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Tea & Dark-GG's Forza 4 Mega Thread | Images | Videos | Info
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Tea & Dark-GG's Forza 4 Mega Thread | Images | Videos | InfoPosted:
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Joined: Jul 07, 200915Year Member
Posts: 2,596
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Status: Offline
Joined: Jul 07, 200915Year Member
Posts: 2,596
Reputation Power: 205
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Information
Game Info
Content
- 80 Manufacturers including ASKLON from the Halo universe.
- 500 Cars at launch.
- 10 Cars a month through DLC.
- Autovista mode has 10 hours of content by itself to explore and partake in.
Gameplay
- 16 cars on track at a time racing.
- Career races can have 8, 12 or 16 player races depending on the setting and track you're racing.
- When you hit a driver level in Forza 4 you get to choose one gift car out of three.
Graphics
- 60 FPS
- Every Vehicle has been re-rendered
- Over 1 million polygons per car.
Physics
- Complete overhaul of tire dynamics. (Pirelli partnership)
Features
- Autovista (Kinect controllable photomode.)
- Car Clubs (Shared Garage, you can share your own cars with the club and others can paint and tune it for club use.)
- Rivals Mode (Compete against friends whether they are online or not.)
- Head Tracking using Kinect.
- World Tour Mode Campaign.
- Customizable Instrument Display Modes.
- New Message Center (Deals with challenges and messages from friends and to friends)
- Time of Day can be changed.
- File Depot now contains both the Auction House and Storefront and also contains gifts you've received.
Other
- Ability to import profiles and liveries from Forza 3.
- The game's menus can be navigated using gestures or voice.
- All cars and tracks have equal graphical fidelity.
- In Autovista mode every car has a soliloquy by Jeremy Clarkson.
- New Fanatec Wheel being made for Forza 4.
- Online lobbies are once again user hosted.
Car List ( so far )
Abarth
- fiat 500 abarth ss
Acura
ARX-01c (Andretti Green Racing)
ARX-01c (Lowe's Fernandez Racing)
ARX-02a (De Ferran Motorsports)
Alfa Romeo
- 2007 8C Competizione
- 2011 Giulietta Quadrifoglio Verde (GameStop Preorder)
AMC
Javelin AMX (1972)
ASTON MARTIN
- 2006 #007 Aston Martin Racing DBR9
- 2009 #007 AMR Lola-Aston Martin LMP
- 2010 V12 Vantage
- 2010 One-77
Audi
- 2008 #2 Audi Sport North America R10 TDI
- 2009 #2 Audi Sport Team Joest R15 TDI
- 2009 Audi R8 V10
- 2010 #14 Kolles Audi R10 TDi
- 2010 S4
- 2010 R8 5.2 FSI quattro
Bentley
Platinum Motorsports Continental GT (E3 car of the show) (TBA DLC pack)
BMW Motorsport
- 2011 1 Series M Coupe (Best Buy Preoder)
- 2011 Z4 sDrive35is
- M5 (F10) (BMW M5 fan pack)
- M6 (E59)
Bugatti
- 2009 Veyron 16.4 [Video]
Cadillac
- 2011 CTS-V Coupe
Chevrolet
- 1967 Corvette Sting Ray 427
- 1970 Chevelle SS 454
- 2006 Corvette C6 Z06
- 2009 Corvette ZR1
Camaro Z/28 (1969)
Chevelle 454 SS
Corvette (C2)
Corvette C5.r (Corvette Racing)
Corvette C6.r (Corvette Racing)
El Camino 454 SS (1970)
Dodge
- 1969 Charger R/T-SE
- 1970 Challenger R/T Hemi
- 2009 Challenger SRT-8
- 2010 Viper SRT-10 ACR
Ferrari
- 1957 250 Testa Rossa
- 1967 Ferrari 330 P4
- 1987 F40
- 1995 Ferrari F50
- 1997 #12 Risi Competizione F333 SP
- 2002 Ferrari Enzo
- 2004 F430
- 2007 430 Scuderia
- 2007 599 GTB Fiorano
- 2009 California
- 2010 599 GTO
- 2010 F458 Italia
- 2011 California
Ford
- 1965 Mustang GT Coupe (Ship Bonus Car Pack)(Free)
- 1968 Mustang GT-500
- 1970 Mustang Boss 429
- 2005 Ford GT
- 2009 Focus RS
- 2010 Fiesta Zetec S
- Escort Rs Cosworth
- Sierra Rs 500
Gumpert
- 2010 Apollo S
Holden
Commondore V8 supercar (team pepsi max)
HONDA
- 2009 Fit Sport
- 2011 CR-Z EX (Target Preorder)
Civic 1.5 VTi (1994)
Civic type R (EK9)
CR-Z hybrid (exclusive pre-order car)
Hyundai
ix20
Tuscani Elisa
Infiniti
G35
Jaguar
- 1961 E-type S1 3.8
- 1993 XJ220
- 2010 XFR
JOSS
- 2010 JT1
KIA
- 2010 Cee'd
Koenigsegg
- 2006 CCX
- 2011 Agera (Ship Bonus Car Pack)(Free)
Lamborghini
- 2008 Reventon
- 2010 Murcielago LP670-4 SuperVeloce
Land Rover
- 2008 Range Rover Supercharged
Lexus
- 1997 SC300 (Ship Bonus Car Pack)(Free)
- 2008 #25 ECLIPSE ADVAN SC430
- 2009 IS-F
- 2010 LFA
Lotus
- 2009 2-Eleven
- 2009 Evora
Maserati
- 2004 MC12
Mazda
- 2009 #16 Dyson Racing Team Lola B09/86 Mazda
Mclaren
- 1994 F1
- 1997 #43 Team BMW Motorsport McLaren F1 GTR
- 2010 MP4-12C
Mercedes-Benz
- 1998 AMG Mercedes CLK-GTR
- 2006 Mclaren SLR
- 2008 AMG Mercedes C-Klasse/C-Class Touring Car
- 2010 C63 AMG
- 2010 SLR Stirling Moss
- 2011 SLS AMG
Mercury
- 1970 Cougar Eliminator
Mini
- 2011 John Cooper Works Clubman (Wal-Mart Preorder)
MITSUBISHI MOTORS
- 2006 HKS Time Attack Evolution CT230R
- 2008 Lancer Evolution X GSR
- 2010 Colt Ralliart
MORGAN
- 2010 Aero SuperSports
Mosler
- 2010 MT900S
Nissan
- 1993 MINE'S R32 Skyline GT-R
- 1998 R390 GT1
- 2002 MINE'S R34 Skyline GT-R
- 2009 370Z
- 2009 GT-R
- 2009 Top Secret D1-Spec S15
- 2010 GT-R SpecV (R35)
- 1993 silvia k
- 1994 240sx se
Pagani
- 2003 Zonda C12-S
- 2010 Zonda Cinque Roaster
Peugeot
- 2009 #9 Peugeot Sport Total 908 HDi FAP
Plymouth
- 1971 Cuda 426 Hemi
Pontiac
- 1971 Firebird Trans Am SD-455
ROSSION
- 2010 Q1
RUF
- 2011 RGT-8 (Ship Bonus Car Pack)(Free)
Saturn
- 2010 S5S Raptor
Shelby
- 1968 Mustang GT-500KR
SPADA Vetture Sport
- 2010 Codatronca TS
Spyker
- 2010 C8 Laviolette LM85
SSC
- 2009 Ultimate Aero
Subaru
- 2011 Subaru Impreza WRX STI (Amazon Preoder)
TESLA
- 2011 Roadster Sport (Ship Bonus Car Pack)(Free)
Toyota
- 1999 #3 Toyota Motorsports GT-ONE TS020
- 2004 #35 Yellow Hat YMS Supra
TVR
- 2005 Sagaris
Wiesmann
- 2010 GT MF5
Credit to sebas0211v2 for updating the list.
