The Big Forza 2 Thread *

OT but... Does MS have exclusive rights over Porsche, 'cause I thought that EA had exclusive rights? Or is it like Ferrari where they have non-excluive?


cheers

BTW: that shot of the GT3 is just amazing!
 
Here's a decent 640x360 gameplay video with not too much compression:
http://www.msxbox-world.com/movies3...Forza-2-Exclusive-Exhibition-Race6-Suzuka.wmv

thanks
can't wait to see it in HiDef on my TV.

The thought that was in my mind was how cool the damage physics are to the Online racing. Without them you get the PGR-like knuckleheads just playing bumper cars with everybody.

In Forza, if you do that, you're car is probably toast. you have to drive smart to even stay in it.

I will not use the Livery nor take the time to customize my car to the extent that some of the crazy car designers will (although I may buy a couple) ;) but I think I may pick this up just for the online racing. :)

The demo will determine it for me though.
 
The thought that was in my mind was how cool the damage physics are to the Online racing. Without them you get the PGR-like knuckleheads just playing bumper cars with everybody.

You can still do as in PGR3 tho, buy the Bentley Continental (or Merc CL), which weights more than all the other cars in Forza Motorsport combined. Only this time, you can tune it, so it wont be as slow, and just play Tank vs the small kit cars :devilish:
 
You can still do as in PGR3 tho, buy the Bentley Continental (or Merc CL), which weights more than all the other cars in Forza Motorsport combined. Only this time, you can tune it, so it wont be as slow, and just play Tank vs the small kit cars :devilish:

:cry:
 
You can still do as in PGR3 tho, buy the Bentley Continental (or Merc CL), which weights more than all the other cars in Forza Motorsport combined. Only this time, you can tune it, so it wont be as slow, and just play Tank vs the small kit cars :devilish:

Meh, not too hard to outcorner a big car in Forza, a couple good bumps and his steering will be screwed anyways so....
 
Check the ground textures outside the fence on the left. Pretty isnt it :LOL: (or were you talking about textures somewhere else...)



Its actually spelled Nürburgring ;) Also,this pic is actually the Corkscrew from Laguna Seca.

The other 2 photos arent nurb either :LOL:



Uhh, thats from the CG trailer. Thats no way in hell an ingame footage :LOL:
Sorry the mispelling. It was not intentional.

About your comments on the pics, well, I thought if I individually attached some comments on particular aspects of the screenshots, it'd be nice but I felt drousy and thus I failed miserably in my attempt to create a clear layout for the post, so it looks like every link below a comment is related to it. I can't edit the post, though.

I just tried to point out that Forza 2 is altogether one of the most balanced games I've seen in a very long time.

If I am wrong, please someone give me an example of a game (genre doesn't matter) with more than 60% of these -or equivalent- features:

- FSAAx2 (and) x4
- 60 fps
- HDR
- Great AF quality (8x?)
- 360 Physics Processes per sec.
- Real-time reflections and damage
- AI that lives up to the I letter and tries to imitate human behaviour and the frailty of human temperament
- Huge draw distance
- Telemetry
- Customized cars (up to 4000 layers)
- Drivatars (think of them as bots, if you like, :smile: or not stationary targets, if you prefer)


Graphics look so *placid* in that 1st screenshot I linked that they look very realistic to me. I live in a mountainous area and I know well what I am talking about.

http://img2.kult-mag.com/photos/00/00/82/46/ME0000824628_2.jpg

Forza 2 graphics aren't about eye candy as other games where most of the racing takes place in cities (PGR3) but even so the game certainly doesn't pale in comparison to the typical urban racing game regarding overall graphics.

http://www.jeux-france.com/Webmasters/Images/51151320070430_022709_2_big.jpg

Forza 2 NY city track (new) video:

http://www.youtube.com/watch?v=j5eJ7hYqXTk

PGR3 video:

http://www.youtube.com/watch?v=Zb8YGQ6WasA

Misapi, as Rockster and NRP have already pointed out, FSAAx4 is not that free (X360 tiling implies 5+% -it does vary a little- performance hit). They decided that they had to make some sacrifices to attain the goal of flawless, rock solid 60 fps. It's ok for me.

Cheers
 
Yep, as far as I know GTR is coming out for the X360 aswell and for me it's one of the most anticipated games this year, along with Halo 3, Call of Juarez, Mass Effect and Bioshock.

I like these 4 just for the single player story, given the fact that I see myself playing Forza for years, getting a lot of racing fun -I love racing simulators- out of this game.

Well, I hope so because I'd want to focus on FM2 specifically.

That being said, you are comparing two completely different games, not to mention some images are photoshopped. GTR looks great, specially in high-end PCs, that's for sure, but I've seen some other pics of this game in Gamespot that don't look hot at all (low-end, mid range PC?).

(i.e. from Gamespot review)
http://image.com.com/gamespot/images/2006/281/reviews/931477_20061010_screen020.jpg

FM2 features HDR+FSAA, real-time reflections, etc. Now if the same could be said about GTR...

In a sense, Forza 2 is a more *ambitious* game and while this could be said about most modern racing games (PC), this in particular, given it's nature, does so greater than most PC racing games, since it features FWD, RWD and AWD cars, while GTR *ambitiousness* -afaik, it's an awesome game- focuses on RWD and, perhaps, AWD cars. Any serious top of the line performance car is RWD -sometimes AWD-.

