Forza wont be the game for a good driving experience, more like a design your car experience
Who? I'd like to know? And where did they play it? TGS 2004? LMFAO....that was only a %40 demo, rofl And you haven't played it, have you? So therefore they have no credibility, just like that god damned magazine you keep mentioning...cobragtForza is nothing but hype, it wont be half as good as the dev's say it will be. The game will be good at best. I'm yet to read any impressions from individuals who have played the game that it's all that, more like it was ok. Forza wont be the game for a good driving experience, more like a design your car experience.
I'm going to go out on limb here for ya, GT will probably be better, but that statement is a bunch of bias ****.cobragtForza wont be the game for a good driving experience, more like a design your car experience.
cobragtThat 40% build was at e3, not tgs.
cobragtForza is nothing but hype, it wont be half as good as the dev's say it will be. The game will be good at best. I'm yet to read any impressions from individuals who have played the game that it's all that, more like it was ok. Forza wont be the game for a good driving experience, more like a design your car experience.
You cant even praise GT without sounding like a retard.dumbassWont there be online play next year? Anyway, gt4 will have more than gt4, it's not a reharsh imo.
cobragtWont there be online play next year? Anyway, gt4 will have more than gt4, it's not a reharsh imo.
You cant even praise GT without sounding like a retard.
microsoftGD:Indulge us in a ridiculous factoid or two about the painstaking research you went through to put each of the over 100 roadsters in the game.
DG: We travel all over the world to take photos of each car and track. We take hundreds and hundreds of photos of each car from all sorts of angles. We also buy die-cast models and model kits. While the real-world photos are essential, the model kits are remarkably useful because of the line drawing in the instruction manuals. The die-cast models are really nice to decorate our offices and hallways with -- we do love cars after all!
Our audio team even invented new microphone hardware specifically for rigging and capturing on fast (and expensive) cars. For example, we recently sent technicians to Germany to get photos and put a microphone on an Audi R8 race car.
We go to racetracks, exotic car dealerships, auctions, and trade shows to collect reference for our library. We are constantly working with race teams and car collectors to capture the engine, transmission, and exhaust sound of their cars. We take the cars to dyno shops to capture the engines without wind and road noise. The owner gets credit in the game and a free dyno run. We get fantastic reference. As a result, we have a huge library
MicrosoftGD: You're allowing players to smash, bang, and destroy their rides at will. How do licensors react to this? Did you have to forgo certain cars because their manufacturer wouldn't allow their bodies to be bruised?
DG: Using walls like rails and opponent collisions as brakes is not realistic. Damage is an essential part of a simulator. Other publishers have blamed the car licensors for not including damage in their game. In Forza Motorsport, damage did not keep any cars off our car list. The relationships we have with our licensors, which include Ferrari and Porsche, are very strong. We have a history working with these companies from past racing series like Project Gotham Racing, Midtown Madness, and RalliSport Challenge. All of these games featured car damage in one form or another.
In truth, the hardest part about featuring car damage is the time and manpower commitment required to create damageable car assets. Generally, as developers, you can either choose to do tons of cars with fewer graphical features or fewer cars with lots of graphical features like damage, customizable paint, and decals, or swappable body kits. If you're willing to invest in a huge team for a long time, you can do both. Each one of Forza Motorsport's cars takes over five weeks to build (some take as long as seven). Much of that time is spent making the car damageable. It is a considerable investment to build this level of realism for hundreds of cars. However, we think our fans will appreciate the extra effort.
MicrosoftGY: I'm sure Yamauchi-san and his team at Polyphony would begin incorporating vehicle damage if Sony had built the relationship with manufacturers that we have built at Microsoft.
GD:Since you're all part of the same, big, happy Microsoft family, what have you shared with Project Gotham and Rallisport Challenge crews, besides a few dead-weight fruitcakes during the holidays?
I wouldn't take MS' word for a bag of onions and a goat. Hype anyone?
Sure.....code_kevWhy do I even bother, cobra, you officially the forums jester. Anything you say from now on will be considered as crap.