Performance changes from Forza 3
Im going to get a bit more technical in this explanation. The PI and classification system have been significantly changed in Forza 4. As you know, Forza features a dynamic car classification system we call Performance Index (PI). This system was rewritten for Forza 2 and again for Forza 3. Thus far, each new approach has addressed some big issues and created new ones. For this version, we decided to keep the same general system and refine it based on data rather than rewrite it. This approach was born out of the wisdom weve gained over the years through rewriting itaka the devil we know. Forza 3 was incredibly well-explored and exploited by you, the players. Specifically, the community found issues with how the system scored AWD drivetrains and, to a lesser degree, downforce and weight. We took all of the data from our scoreboards and data logs (uploaded to the server, but not visible by players) to help us refine the PI simulation.
Unfortunately, we couldnt realistically address the Forza 3 PI issues with a title update. In order to address PI in Forza 3, we would have had to put an entirely new database out there in a title update. And, the database is larger than what is allowed for a title update. Therefore, the only way to get the new database out would be with a user-selected or Trojan Horse DLC. There are many restrictions on this type of DLC. Also, the likelihood of mismatched databases between players is very high. The final straw was this: In order to make this fix, we would have had to wipe all of the scoreboards and fix up everyones saved games, as well as delete all of the tuning files, ghosts, and replays in the community (including those on the storefront, in your local save game, and those currently installed on all of the cars in your garage). In the end, we elected to study the issues in Forza 3 with better data-logging so that we could hopefully address them all in Forza 4.
In Forza 4, the PI and classification system has evolved considerably. First, we changed the simulation track that our PI system uses to evaluate each car. This new track was more scientifically derived. Not only did we look at the Forza 3 data results to find a more realistic stackrank target based on how our communitys fastest drivers perform, we also exported and studied the track geometry from all of our Forza 4 tracks to find a better way to design the PI simulation track. Our goal was to make a PI simulation track that not only better represents actual car stackrank target, but also does so by recreating the types of track combinations found throughout the game. This new track is longer and features more types of corners and combinations.
There were also two big changes in the PI simulation itself. Looking at the PI simulation in Forza 3, we found that AWD cars were not accelerating out of the corners as effectively as they would in the real world. This meant that the average speed for their simulated lap was lowerthus they had lower PI. This error was related to the code as well as the simulation track geometry. So we changed the track geometry to have more increasing radius lines to follow. We also changed the code to push the front tire limits more while accelerating (especially for AWD cars). These changes made the AWD cars faster in the simulation. By making them faster in the simulation, they get a higher PI. Obviously, these changes dont change how fast they are on the track when youre driving them. This just changes how they are scored by the PI system. Therefore, higher PI simulation results for AWD cars means less headroom for upgrades before hitting the class boundary.
On a related note: I saw questions in the community regarding Forzas simulation of drivetrain loss in AWD cars. Forza 3 (as well as Forza 4) feature both higher driveline inertia as well as higher drivetrain friction for AWD cars, relative to RWD and FWD cars. This system is highly nuanced. Some AWD drivetrains are actually very efficient and some RWD systems are highly inefficient. However, as an average, AWD systems are less efficient than RWD systems in Forza. Drivetrain efficiency was not the source of the AWD PI issue in Forza 3
Physics
Tires
In Forza, weve always focused on our tire simulation. As a result, weve struck up multiple partnerships over the years to get tire data. In the past, weve worked with Goodyear, Toyo, and Michelin. We also used reference data from the Society of Automotive Engineers (SAE). In past Forza Motorsport games, we even featured tire carcass flex, tire surface heat, as well as tire gas heat and expansion. However, the model was based on a combination of data from all of our previous partnerships. And we had to do fix-up on the data to make all of the different data formatting play nicely together.
For Forza 4, we took an entirely new approach to our tire simulation. This time, we threw all of the old data away and asked Pirelli to provide us with all-new data for everything. Pirelli did custom tests on a huge variety of tires to cover all of our casesincluding tire width and height, compound, inflation pressure, heat, wear, sidewall height, load, angle, etc. We then changed our system to accept the real-world data directly and without any fix-up from us at all. This means that the tires in Forza 4 behave exactly as the Pirelli test tires did, even in complex situations where multiple parameters are changing rapidly.
Just looking at graphs of the Pirelli data versus our Forza 3 data, there are several obvious differences. Unfortunately, Im not permitted to expound on the data differences. As part of getting this level of access and partnership from Pirelli, we have to keep their data completely under wraps. From a gameplay perspective, these changes are most noticeable as you move load from tire to tire. There is a lot more nuance in the model than ever before.
