The Big Forza 2 Thread *

Looks nice but I like GT art direction more. I will buy this game day 1 the damage model and 60fps has me sold on the game.
 
Looks nice but I like GT art direction more. I will buy this game day 1 the damage model and 60fps has me sold on the game.

To be fair, I think in terms of art, this game, Froza2, is more arty as it doesn't look real. GTHD just copied real life.
 
To be fair, I think in terms of art, this game, Froza2, is more arty as it doesn't look real. GTHD just copied real life.


No you are right I just did not state myself well is all. I would be interested if they could keep the look of GT HD with damage models.
 
I'm not overly impressed with the screenshots. Something looks off, and I'm sure one of the previous guesses covered the reason. Looks good... but not a great graphical leap over, say PGR3 IMO. Better, maybe, but nothing glorius.

The gameplay however looks to have me sold. It does what PGR3 and the GT series don't.
 
This is so last-gen:

http://xbox360media.ign.com/xbox360...1053/forza-motorsport-2-20070307112921102.jpg

I'm sorry, but I don't think this is the mind-blowing game that I was expected. Lack of AF, very simple background and lightning. F1 CE has a lot better lightining (volumetric) than Forza 2. And GT HD is far beyond in all aspects.

(Peace. This is just my opinion)

Not the best but last gen even? :???:

Does FM2 have to be compared to other racers? Let's not talk the technical achievements this game has over the two you mentioned.
 
Reminds me a bit of FIA GTR...decent graphics nothing groundbreaking but a real simulator!! Forza seems to be following along the lines. Looks like I have to get me a PS3 and an Xbox 360 after all.
 
Yeah I'm not stunned by the graphics. What I really want is a more arcade version of forza's customization options (incl. engine swaps, tires, etc) in PGR4 with even better city locations and physics that are a toned-down version of forza's (save compu power for graphics). I notice that what draws me the most into PGR3 is the experience. I want better, larger soundtrack (including a way to organize my own playlists on the in-car radio), full 720P, 4xAA, better graphics (mostly lighting, car reflections, and even more detailed city buildings). That would be the perfect racer for me.

Throw in super realistic lighting!
 
IGN has new high res vids:

http://media.xbox360.ign.com/media/743/743956/vids_1.html

One is 679 MB..still waiting on that, but I'm told it looks nice.It's the 14 minute GDC presentation. The other is the old CG vid though...


thanks.... much better in motion and the sounds are awesome...

I think those who are "complaining" about the graphics will be highly surprised when it's released (if they actually ever buy the game) instead of stare at an unfinished screen shot. ;)
 
thanks.... much better in motion and the sounds are awesome...

There was a presentation on the sound in Forza 2 at GDC 2007

Topics include:
Making Great Car Recordings - The Forza2 team recorded over 200 cars during the game's development cycle, and learned the hard way about where NOT to put microphones, as well as what factors make cars sound great, and what factors make cars sound like stink. They also recorded transmissions, turbos, superchargers, tires, etc., and they even smashed up a bunch of cars at high speeds to see what that sounds like.

Audio Implementation for Forza2 - of course, getting great recordings is only half the battle. You have to have the toolset and the know-how to get a car that sounds great in the real world to sound great in-game. The Forza2 team shows how they did it by demonstrating and discussing their toolset and implementation techniques.

DOWNLOAD PRESENTATION here
 
Yeah I'm not stunned by the graphics. What I really want is a more arcade version of forza's customization options (incl. engine swaps, tires, etc) in PGR4 with even better city locations and physics that are a toned-down version of forza's (save compu power for graphics). I notice that what draws me the most into PGR3 is the experience. I want better, larger soundtrack (including a way to organize my own playlists on the in-car radio), full 720P, 4xAA, better graphics (mostly lighting, car reflections, and even more detailed city buildings). That would be the perfect racer for me.

Throw in super realistic lighting!

So what you are saying is, you just want to play Need for Speed Most Wanted?

You can keep your arcade feel, you can keep your soundtrack (when you can have your own that is 100x better then any game has provided.)

I am still getting a kick out of reading all these pre-judgements on screenshots? We haven't seen many screenshots that do many of these games justice. When you are sitting there over analyzing the modeled damage of the right front bumper of a car in a still shot, and trying to say the game is going to represent that, is too good. While yes, the screen shot is a representation of that exact moment in the game, lets see what happens when you are taking turns at 120mph and lets see if you are focusing on the minor aliasing on the front bumper, or odd shadow by a fan in the stands.

