Anyone else pick this up yet?
I went out last night, picked it up along with the 360's wireless wheel. Damn, is it good. The wheel is by far the best I've used, on any system. It can be used with just a battery pack (from the 360 controller) but it needs to be plugged into the wall outlet to use force feedback. The feedback itself is very nice. Accurate, and has a great tactile feeling. It also comes with a force-feedback version of Project Gotham 3.
Forza 2 itself, is also really good. A great deal of improvements over the previous version. I love online car auctions. You can auction any car you own online, and sell it to the highest bidder - very cool.
The car customizations are crazy as well. The first game had like 10 layers could use, while this version lets you use over 1000. Really amazing.
The physics are spot on, and every car feels different. The only downside (as is the case with most car games) is the lack of a complete damage model. You get dents, paint scrapes off, etc - but no massive damage that I've seen. I wish car manufacturers would give up their iron grip on this. If developers gave a disclaimer that "the damamge is NOT accurate to the real car" or whatever, that should be more than enough.
Bah! Oh well. The game is still damn good fun
Replies
http://forums.forzamotorsport.net/forums/171934/ShowPost.aspx
And i dont think manufacturers really mind, if they let you dent and deform they wouldnt really mind total destruction.
I think nowadays manufacturers actually pay to get their cars in game or atleast let them use for free cause they have started to see games as viable marketing material.
Ive played many PC sim racers, GPL, LFS etc. and I think Forza2 hit perfectly on the blend of sim, and mass market appeal.
Even though games are a form of marketing, the game itself wouldn't be anywhere it's current popularity w/o the brand name cars. Studios basically pay for the right to use brand images to promote their games. And hopefully the investment will be rewarded with profit.
The more exclusive car brands are very, very, expensive to license.
But back to the game. I've been playing the demo and waiting for my copy to get mailed to me. The demo is fun. There's a few things that bother me, but I'll reserve final judgement 'till I've played the retail game.
i second neal's comments about the car models. Gran Turismo, in my opinion still masters that craft.
Visual things aside the game looks oh so very sweet.
That being said.... first photo
Oh yah and don't get me started on Colin McCrae Dirt. Especially gameplay...and uh the "menu system".
From what I've noticed with the demo... the game still has an arcade element to it.
As a car nut, the small details they didn't put in the game really bother me (but surely go unnoticed to the general player).
A quick example:
When you're going down the main start/finish straight at 120MPH+ and you slam on the brakes... I expect the nose of the car to dip down... as much as the front springs compression will allow. Even in the most hardcore road going sports cars, there's noticeable nose dipping during hard braking. It's practically non-existent in the game.
The game favors a certain style of driving, too, I've noticed. All the RWD drive cars in the demo are eager to let the back end step out.... like there's very little grip with the rear tires. But corner turn in is insanely tight on all the cars. It's almost impossible to induce any sort of understeer unless you're braking hard and turn the wheels.
The cars seem to stop incredibly well, too. I don't know about you... but stopping from 150MPH is not exactly an easy task. Not when you consider the weight of the vehicles.
And..... I just skimmed through the review on gamespot. ONLY 12 tracks? Are you fucking kidding me?
I seriously hope they will do some form of FREE downloadable track content in the future.
Even Gran Turismo misses big, though it uses the "simulator" branding.
If you want a pure sim experience, you have to look towards the PC for that. It will never fly on a console.
That being said, some of the points you made bother me as well. It's just something that won't change.
And yes, I sure as hell hope they offer up some free tracks.
man i need to pick up a wheel soon and forza 2. AHHH so many good things to buy
[/ QUOTE ]
Logitech G25
Too bad it's for PC and PS2, and the only wheel with a 6speed + clutch pedals
Btw Soul I would never of guessed you were a car nut, judging by your artwork and such. Just an observation
I would seriously get one + the Playseat Evo if it can really recreate driving an actual manual transmission car.
I currently have the Driving Force Pro for the PS2. It's great... but if the G25 is tons better... man.
neal: I like cars.
Holy shit. How do old games support the G25? (Like GT4)
I would seriously get one + the Playseat Evo if it can really recreate driving an actual manual transmission car.
I currently have the Driving Force Pro for the PS2. It's great... but if the G25 is tons better... man.
neal: I like cars.
[/ QUOTE ]
If your a strictly pc racer you could find Act-Labs 6 speed gate shifter, and clutch pedals. But the've been discuntined for years. some people make DIY Gated shifters.
Although I think the only PS2 game that uses G25's functions is NFS: Carbon.
next up, someone find an enzo body shell to make the ultimate race sim setup.... I hear you can find enzo bodies in halves all over the roads.
[/ QUOTE ]
Just find Eddie Griffin.
Just find Eddie Griffin.
[/ QUOTE ]
Ouch.
Jack there consists of about 60 vinyl layers, and 2hrs of work. It'd be nice if you could import images. Or better yet, just support tablets, so we can direct-paint onto the car
still very WIP:
Per, you betcha. Nothing but shapes, gradients and stamps.
I'll try to post a video in a bit.
http://youtube.com/watch?v=9u4ZgHKh5lQ
Just a note I spoke with a friend of mine in Osaka and he gave me a few tips to make the process a bit easier. Seems a lot of people are using a grid system to achieve some of the more complex designs. Just lay out a grid on the car using elongated rectangle primitives about 1 or 2 units thick and then take an image that you want to put on the car into Photoshop and overlay a matching grid size to the one you layed out on the car (say 20 x 20 grid squares for example). Then print that out or have it close by to look at and go back into Forza and start transfering over the image. The grid should make it a bit easier to translate the design onto the car and when you're done just delete the grid layers, group the art layers and save as a new layer group and put anywhere on the car. Another good tip was that using the Mini Cooper as an art workspace is the best in game as the roof is large and flat...much larger than any other vehicle in game. Use it as a temporary workspace to create your art layer groups and then save them out and place them on any other car you intended to use. Hope that helps out some and now go look at cars.
http://forza.game-host.org/index.html
Here's a little more work done on my own:
But if they get reported, or a XBL moderator sees someone, they get banned from Live, permanently.
Well, nothing really.
But if they get reported, or a XBL moderator sees someone, they get banned from Live, permanently.
[/ QUOTE ]
yeah i figured you would get banned. but you could get pretty creative and use black boxes of censorship over the dirty parts right?
i'm gonna pick this game up so i can have a go with it. this looks like fun and the game is solid so sounds good to me.
Take this video for example
http://www.youtube.com/watch?v=DgE9VFm1eD4&mode=related&search=
The other thing is the AI, can anyone say without a doubt that AI in Forza2 is good? Its got to be better than GT's dumb as brick AI?
You can network up to 3 360s at home and each one will output a different view from your car.
Check out this story on yahoo.
http://videogames.yahoo.com/ongoingfeature?eid=515841&page=0
If you have 10 grand laying around that is.
Finished off my car, btw:
I'll be working on a Polycount car next