Steering
For Forza 4, we changed the steering model in three major ways. First, we spent time watching how quickly real-world drivers (both pros and amateurs) tend to rotate the steering wheel as they turn-in, correct, and countersteer. This led to a change in the steering rate for Forza 4. We havent found that this change is really noticeable, but we know its more accurateespecially when coupled with our second change.
Second, we reevaluated our max steering angles and the system that creates them per car. We were able to use our researched curb-to-curb turning radius in combination with our new tire data (per compound peak slip angle) and other researched parameters, such as track width and wheelbase to reverse engineer each cars max steering angle. We already had this data researched for some cars, but not for all of them. So we filled in the research gaps. In Forza 4, lock-to-lock steering is far more accurate for every car in the game.
Finally, we added the simulation steering option. This option removes all of the controller aides. There were very few of these aides on the wheel controller, but there were several on the console controller. With these aides removed, you will no longer get help finding the right counter-steering angle. If you over-countersteer (meaning you overcorrect by steering into the angle of the slide), the wheels do as commanded. This usually results in a wicked tank-slapper. Also, initial turn-in is direct and linear. This can feel very twitchy. When you command the game to go lock to lock-to-lock, it assumes you mean it and lets you live with the consequences.
Suspension
There were a couple of suspension architecture types that we felt could use better research. Specifically, we wanted to rethink our implementation for solid-axle rear ends (again). Once we started looking at the system, we decided to reevaluate our MacPherson, double-wishbone and push-rod implementation as well. We had the overall simulation correct, but we found a better way of researching and simulating the per car differences within these systems. From a high level, this change is most noticeable on the classic and low-end cars. They feel more boaty. Its not necessarily less spring and damping stiffness (though in some cases, its that too). Its how the tire moves in relation to the body and the road. When combined with the new tires and steering, all cars have an entirely new feel in Forza.
Track Bumpiness
The feel of Forza 4 is also different for two additional reasons: track surface bumpiness and dynamic camera animation. In past versions, weve optimized our track surface anomalies based purely on researched data and firsthand accounts from professional race drivers. As you know, we take great lengths to capture track as accurately as possible. What we capture, we recreated to the last detail. And, then we bring in pro drivers to further refine each track. When Gunnar Jeannette or Stphane Sarrazin or other visiting drivers tell us there are bumps or chatters, we add them.
For this version, we added a new pass for all tracks. We evaluated the general age and quality of the track surface for each track and then added bumps around the entire track surface according to our evaluation. Different tracks and different driving surfaces around the track got different levels of bumpiness. However, these are tuned to be realistic bumps and cracks (this means subtle). While they are big enough to affect friction and upset the car, we found that most of the bumps and cracks we added were being absorbed by the suspension and tires before appearing noticeably in the cars body and drivers view.
In order to make bumps more perceptible, some games make them unrealistically big. However, this simply isnt accurate and therefore we opted against it. Rather than taking those liberties, we changed our camera system to boost up the perception of the surface bumpiness. We trigger camera animation based on several new layers in Forza 4. We now have layers for accentuating bumps and cracks in the camera, based on the car physics. We even have new layers for heightening the perception of wind buffeting at high speeds. Combined, the tracks are noticeably more bumpy and engaging.
Achievements
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Welcome to Forza Motorsport: Complete the very first race in the game - 15G
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Driver Level 1: Reach Driver Level 1 in Career mode - 20G
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Driver Level 10: Reach Driver Level 10 in Career mode - 2OG
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Driver Level 20: Reach Driver Level 20 in Career mode - 2OG
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Driver Level 30: Reach Driver Level 30 in Career mode - 20G
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Driver Level 40: Reach Driver Level 40 in Career mode - 20G
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Driver Level 50: Reach Driver Level 50 in Career mode - 20G
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Bucket List: Finish 1st in every single race in the Event List in Career play mode - 80G
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Forza World Tourer: Finish a race on every race track in Forza Motorsport 4 - 60G
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Amateur: Complete the first year of Season Play - 25G
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Clubman: Complete the second of Season Play - 25G
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Sportsman: Complete the third of Season Play - 25G
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Semi-Pro: Complete the fourth year of Season Play - 25G
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Expert: Complete the fifth year of Season Play - 25G
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Professional: Complete the sixth year of Season Play - 25G
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Unicorn Hunter: Be the winning bidder on any "unicorn" car in the Auction House - 10G
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Grease Monkey: Create a car tuning file for your car - 10G
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Painter: Create a paint job or vinyl group for your car - 10G
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Show Off: Upload a movie to Forzamotorsport.net - 10G
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Entrepreneur: Sell a car tuning, paint job, or vinyl group from your storefront - 10G
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Masters: Complete the seventh year of Season Play - 25G
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Elite: Complete the eighth year of Season Play - 25G
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Champion: Complete the ninth year of Season Play - 25G
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Legend: Complete the tenth year of Season Play - 50G
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Speed Demon: Reach 240 mph in any car - 10G
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Car Explorer: Fully explore any car in Autovista - 10G
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On Location: Take a photo of any car in every Home Space - 20G
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Star in a Reasonably Priced Car: Complete a lap around the TopGear Test Track while driving a KIA cee'd - 10G
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Clubbed Up: Create or join a Car Club - 15G
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My Car Is Your Car: Share a car in your garage with your Car Club - 10G
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Autocrosser: Complete 10 Autocross events without hitting gate cones - 10G
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Outta Time: Reach 88 mph in a DeLorean - 10G
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Daily Rewards: Visit the Message Center on at least five unique days - 5G
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Here's My Card: Create a custom playercard with badges and titles - 10G
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Rivals Shootout: Race and defeat an opponent in Rivals mode - 10G
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Legendary Battle: Beat a Ferrari 330 P4 in any race while driving a Ford GT40 Mark II - 15G
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Awesome Drift: Earn a perfect Drift score - 20G
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Perfect Turn: Earn a perfect Turn score - 15G
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Flat Out: Earn a perfect Speed score - 5G
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Nice Pass: Earn a perfect Pass score - 15G
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Slipstreamin': Earn a perfect Draft score - 5G
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Exclusive Taste: Own the five most expensive cars in the game (not including DLC) - 50G
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Look Ma, No Controller!: Use Kinect to drive any car in Free Play - 5G
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Factory Driver: Get any Car Manufacturer to Affinity level 50 - 60G
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Born Competitor: Post a time in every Rivals mode event - 30G
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Forza Faithful: Import a file from Forza Motorsport 3 - 15G
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Kingpin: Knock down a gold bowling pin in Car Bowling - 5G
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Ferrari Collector: Own every Ferrari included on Disc 1 - 40G
Credit to Dark-GG
Auto Vista
At launch, Autovista mode will feature 25 experiences plus the 2012 BMW M5, which will be included as a free downloadable add-on on launch day. We dont think of these as cars in the traditional sense. Rather, these are automotive levels to explore. Each Autovista experience was chosen based on the type of wonder and diversity it brings to the mode. Each of these cars is extremely raremost people will never see these cars in the wild. We looked for works of automotive art with amazing history, design, or technology. Our goal was to use Autovista mode to get people to look at cars and games in a new way.