That GDC presentation starts to lay out how much of a true sim this is going to be. While good looking to boot.
 
There was a presentation on the sound in Forza 2 at GDC 2007



DOWNLOAD PRESENTATION here

wow

thanks Stefan

from the opening:

Car sounds:
•Are Numerous
•Are Continuous & Ever-changing
•Are Complex
•Are a Key Source of Driver Feedback
•“Easy to Play, Hard to Master”...


Challenge 3:
Modularizing Car Sound
• Engine and Exhaust Sounds
• Bolt-on Sounds
• Tire Sounds
• Collision Sounds
Total Audio Permutations in Forza 2 = a whole lot...

Think of a car engine as a complicated wind instrument.
•Tuned-length/volume air intake system
•Air enters cylinders through intake valves
•Fuel mixes with air and a spark causes it to explode
•Explosion exits through exhaust valves
•Exhaust system changes volume & shapes acoustic quality
Pattern of pulses (e.g. rhythm) generated is key to engine sound signature
•Crankshaft design determines pattern
•4 cylinder = distinct, even pulses
•6 cylinder = overlapping pulses (chord-like)
•10 cylinder = uneven pulse pattern
•Exhaust header design can change pulse pattern


also new Xbox.com pic

simforza2gdc2007007.jpg
 
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So what you are saying is, you just want to play Need for Speed Most Wanted?

You can keep your arcade feel, you can keep your soundtrack (when you can have your own that is 100x better then any game has provided.)

Agreed. Forza is a sim, there should be absolutely nothing arcade about it. Though, truth is, with all assists on, it is not all that hard to drive.

And you are bang on with the soundtrack, I forgot about how much I enjoyed the soundtrack implemntation in Forza 1 till I fired it up last night, and I heard "Radar Love' kick up on the menu screen.

Custom soundtracks are by FAR superior to anything a game can give you, especially when racing. And the way Forza implements it, music is continuous from loading screen, to race, to race results and back to the loading screen, it really works perfectly. You never interrupt your songs, and hearing one of your favourite driving tunes come on can work wonders for your concentration.
 
So what you are saying is, you just want to play Need for Speed Most Wanted?

You can keep your arcade feel, you can keep your soundtrack (when you can have your own that is 100x better then any game has provided.)

I am still getting a kick out of reading all these pre-judgements on screenshots? We haven't seen many screenshots that do many of these games justice. When you are sitting there over analyzing the modeled damage of the right front bumper of a car in a still shot, and trying to say the game is going to represent that, is too good. While yes, the screen shot is a representation of that exact moment in the game, lets see what happens when you are taking turns at 120mph and lets see if you are focusing on the minor aliasing on the front bumper, or odd shadow by a fan in the stands.

That GDC presentation starts to lay out how much of a true sim this is going to be. While good looking to boot.

Nah, the need for speed series doesn't do it for me. And as far as pre-judgment goes, I think we all have a pretty good idea of what the final product looks like. They aren't terrible by any means, in fact, better than PGR3 it looks like (and is one good looking game), but I do think that Bizarre has a better style, more realistic look for the cars. Small things like blurry decals on cars in Forza 2 bother me.

But PGR3 has much more realistic physics than say NFS MW or Carbon, and is a more serious game. I do want realistic physics, car mods, damage models, so when I say "arcade' i mean something more along the lines of GT4 as opposed to GTR or one of the super-realistic sims. I'm still probably going to check out Forza 2, but part of my love with PGR3 is that all of the tracks are set in large, beautiful cities, and it has this "cooler" feel.

And about the playlists, I sort of disagree. I would love to be able to use my own music (and I can pretty much through dashboard), but I actually really like their track choice. Thats how I got introduced to "the streets" for instance. I just want to be able to play those songs in order of my choice, because right now they are on random.

And I think that Bizarre is the more talented dev when it comes to graphics. They did amazing things with PGR2, and i would be thrilled if they could make that leap visually [over PGR3] again.

PGR3 just strikes the perfect balance for me. I really miss car customization options, which this game basically doesn't have, and I want an expanded, more varied car list.
 
Nah, the need for speed series doesn't do it for me. And as far as pre-judgment goes, I think we all have a pretty good idea of what the final product looks like.

Well actually, we don't really. The next 5 weeks are all polishing, and tweaking, so it will inevitably get better and better looking as it nears release date.
 
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