Cheers
 
Interesting comments by Che regarding the damage model and realism. (criticized earlier in this thread)
Tap In, since you brought that subject up, I think this quote from Dan Greenawalt (that I find VERY interesting) pretty much answer any questions regarding maximum damage limit (no flip, no injuries, etc).

It's all about the lowest common denominator. That's the key to the whole think, imo.
Originally Posted by Dan Greenawalt

Some clarification points:

• There is a myth in the gaming press that a licensed *production car* game cannot do damage. The Midtown Madness, Project Gotham Racing and Forza Motorsport franchises have all featured damage and licensed production cars. RalliSport Challenge also featured damage, but it would be considered a licensed race car game. There is a big difference between race cars and production cars from a licensing perspective. It is much easier to do extensive damage on race cars - including roll-overs.

• There are limitations that different car manufacturers place on the extent of damage that can be inflicted on their production cars. The restrictions usually involve the appearance of driver safety and car quality. It’s not in the best interest of their brands to appear unsafe or poorly made.

• Getting the manufacturers to accept damage isn’t about money; it’s about respecting the brand and forming a strong partnership. The car manufacturers have too much to lose if a game hurts their brand image. Cash advances and royalty checks from a video game can’t even come close the loss of revenue caused by a tarnished brand image. We have worked very hard over the years to develop strong partnerships with our manufactures.

• Different manufacturers hold the bar at different heights. For legal reasons we treat all of the manufacturers the same. This means we have to go with the lowest common denominator for all manufacturers. At the same time, we work with the outliers to raise their bar.

Unfortunately, different manufacturers have radically different hang-ups. Also, the hang-ups are not proportional to the real-world prestige of the brand or its importance to the Forza franchise. I'm not going to name names, but I will rant a little bit.

One American manufacturer will allow damage all day, but is adamant about cars not rolling over. We have several other manufacturers that will only allow roll-overs if all of the others agree first – hellofa Catch 22. One of our European marks can't be used in PR materials as solo, winning or losing. It must always be pictured with other cars and dead even with them. Another European brand will allow painting and decals, but we can’t allow players to put "thunder" on the side of the car. I’m not even sure what that means. I assumed it meant lightning, but when I asked that specific question, the representative was very insistent: "no thunder".

We have brands that charge ridiculous fees and make pretty "meh" cars. We got very popular brands that make awesome cars and charge next to nothing. Some brands are dead set against DLC. Other brands are willing to sponsor DLC.

There is a huge difference in how thorough each brand is when approving the car renders. On version 1, we accidentally submitted a car render from one Japanese manufacturer to its rival as one of their own cars… and they actually approved it as their car.

As you’d expect, these licenses are usually a lawyer to lawyer affair, but sometimes I get involved so we can escalate the matter higher up in the company. Some brands control other brands. Some brands hire outside licensing companies. Other brands have a licensing division within their legal or marketing departments. Sometimes different regions of a brand control the licensing, but usually it’s at a corporate level.

We have one European manufacturer that allows damage and rolling over, but is fairly unreasonable about upgrades and painting - core features to Forza. Truth is, I've spent 80% of my licensing time with just this brand. All that, and we still only got the licenses signed for half of the cars that we built from that brand. And yes, that means we spent months building cars that will never make see the light of day. I had to do back flips just to keep the small group of their cars that I felt were critical – we even got Peter Moore involved with this brand to help us pitch a higher level of partnership.

In the end, it’s all about building a partnership – which takes time. The key is to show them that we have passion for their brand and will defend it. It helps that we make a simulator – they know our goal is to achieve reality and celebrate their brand in a franchise, not use their brand to sell a quick product.

Dan Greenawalt
Game Director
Turn 10
Cheers mate
 
Eurogamer first impressions (thx Megatonator).

http://www.eurogamer.net/article.php?article_id=75989

the most obvious area where Forza 2 excels is in its physics model. Indeed, in the bid to scale next-generation heights of simulation accuracy, the team put in three months on the tyre system alone. That's the amount of time it took to accurately model the effects of pressure, wear and heat (on the inside and outside of the tyre), as well as looking into load sensitivity - which is, apparently, the efficiency of the tyre under an increasing load. It's not something you'd usually expect in a motor racing videogame, and it required the use of proprietary real-world data from the likes of Yokohama, Toyo, Michelin and Bridgestone
All of the tracks have also had a suitably next-gen, high-definition makeover, with the development team using GPS and aerial satellite data and some 3,000 photos to recreate each track. They even recorded air pressure and temperature to make sure their simulation will be rigorously accurate. But the fruits of these labours are best illustrated in some of the new tracks, like Sebring, which is an ex-airfield constructed out of mismatched slabs of concrete. In the real world, this surface puts considerable stress on a car (and a driver's kidneys, apparently). And in the game, too, thanks to an underlying physics model that runs its calculations at 360 per second (in contrast with most other racing games: they employ a model that runs at 60 per second, which wouldn't pick up the closely-spaced bumps at high speeds)
The physics also get a workout if you crash. Bowing to pressure from fans of the original game, Forza 2 will, unlike the original, feature full simulation damage - so if you drive into a wall, the chances are you won't be driving anywhere afterwards. And the game's AI Drivatar system has also been improved, with other drivers exhibiting a more pronounced sense of personality
:oops: I am sold --well, I was already
 
Back
Top