Autovista includes four automotive experiences unlocked from the beginning. To unlock the rest you must complete challenges in that particular car. These challenges include things like hot-lapping, car-passing, and TopGear bowling. In addition, two of the Autovista experiences are Easter Eggs. You know about one of them. The other will be revealed soon. To access these two Autovista Easter Eggs, you will need to complete a certain percentage of other Autovista experiences.
Game Edition's
Standard Edition:
Price: 49.99 GBP or $59.99
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The standard edition of Forza 4 will also be available for 49.99 GBP with the following in game car packs available when pre-ordering with selected retailers:
Contents:
Forza Motorsport 4 Limited Edition:
Price: 59.99 GBP or $89.99
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The limited edition is set to inlcude 25 additional cars which was announced by Microsoft also including the 2012 BMW M5. The LE will also include a "Cars of Forza Motorsport 4 Presented by Top Gear" book and vinyl stickers.
Contents:
Bundled in a Steelbook DVD Case, the Limited Collector's Edition content includes the following:
Please note that prices may vary with selecting stores.
Credit to Dark-GG
Game Offers
There are plenty of great reasons to pre-order your copy of Forza Motorsport 4. Most of them you know: a car collection full of the worlds greatest rides; a cosmopolitan lineup of the finest tracks from across the globe on which to drive; the best graphics found on the Xbox 360; and a plethora of incredible new features that are set to redefine automotive entertainment.
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If you havent already pre-ordered Forza 4, then youre in luck because today we are announcing our Forza Motorsport 4 Pre-Order Incentives Program. Between now and the launch of Forza 4 starting October 11, everyone 18+ who pre-orders will be eligible to receive special pre-order incentive cars if they follow the steps below. This is our way of thanking those of you who have purchased Forza 4 early and welcoming you to the thriving, vibrant Forza Motorsport community. Heres how it works:
When you pre-order your copy of Forza 4, let us know about it in the following way:
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Send a copy of your receipt to forza_preorder @ microsoft.com with your Gamertag (just the Gamertag) in the subject line. This can be either a scanned copy or a photograph of your receipt in JPEG format. Be sure and write your Gamertag on the receipt and make sure the date is clearly legible. Be sure to include your Xbox LIVE Gamertag in the subject line of your e-mail. And, before you ask, yes we WILL be looking at all the e-mails to make sure you included your receipt.
We will be sending out the pre-order incentive gifts to all participants of the Forza Motorsport 4 Pre-Order Incentive Program. However, just as with Forza 3, you must have an Xbox LIVE Gold Membership in order to receive gifts in Forza Motorsport 4. If youve been holding off on getting a Gold Membership, maybe the incentive gifts will help you decide to upgrade!
Remember, if you change your Gamertag between now and ship date on October 11, send us another email with your new Gamertag in the subject line to ensure that you get your gift.
If youve pre-ordered Forza 4, wed love you to let the world know on our official Forza Motorsport Facebook page, or by sending us a Tweet with the hashtag #buyforza4.
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Stay tuned to this page in the coming weeks, where well be unveiling additional details on the gifts well be sending out to those who pre-order.
Here's What You Get:
Check out the pre-order incentives that we're offering you for pre-ordering Forza Motorsport 4.
July
Spirit R Unicorn with specially designed Forza Motorsport 4 livery:
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Images
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Videos
Race 1- 2010 Ferrari (458 Italia)
Race 2- 1970 Mercury (Cougar Elminator)
Race 3- 2011 Subaru (WRX STI)
Credit to I_r_fanboy for the video's.
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Updating
Made by Tea , Dark-GG and sebas0211v2
Information
Game Info
Content
- 80 Manufacturers including ASKLON from the Halo universe.
- 500 Cars at launch.
- 10 Cars a month through DLC.
- Autovista mode has 10 hours of content by itself to explore and partake in.
Gameplay
- 16 cars on track at a time racing.
- Career races can have 8, 12 or 16 player races depending on the setting and track you're racing.
- When you hit a driver level in Forza 4 you get to choose one gift car out of three.
Graphics
- 60 FPS
- Every Vehicle has been re-rendered
- Over 1 million polygons per car.
Physics
- Complete overhaul of tire dynamics. (Pirelli partnership)
Features
- Autovista (Kinect controllable photomode.)
- Car Clubs (Shared Garage, you can share your own cars with the club and others can paint and tune it for club use.)
- Rivals Mode (Compete against friends whether they are online or not.)
- Head Tracking using Kinect.
- World Tour Mode Campaign.
- Customizable Instrument Display Modes.
- New Message Center (Deals with challenges and messages from friends and to friends)
- Time of Day can be changed.
- File Depot now contains both the Auction House and Storefront and also contains gifts you've received.
Other
- Ability to import profiles and liveries from Forza 3.
- The game's menus can be navigated using gestures or voice.
- All cars and tracks have equal graphical fidelity.
- In Autovista mode every car has a soliloquy by Jeremy Clarkson.
- New Fanatec Wheel being made for Forza 4.
- Online lobbies are once again user hosted.
