Anyone know if there's going to be a game+wheel bundle at launch?
What the hell is that? It looks like SDTV resolution if that, but then it also looks widescreen pinched into 4:3, with so much compression even static numbers are garbled to unreadable.
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
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
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
some tracks look really plain, flat, and too colorful/not saturated enough... I was expecting environments more like this
Sorry the mispelling. It was not intentional.Check the ground textures outside the fence on the left. Pretty isnt it (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
Uhh, thats from the CG trailer. Thats no way in hell an ingame footage
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.For comparatives sake here are a few UNEDITED screens from GTR2 on PC. All IMO, but besides better lighting and shadowing Forza2 isn't that hotter...
http://forum.rscnet.org/attachment.php?attachmentid=418555&d=1175480115
http://img401.imageshack.us/img401/3129/gtr22006122515541820jc3.jpg
http://forum.rscnet.org/attachment.php?attachmentid=395624&d=1160606386
http://forum.rscnet.org/attachment.php?attachmentid=417914&d=1174950894
http://forum.rscnet.org/attachment.php?attachmentid=395637&d=1160609894
http://forum.rscnet.org/attachment.php?attachmentid=395640&d=1160609894
http://forum.rscnet.org/attachment.php?attachmentid=417916&d=1174950894
http://pix.nofrag.com/32/7b/2ccb70320de526f80ab2ebe4b36e.html
http://pix.nofrag.com/95/dd/53109c7d2dea4bf68473c1d46a36.html
http://i9.photobucket.com/albums/a67/eclap/GTR2/Monza12.jpg
http://forum.rscnet.org/attachment.php?attachmentid=420004&d=1176497284
http://forum.rscnet.org/attachment.php?attachmentid=397298&d=1161566114
http://pix.nofrag.com/48/cc/a0ca24d629e942093b1535c6e485.html
http://forum.rscnet.org/attachment.php?attachmentid=397785&d=1161825783
http://pix.nofrag.com/43/da/5626c155cf881036d01be740d103.html
Imageshack isn't working so I can't link to a whole lot of other shots (the most impressive ones)
Here's the thread (lots of edited and unedited shots) http://forum.rscnet.org/showthread.php?t=260873
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).Interesting comments by Che regarding the damage model and realism. (criticized earlier in this thread)
Cheers mateOriginally 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
Light fall on the roof in a different way. This video is the best example (Enzo vs McLaren F1 -real cars- video):I get what youre saying, but imo, the roof reflection still stands out for me. Watching the GTHD videos and seeing FM2 pics certainly made me question some things
Light fall on the roof in a different way. This video is the best example (Enzo vs McLaren F1 -real cars- video):
http://www.youtube.com/watch?v=fRxzbYAs8lU
(just at the very beginning of the video you have the answer)
heh, *it's a dream*. See you
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)
I am sold --well, I was alreadyThe 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