PSX5Central
Playstation/Gaming Discussions => Gaming Discussion => Topic started by: pstwo on July 16, 2004, 03:56:36 AM
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Looking great!
(https://psx5central.com/community/proxy.php?request=http%3A%2F%2Fwww.xboxworld.nl%2Fimages%2Fcontent%2F24224.jpg&hash=524bd622bdddee85ef4bc10969c4c89588b4769d)
(https://psx5central.com/community/proxy.php?request=http%3A%2F%2Fwww.xboxworld.nl%2Fimages%2Fcontent%2F24223.jpg&hash=a47a5d85ce16a8b39e42b9bedf537b09970ad01e)
(https://psx5central.com/community/proxy.php?request=http%3A%2F%2Fwww.xboxworld.nl%2Fimages%2Fcontent%2F24225.jpg&hash=df1449abe111c77ab6a621ea00f799728ae1e38d)
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I saw gameplay footage of it on a tv game show (Dutch television)
; although it looked crisp clear and smooth.... something was lacking....
For example, the sky and the trees looked almost cartoony ; very high saturation colors.
On the gameplay itself ; they were very positive about it, although they did find it copied alot of tweak elements from the first GT. They were raving about Forza\'s damage system though.
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Knowing the attention and effort put on GT4 I am sure that GT4>Forza MotoSport
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I think i\'ll stick to GT4 :D
(https://psx5central.com/community/proxy.php?request=http%3A%2F%2Fimg4.imgspot.com%2Fu%2F04%2F201%2F15%2Fsubaru90176.jpg&hash=815b880a7135645045f69647adef679663216640)
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Its interesting how real Polyphony can make GT4 look, yet so many other games on xbox are pushing more polys and still cant touch that level of realism. Its obviously just a difference in visual style but is it the lighting?
Who knows. The model of that eclipse looks great and really clean but there are just lacking elements. I guess because a lot of box titles arent simulators, they dont have that same depth.
Now all we need are 3D frickin rims!
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I think the reason why the rims arent 3D are because the realistic speed effect doesnt look as realistic while the wheel spins.Just take a look at NFS:Underground and how the rims look while the wheels are spinning.
I dont know if you understand what I mean though.
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I rarely understand what you mean, Unicron!.
Game looks pretty alright ok.
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Thanks Bob. :p
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Originally posted by MAKAVELIUK
I think i\'ll stick to GT4 :D
(https://psx5central.com/community/proxy.php?request=http%3A%2F%2Fimg4.imgspot.com%2Fu%2F04%2F201%2F15%2Fsubaru90176.jpg&hash=815b880a7135645045f69647adef679663216640)
And seeign that GT4 will be online too....
looks like the only racing game i will be getting is a Polyphony one
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Originally posted by Unicron!
I think the reason why the rims arent 3D are because the realistic speed effect doesnt look as realistic while the wheel spins.Just take a look at NFS:Underground and how the rims look while the wheels are spinning.
I dont know if you understand what I mean though.
Easy to understand. Not all Americans are stupid. Asshole :p
jk
Its possible to get them to look right. It just looks so complete and sexy when you just look at the replays and you can see those nice black OZ rims during cornering. Mmmm...
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Since you mentioned "complete and sexy when you just look at the replays ".Do the rims look 3D or 2D in photo mode? :confused:
I hope the rims look 3D in that mode atleast.
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OXM UK preview.
-Fantastic-looking car models - Each car use up to 15,000 polygons each
Over 200 cars from 60 different manufacturers (unconfirmed yet) - BMW, Chevrolet, Dodge, Honda, Mazda, Mercedes-benz, Nissan, Porsche and Ferrari
-Rip apart and rebuild cars however you desire - means swapping suspension systems, tyres, engine parts etc.
-Also able to install entirely new engines - size restraints are a factor but if its possible in the real world the option will be there to do it in the game
-Change visual appeal of your cars - body kits, bonnet scoops, spoilers etc.
-All changes will have an impact on the car handling.
-Aesthetic add-ons - colour scheme (that you can create yourself), stickers, decals ( that you can create yourself as well)
-Car trading online (through Xbox live0 is an aspect the team is thinking of adding
-Car damage affects car handling
-The only two officially confirmed tracks anr Nurburgring and Laguna Seca
-Innovative piece of technology called Drivatar AI. This alows you to teach your computer-controlled team mates to drive like you, for example, aggressively or defensively. This means that the opponent AI is also very human in performance
Points from interview with lead programmer Garrett Young and game designer Dan Greenawalt
"The GT series paved the way for us. Without the success Polyphony has had, we would not have had the oppurtunity yo create Forza. Although we are taking the racing sim genre in a bit of a different direction"
"We will be honoured by any comparisons gamers make between Forza and GT4"
"One of the most powerful tools in Forza is our custom paint and decal editor. Players can place manufacturer decals, text or vinyl shapes anywhere on the car - online, every car should look totally unique. On top of that, we\'ve licensed real world tuner kits for real-world tuner cars"
"How can you make a simulator without damage? We approached the manufacturers early on in the product cycle with full mock-ups of our damage as well as design docs to make sure they understood how and why we were including damage"
On car selection - "We used the top 100 car lists from magazines such as EVO magazine and fan sites to come up with our top cars"
"With damage and customisable parts, our cars take several weeks to build. We\'ve invested considerably in each car in the game. Based on out production plans and vehicle specs, shooting for 200+ cars made the most sense to us"
On Live features - "The ability to win money for single-player car upgrades and customisation while online. The ability to bring cars created and customised in single-player into the online space. The ability to trade theses cars and connect up with other enthusiasts in car clubs are all interesting innovations"
On the DRIVATAR AI - "There are a lot of ways to advance in Forza. The ability to train AI Drivatars and then compete with/against them is another great example of many things there are to do in the game. Not many game companies have over 50,000 passionate employees to draw inspiration from. Even fewer have research departments spread around the world including PhD AI developers incubating great ideas such as learning AI - Microsoft does. The technology behind learning AI in games was brought to us by our Microsoft research team in Cambridge. They are not game developers, but rather technology developers that have been working on the problem of learning AI systems for many years"
credit Mike69