Car List ( so far )
Abarth
- fiat 500 abarth ss
Acura
ARX-01c (Andretti Green Racing)
ARX-01c (Lowe's Fernandez Racing)
ARX-02a (De Ferran Motorsports)
Alfa Romeo
- 2007 8C Competizione
- 2011 Giulietta Quadrifoglio Verde (GameStop Preorder)
AMC
Javelin AMX (1972)
ASTON MARTIN
- 2006 #007 Aston Martin Racing DBR9
- 2009 #007 AMR Lola-Aston Martin LMP
- 2010 V12 Vantage
- 2010 One-77
Audi
- 2008 #2 Audi Sport North America R10 TDI
- 2009 #2 Audi Sport Team Joest R15 TDI
- 2009 Audi R8 V10
- 2010 #14 Kolles Audi R10 TDi
- 2010 S4
- 2010 R8 5.2 FSI quattro
Bentley
Platinum Motorsports Continental GT (E3 car of the show) (TBA DLC pack)
BMW Motorsport
- 2011 1 Series M Coupe (Best Buy Preoder)
- 2011 Z4 sDrive35is
- M5 (F10) (BMW M5 fan pack)
- M6 (E59)
Bugatti
- 2009 Veyron 16.4 [Video]
Cadillac
- 2011 CTS-V Coupe
Chevrolet
- 1967 Corvette Sting Ray 427
- 1970 Chevelle SS 454
- 2006 Corvette C6 Z06
- 2009 Corvette ZR1
Camaro Z/28 (1969)
Chevelle 454 SS
Corvette (C2)
Corvette C5.r (Corvette Racing)
Corvette C6.r (Corvette Racing)
El Camino 454 SS (1970)
Dodge
- 1969 Charger R/T-SE
- 1970 Challenger R/T Hemi
- 2009 Challenger SRT-8
- 2010 Viper SRT-10 ACR
Ferrari
- 1957 250 Testa Rossa
- 1967 Ferrari 330 P4
- 1987 F40
- 1995 Ferrari F50
- 1997 #12 Risi Competizione F333 SP
- 2002 Ferrari Enzo
- 2004 F430
- 2007 430 Scuderia
- 2007 599 GTB Fiorano
- 2009 California
- 2010 599 GTO
- 2010 F458 Italia
- 2011 California
Ford
- 1965 Mustang GT Coupe (Ship Bonus Car Pack)(Free)
- 1968 Mustang GT-500
- 1970 Mustang Boss 429
- 2005 Ford GT
- 2009 Focus RS
- 2010 Fiesta Zetec S
- Escort Rs Cosworth
- Sierra Rs 500
Gumpert
- 2010 Apollo S
Holden
Commondore V8 supercar (team pepsi max)
HONDA
- 2009 Fit Sport
- 2011 CR-Z EX (Target Preorder)
Civic 1.5 VTi (1994)
Civic type R (EK9)
CR-Z hybrid (exclusive pre-order car)
Hyundai
ix20
Tuscani Elisa
Infiniti
G35
Jaguar
- 1961 E-type S1 3.8
- 1993 XJ220
- 2010 XFR
JOSS
- 2010 JT1
KIA
- 2010 Cee'd
Koenigsegg
- 2006 CCX
- 2011 Agera (Ship Bonus Car Pack)(Free)
Lamborghini
- 2008 Reventon
- 2010 Murcielago LP670-4 SuperVeloce
Land Rover
- 2008 Range Rover Supercharged
Lexus
- 1997 SC300 (Ship Bonus Car Pack)(Free)
- 2008 #25 ECLIPSE ADVAN SC430
- 2009 IS-F
- 2010 LFA
Lotus
- 2009 2-Eleven
- 2009 Evora
Maserati
- 2004 MC12
Mazda
- 2009 #16 Dyson Racing Team Lola B09/86 Mazda
Mclaren
- 1994 F1
- 1997 #43 Team BMW Motorsport McLaren F1 GTR
- 2010 MP4-12C
Mercedes-Benz
- 1998 AMG Mercedes CLK-GTR
- 2006 Mclaren SLR
- 2008 AMG Mercedes C-Klasse/C-Class Touring Car
- 2010 C63 AMG
- 2010 SLR Stirling Moss
- 2011 SLS AMG
Mercury
- 1970 Cougar Eliminator
Mini
- 2011 John Cooper Works Clubman (Wal-Mart Preorder)
MITSUBISHI MOTORS
- 2006 HKS Time Attack Evolution CT230R
- 2008 Lancer Evolution X GSR
- 2010 Colt Ralliart
MORGAN
- 2010 Aero SuperSports
Mosler
- 2010 MT900S
Nissan
- 1993 MINE'S R32 Skyline GT-R
- 1998 R390 GT1
- 2002 MINE'S R34 Skyline GT-R
- 2009 370Z
- 2009 GT-R
- 2009 Top Secret D1-Spec S15
- 2010 GT-R SpecV (R35)
- 1993 silvia k
- 1994 240sx se
Pagani
- 2003 Zonda C12-S
- 2010 Zonda Cinque Roaster
Peugeot
- 2009 #9 Peugeot Sport Total 908 HDi FAP
Plymouth
- 1971 Cuda 426 Hemi
Pontiac
- 1971 Firebird Trans Am SD-455
ROSSION
- 2010 Q1
RUF
- 2011 RGT-8 (Ship Bonus Car Pack)(Free)
Saturn
- 2010 S5S Raptor
Shelby
- 1968 Mustang GT-500KR
SPADA Vetture Sport
- 2010 Codatronca TS
Spyker
- 2010 C8 Laviolette LM85
SSC
- 2009 Ultimate Aero
Subaru
- 2011 Subaru Impreza WRX STI (Amazon Preoder)
TESLA
- 2011 Roadster Sport (Ship Bonus Car Pack)(Free)
Toyota
- 1999 #3 Toyota Motorsports GT-ONE TS020
- 2004 #35 Yellow Hat YMS Supra
TVR
- 2005 Sagaris
Wiesmann
- 2010 GT MF5
Credit to sebas0211v2 for updating the list.
Performance changes from Forza 3
Im going to get a bit more technical in this explanation. The PI and classification system have been significantly changed in Forza 4. As you know, Forza features a dynamic car classification system we call Performance Index (PI). This system was rewritten for Forza 2 and again for Forza 3. Thus far, each new approach has addressed some big issues and created new ones. For this version, we decided to keep the same general system and refine it based on data rather than rewrite it. This approach was born out of the wisdom weve gained over the years through rewriting itaka the devil we know. Forza 3 was incredibly well-explored and exploited by you, the players. Specifically, the community found issues with how the system scored AWD drivetrains and, to a lesser degree, downforce and weight. We took all of the data from our scoreboards and data logs (uploaded to the server, but not visible by players) to help us refine the PI simulation.
