraction than a meaningful addition, but they break up the pace nicely.Talks about career mode again and doesn't talk about Top Gear or stupid 007 Espionage sunset references : /

The rest of the presentation is pure Gran Turismo, for better and for worse. The music is the now-notorious mixture of lounge jazz and heavy metal, and none of the game is voiced, so you read a lot of text tutorials in the early going. Other areas have been given a bit more attention. Races are introduced with some cool TV-style graphics with details about weather conditions, temperatures, and starting grids, which creates a nice sense of atmosphere that has been missing from previous GT games. Damage, on the other hand, has not been changed at all since GT5. The vast majority of cars show barely any damage. Even 100mph head-on collisions cause only tiny dents and scrapes, and they have no impact on car handling or performance. (Sooo much details...THIS IS HOW YOU DO A REVIEW)

It's those little niggles that make Gran Turismo 6 feel so incredibly dated compared to its rivals. Yes, it's nice to have that attention to detail poured into the physics simulation itself, but when the likes of Forza(HMMM compare a 7th gen game to an 8th gen one much?) And the worst part is that he's not even comparing the qaulity of the game, he's rather disappointed that GT6 doesn't live up to the shiny flashiness of Forza and this tells me that Forza is pretty much all flash and no substance )are heaping on the features, it's hard not to feel shortchanged by GT6's lack of vision. Maybe we'll see the makeover the series sorely needs when it inevitably hits the PS4, but until then, Gran Turismo 6 remains a fantastic simulation; it's just not a great game.


Avatar image for lundy86_4
#2 Posted by lundy86_4 (48575 posts) -

Dude, we don't need another thread on this.

Avatar image for freedomfreak
#3 Posted by freedomfreak (49803 posts) -


Avatar image for lundy86_4
#4 Edited by lundy86_4 (48575 posts) -

^^ Best response.

Avatar image for ninjapirate2000
#5 Edited by ninjapirate2000 (3347 posts) -

No one is gonna read that shit.

Avatar image for lundy86_4
#6 Posted by lundy86_4 (48575 posts) -

Matherson is really taking this Forza review to heart...

Avatar image for Vaasman
#7 Posted by Vaasman (12869 posts) -

Avatar image for GreySeal9
#8 Posted by GreySeal9 (28247 posts) -


The review that you dislike is the one that is better done.

Avatar image for Jakandsigz
#9 Posted by Jakandsigz (6341 posts) -

And once again ignores all other reviews.

Avatar image for speedfreak48t5p
#10 Edited by speedfreak48t5p (12614 posts) -

Dear TC:

Shut up. No one cares.

Sincerely, everyone in system wars.

Avatar image for Snugenz
#11 Posted by Snugenz (13388 posts) -

9 > 7

Forza 5 best racer ever and best review ever.

Avatar image for cainetao11
#12 Edited by cainetao11 (32478 posts) -

No. I don't believe the writing in the GT6 one is better or worse for that matter. I believe you hate Microsoft, and love Sony, and it has become impossible for you to see anything regarding comparisons objectively.

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#13 Posted by timbers_WSU (6076 posts) -

Good God it never ends........

Avatar image for Jakandsigz
#14 Posted by Jakandsigz (6341 posts) -

But as I said, ignores all other reviews and acts like the GS scorer is somehow a standout that is biased and yet clearly is wrong but won't go and look for himself.

Where was he when the Last of US got an 8.

Avatar image for John_Matherson
#15 Edited by John_Matherson (2085 posts) -

@Jakandsigz said:

But as I said, ignores all other reviews and acts like the GS scorer is somehow a standout that is biased and yet clearly is wrong but won't go and look for himself.

Where was he when the Last of US got an 8.

Pretty sure I used other reviews as references.

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#16 Edited by foxhound_fox (96695 posts) -

@lundy86_4 said:

Dude, we don't need another thread on this.

Yes we do. He needs more calming cream for his asshurt.

Avatar image for lundy86_4
#17 Posted by lundy86_4 (48575 posts) -

@foxhound_fox said:

@lundy86_4 said:

Dude, we don't need another thread on this.

Yes we do. He needs more calming cream for his asshurt.

Applied through multiple threads... I'm surprised he wanted to actually bring attention back to his meltdowns lol.

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#18 Posted by mems_1224 (56914 posts) -

Johnny Butthurt having another meltdown ITT

Avatar image for foxhound_fox
#19 Posted by foxhound_fox (96695 posts) -

@lundy86_4 said:

@foxhound_fox said:

@lundy86_4 said:

Dude, we don't need another thread on this.

Yes we do. He needs more calming cream for his asshurt.

Applied through multiple threads... I'm surprised he wanted to actually bring attention back to his meltdowns lol.


Avatar image for Stevo_the_gamer
#20 Posted by Stevo_the_gamer (44839 posts) -

We don't need two threads on the same thing.