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Author Topic: NEW Forza MotoSport Screens!  (Read 1156 times)

Offline pstwo
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NEW Forza MotoSport Screens!
« on: July 16, 2004, 03:56:36 AM »
Looking great!




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Offline Knotter8
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NEW Forza MotoSport Screens!
« Reply #1 on: July 16, 2004, 04:26:44 AM »
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.
\"Enemy show me what you wanna be, I can handle anything even if I can\'t handle you !\"

Offline Unicron!
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« Reply #2 on: July 16, 2004, 04:56:32 AM »
Knowing the attention and effort put on GT4 I am sure that GT4>Forza MotoSport

Offline MAKAVELIUK
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« Reply #3 on: July 20, 2004, 07:48:21 AM »
I think i\'ll stick to GT4 :D

« Last Edit: July 20, 2004, 07:52:50 AM by MAKAVELIUK »

Offline Lord Nicon
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« Reply #4 on: July 20, 2004, 12:16:34 PM »
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!
Originally posted by ##RaCeR##
I don\'t have comprehension issues, you just need to learn how to communicate.
Yessir massir ima f*** you up reeeeal nice and homely like. uh huh, yessum ; ).
Debra Lafave Is My Hero ;) lol

Offline Unicron!
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« Reply #5 on: July 20, 2004, 09:23:32 PM »
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.

Offline Bobs_Hardware

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« Reply #6 on: July 20, 2004, 09:33:08 PM »
I rarely understand what you mean, Unicron!.

Game looks pretty alright ok.

Offline Unicron!
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« Reply #7 on: July 20, 2004, 10:29:37 PM »
Thanks Bob. :p

Offline ooseven
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« Reply #8 on: July 21, 2004, 01:43:46 AM »
Quote
Originally posted by MAKAVELIUK
I think i\'ll stick to GT4 :D




And seeign that GT4 will be online too....


looks like the only racing game i will be getting is a Polyphony one
“If you’re talking about sheep or goats, there could be some issues,” [/color]

Offline Lord Nicon
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« Reply #9 on: July 21, 2004, 04:35:56 PM »
Quote
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...
Originally posted by ##RaCeR##
I don\'t have comprehension issues, you just need to learn how to communicate.
Yessir massir ima f*** you up reeeeal nice and homely like. uh huh, yessum ; ).
Debra Lafave Is My Hero ;) lol

Offline Unicron!
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« Reply #10 on: July 21, 2004, 10:47:27 PM »
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.

Offline pstwo
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« Reply #11 on: July 23, 2004, 12:38:49 PM »
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
G.R.A.W 2
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