Unfortunately, we couldnt realistically address the Forza 3 PI issues with a title update. In order to address PI in Forza 3, we would have had to put an entirely new database out there in a title update. And, the database is larger than what is allowed for a title update. Therefore, the only way to get the new database out would be with a user-selected or Trojan Horse DLC. There are many restrictions on this type of DLC. Also, the likelihood of mismatched databases between players is very high. The final straw was this: In order to make this fix, we would have had to wipe all of the scoreboards and fix up everyones saved games, as well as delete all of the tuning files, ghosts, and replays in the community (including those on the storefront, in your local save game, and those currently installed on all of the cars in your garage). In the end, we elected to study the issues in Forza 3 with better data-logging so that we could hopefully address them all in Forza 4.
In Forza 4, the PI and classification system has evolved considerably. First, we changed the simulation track that our PI system uses to evaluate each car. This new track was more scientifically derived. Not only did we look at the Forza 3 data results to find a more realistic stackrank target based on how our communitys fastest drivers perform, we also exported and studied the track geometry from all of our Forza 4 tracks to find a better way to design the PI simulation track. Our goal was to make a PI simulation track that not only better represents actual car stackrank target, but also does so by recreating the types of track combinations found throughout the game. This new track is longer and features more types of corners and combinations.
There were also two big changes in the PI simulation itself. Looking at the PI simulation in Forza 3, we found that AWD cars were not accelerating out of the corners as effectively as they would in the real world. This meant that the average speed for their simulated lap was lowerthus they had lower PI. This error was related to the code as well as the simulation track geometry. So we changed the track geometry to have more increasing radius lines to follow. We also changed the code to push the front tire limits more while accelerating (especially for AWD cars). These changes made the AWD cars faster in the simulation. By making them faster in the simulation, they get a higher PI. Obviously, these changes dont change how fast they are on the track when youre driving them. This just changes how they are scored by the PI system. Therefore, higher PI simulation results for AWD cars means less headroom for upgrades before hitting the class boundary.
On a related note: I saw questions in the community regarding Forzas simulation of drivetrain loss in AWD cars. Forza 3 (as well as Forza 4) feature both higher driveline inertia as well as higher drivetrain friction for AWD cars, relative to RWD and FWD cars. This system is highly nuanced. Some AWD drivetrains are actually very efficient and some RWD systems are highly inefficient. However, as an average, AWD systems are less efficient than RWD systems in Forza. Drivetrain efficiency was not the source of the AWD PI issue in Forza 3
Physics
Tires
In Forza, weve always focused on our tire simulation. As a result, weve struck up multiple partnerships over the years to get tire data. In the past, weve worked with Goodyear, Toyo, and Michelin. We also used reference data from the Society of Automotive Engineers (SAE). In past Forza Motorsport games, we even featured tire carcass flex, tire surface heat, as well as tire gas heat and expansion. However, the model was based on a combination of data from all of our previous partnerships. And we had to do fix-up on the data to make all of the different data formatting play nicely together.
For Forza 4, we took an entirely new approach to our tire simulation. This time, we threw all of the old data away and asked Pirelli to provide us with all-new data for everything. Pirelli did custom tests on a huge variety of tires to cover all of our casesincluding tire width and height, compound, inflation pressure, heat, wear, sidewall height, load, angle, etc. We then changed our system to accept the real-world data directly and without any fix-up from us at all. This means that the tires in Forza 4 behave exactly as the Pirelli test tires did, even in complex situations where multiple parameters are changing rapidly.
Just looking at graphs of the Pirelli data versus our Forza 3 data, there are several obvious differences. Unfortunately, Im not permitted to expound on the data differences. As part of getting this level of access and partnership from Pirelli, we have to keep their data completely under wraps. From a gameplay perspective, these changes are most noticeable as you move load from tire to tire. There is a lot more nuance in the model than ever before.
Steering
For Forza 4, we changed the steering model in three major ways. First, we spent time watching how quickly real-world drivers (both pros and amateurs) tend to rotate the steering wheel as they turn-in, correct, and countersteer. This led to a change in the steering rate for Forza 4. We havent found that this change is really noticeable, but we know its more accurateespecially when coupled with our second change.
Second, we reevaluated our max steering angles and the system that creates them per car. We were able to use our researched curb-to-curb turning radius in combination with our new tire data (per compound peak slip angle) and other researched parameters, such as track width and wheelbase to reverse engineer each cars max steering angle. We already had this data researched for some cars, but not for all of them. So we filled in the research gaps. In Forza 4, lock-to-lock steering is far more accurate for every car in the game.
Finally, we added the simulation steering option. This option removes all of the controller aides. There were very few of these aides on the wheel controller, but there were several on the console controller. With these aides removed, you will no longer get help finding the right counter-steering angle. If you over-countersteer (meaning you overcorrect by steering into the angle of the slide), the wheels do as commanded. This usually results in a wicked tank-slapper. Also, initial turn-in is direct and linear. This can feel very twitchy. When you command the game to go lock to lock-to-lock, it assumes you mean it and lets you live with the consequences.
Suspension
There were a couple of suspension architecture types that we felt could use better research. Specifically, we wanted to rethink our implementation for solid-axle rear ends (again). Once we started looking at the system, we decided to reevaluate our MacPherson, double-wishbone and push-rod implementation as well. We had the overall simulation correct, but we found a better way of researching and simulating the per car differences within these systems. From a high level, this change is most noticeable on the classic and low-end cars. They feel more boaty. Its not necessarily less spring and damping stiffness (though in some cases, its that too). Its how the tire moves in relation to the body and the road. When combined with the new tires and steering, all cars have an entirely new feel in Forza.
Track Bumpiness
The feel of Forza 4 is also different for two additional reasons: track surface bumpiness and dynamic camera animation. In past versions, weve optimized our track surface anomalies based purely on researched data and firsthand accounts from professional race drivers. As you know, we take great lengths to capture track as accurately as possible. What we capture, we recreated to the last detail. And, then we bring in pro drivers to further refine each track. When Gunnar Jeannette or Stphane Sarrazin or other visiting drivers tell us there are bumps or chatters, we add them.
For this version, we added a new pass for all tracks. We evaluated the general age and quality of the track surface for each track and then added bumps around the entire track surface according to our evaluation. Different tracks and different driving surfaces around the track got different levels of bumpiness. However, these are tuned to be realistic bumps and cracks (this means subtle). While they are big enough to affect friction and upset the car, we found that most of the bumps and cracks we added were being absorbed by the suspension and tires before appearing noticeably in the cars body and drivers view.
In order to make bumps more perceptible, some games make them unrealistically big. However, this simply isnt accurate and therefore we opted against it. Rather than taking those liberties, we changed our camera system to boost up the perception of the surface bumpiness. We trigger camera animation based on several new layers in Forza 4. We now have layers for accentuating bumps and cracks in the camera, based on the car physics. We even have new layers for heightening the perception of wind buffeting at high speeds. Combined, the tracks are noticeably more bumpy and engaging.
Achievements
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Welcome to Forza Motorsport: Complete the very first race in the game - 15G
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Driver Level 1: Reach Driver Level 1 in Career mode - 20G
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Driver Level 10: Reach Driver Level 10 in Career mode - 2OG
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Driver Level 20: Reach Driver Level 20 in Career mode - 2OG
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Driver Level 30: Reach Driver Level 30 in Career mode - 20G
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Driver Level 40: Reach Driver Level 40 in Career mode - 20G
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Driver Level 50: Reach Driver Level 50 in Career mode - 20G
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Bucket List: Finish 1st in every single race in the Event List in Career play mode - 80G
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Forza World Tourer: Finish a race on every race track in Forza Motorsport 4 - 60G
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Amateur: Complete the first year of Season Play - 25G
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Clubman: Complete the second of Season Play - 25G
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Sportsman: Complete the third of Season Play - 25G
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Semi-Pro: Complete the fourth year of Season Play - 25G
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Expert: Complete the fifth year of Season Play - 25G
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Professional: Complete the sixth year of Season Play - 25G
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Unicorn Hunter: Be the winning bidder on any "unicorn" car in the Auction House - 10G
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Grease Monkey: Create a car tuning file for your car - 10G
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Painter: Create a paint job or vinyl group for your car - 10G
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Show Off: Upload a movie to Forzamotorsport.net - 10G
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Entrepreneur: Sell a car tuning, paint job, or vinyl group from your storefront - 10G
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Masters: Complete the seventh year of Season Play - 25G
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Elite: Complete the eighth year of Season Play - 25G
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Champion: Complete the ninth year of Season Play - 25G
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Legend: Complete the tenth year of Season Play - 50G
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Speed Demon: Reach 240 mph in any car - 10G
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Car Explorer: Fully explore any car in Autovista - 10G
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On Location: Take a photo of any car in every Home Space - 20G
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Star in a Reasonably Priced Car: Complete a lap around the TopGear Test Track while driving a KIA cee'd - 10G
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Clubbed Up: Create or join a Car Club - 15G
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My Car Is Your Car: Share a car in your garage with your Car Club - 10G
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Autocrosser: Complete 10 Autocross events without hitting gate cones - 10G
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Outta Time: Reach 88 mph in a DeLorean - 10G
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Daily Rewards: Visit the Message Center on at least five unique days - 5G
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Here's My Card: Create a custom playercard with badges and titles - 10G
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Rivals Shootout: Race and defeat an opponent in Rivals mode - 10G
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Legendary Battle: Beat a Ferrari 330 P4 in any race while driving a Ford GT40 Mark II - 15G
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Awesome Drift: Earn a perfect Drift score - 20G
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Perfect Turn: Earn a perfect Turn score - 15G
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Flat Out: Earn a perfect Speed score - 5G
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Nice Pass: Earn a perfect Pass score - 15G
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Slipstreamin': Earn a perfect Draft score - 5G
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Exclusive Taste: Own the five most expensive cars in the game (not including DLC) - 50G
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Look Ma, No Controller!: Use Kinect to drive any car in Free Play - 5G
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Factory Driver: Get any Car Manufacturer to Affinity level 50 - 60G
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Born Competitor: Post a time in every Rivals mode event - 30G
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Forza Faithful: Import a file from Forza Motorsport 3 - 15G
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Kingpin: Knock down a gold bowling pin in Car Bowling - 5G
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Ferrari Collector: Own every Ferrari included on Disc 1 - 40G
Credit to Dark-GG
Auto Vista
At launch, Autovista mode will feature 25 experiences plus the 2012 BMW M5, which will be included as a free downloadable add-on on launch day. We dont think of these as cars in the traditional sense. Rather, these are automotive levels to explore. Each Autovista experience was chosen based on the type of wonder and diversity it brings to the mode. Each of these cars is extremely raremost people will never see these cars in the wild. We looked for works of automotive art with amazing history, design, or technology. Our goal was to use Autovista mode to get people to look at cars and games in a new way.
Autovista includes four automotive experiences unlocked from the beginning. To unlock the rest you must complete challenges in that particular car. These challenges include things like hot-lapping, car-passing, and TopGear bowling. In addition, two of the Autovista experiences are Easter Eggs. You know about one of them. The other will be revealed soon. To access these two Autovista Easter Eggs, you will need to complete a certain percentage of other Autovista experiences.
Game Edition's
Standard Edition:
Price: 49.99 GBP or $59.99
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The standard edition of Forza 4 will also be available for 49.99 GBP with the following in game car packs available when pre-ordering with selected retailers:
Contents:
- *Subaru Impreza WRX STI, available exclusively when pre-ordering at GAME
*MINI John Cooper Works Clubman, available exclusively when pre-ordering at Gamestation
*Alfa Romeo Giulietta Quadrifoglio Verde, available exclusively when pre-ordering at *Amazon.co.uk
*Honda CR-Z EX, available exclusively when pre-ordering at HMV
*BMW 1 Series M Coupe, available exclusively when pre-ordering at The Hut, Zavvi.com, Shopto.net and Play.com
Forza Motorsport 4 Limited Edition:
Price: 59.99 GBP or $89.99
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The limited edition is set to inlcude 25 additional cars which was announced by Microsoft also including the 2012 BMW M5. The LE will also include a "Cars of Forza Motorsport 4 Presented by Top Gear" book and vinyl stickers.
Contents:
Bundled in a Steelbook DVD Case, the Limited Collector's Edition content includes the following:
- The VIP Car Pack:
*2011 Bugatti Veyron Super Sport
*2011 Ferrari 458 Challenge
*2011 Lamborghini Gallardo LP570-4 Superleggera
*2010 Noble M600
*2011 RUF Rt 12 R
- The limited quantity "Launch Bonus" car pack available for fans who order early:
*1965 Ford Mustang GT Coupe
*2011 Koenigsegg Agera
*1997 Lexus SC300
*2011 RUF RGT-8
*2011 Tesla Roadster Sport
- *A 10-car add-on pack of American muscle cars (also available for purchase at launch on Xbox LIVE Marketplace)
*Custom-designed BMW cars from the "Forza Motorsport 4" BMW Design Challenge.
*VIP Membership status within the Forza community, including special recognition in new community features, leaderboards, ForzaMotorsport.net and more.
*A book titled "Cars of Forza Motorsport 4 Presented by Top Gear," written by the "Top Gear" team, is a stunning 96-page book that describes in-game cars from the Autovista experience and features imagery from game and the Top Gear photo library.
*A vinyl sticker set featuring the logos of "Forza Motorsport 4," "Top Gear" and Turn 10
Please note that prices may vary with selecting stores.
Credit to Dark-GG
Game Offers
There are plenty of great reasons to pre-order your copy of Forza Motorsport 4. Most of them you know: a car collection full of the worlds greatest rides; a cosmopolitan lineup of the finest tracks from across the globe on which to drive; the best graphics found on the Xbox 360; and a plethora of incredible new features that are set to redefine automotive entertainment.
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If you havent already pre-ordered Forza 4, then youre in luck because today we are announcing our Forza Motorsport 4 Pre-Order Incentives Program. Between now and the launch of Forza 4 starting October 11, everyone 18+ who pre-orders will be eligible to receive special pre-order incentive cars if they follow the steps below. This is our way of thanking those of you who have purchased Forza 4 early and welcoming you to the thriving, vibrant Forza Motorsport community. Heres how it works:
When you pre-order your copy of Forza 4, let us know about it in the following way:
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Send a copy of your receipt to forza_preorder @ microsoft.com with your Gamertag (just the Gamertag) in the subject line. This can be either a scanned copy or a photograph of your receipt in JPEG format. Be sure and write your Gamertag on the receipt and make sure the date is clearly legible. Be sure to include your Xbox LIVE Gamertag in the subject line of your e-mail. And, before you ask, yes we WILL be looking at all the e-mails to make sure you included your receipt.
We will be sending out the pre-order incentive gifts to all participants of the Forza Motorsport 4 Pre-Order Incentive Program. However, just as with Forza 3, you must have an Xbox LIVE Gold Membership in order to receive gifts in Forza Motorsport 4. If youve been holding off on getting a Gold Membership, maybe the incentive gifts will help you decide to upgrade!
Remember, if you change your Gamertag between now and ship date on October 11, send us another email with your new Gamertag in the subject line to ensure that you get your gift.
If youve pre-ordered Forza 4, wed love you to let the world know on our official Forza Motorsport Facebook page, or by sending us a Tweet with the hashtag #buyforza4.
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Stay tuned to this page in the coming weeks, where well be unveiling additional details on the gifts well be sending out to those who pre-order.
Here's What You Get:
Check out the pre-order incentives that we're offering you for pre-ordering Forza Motorsport 4.
July
Spirit R Unicorn with specially designed Forza Motorsport 4 livery:
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Images
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Videos
Race 1- 2010 Ferrari (458 Italia)
Race 2- 1970 Mercury (Cougar Elminator)
Race 3- 2011 Subaru (WRX STI)
Credit to I_r_fanboy for the video's.
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Updating
Made by Tea , Dark-GG and sebas0211v2
Last edited by Tea ; edited 21 times in total
The following 14 users thanked Tea for this useful post:
Kaneki (01-09-2012), TwoToad (11-06-2011), ExtremeFisher (10-26-2011), geeman (10-24-2011), Crackaa4Lifee (10-21-2011), Catnip (10-17-2011), MrFunEGUY (10-12-2011), JRJ (09-30-2011), sweq (09-25-2011), Powxr (09-17-2011), sun285 (09-16-2011), annefrankww2 (09-13-2011), TheUrbanCruiser (09-01-2011), Didact (08-29-2011)
#2. Posted:
Status: Offline
Joined: Nov 22, 201014Year Member
Posts: 4,065
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Status: Offline
Joined: Nov 22, 201014Year Member
Posts: 4,065
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Nice post, i am looking forward to this game coming out.
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#3. Posted:
Status: Offline
Joined: Jul 06, 201113Year Member
Posts: 288
Reputation Power: 18
Status: Offline
Joined: Jul 06, 201113Year Member
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Reputation Power: 18
ahhhhhhhhhh
gimmie!
i want this game sooo much >.>
gimmie!
i want this game sooo much >.>
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#4. Posted:
Status: Offline
Joined: May 12, 200915Year Member
Posts: 3,544
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Status: Offline
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Ok guys me and Tea have decided to make a mega thread so we will post all the latest forza 4 new here.
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#5. Posted:
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Joined: Aug 27, 201113Year Member
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Wow, how long did it take you for that? Good job anyways.
Love is what the world needs
Love is what the world needs
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#6. Posted:
Status: Offline
Joined: Mar 09, 201113Year Member
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Joined: Mar 09, 201113Year Member
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Reputation Power: 25
Nice post, cant wait for this game.
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#7. Posted:
Status: Offline
Joined: Apr 10, 201113Year Member
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#8. Posted:
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Joined: Sep 02, 201014Year Member
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Status: Offline
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nice post alot of info defo worth a sticky !!!!!
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#9. Posted:
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great thrad you got here...sticky i think would be the suitable decription.
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#10. Posted:
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Awesome post :LL love it .
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