Dan Greenawalt Talks About Forza 2
You won’t need Xzibit and West Coast Customs to pimp your ride in Forza Motorsport 2. The main difference of the second Forza title from the previous one is that it will allow players more chance to express themselves and customize their cars to look exactly how they’d want it.
“WeÂ’re also adding more layers to the livery editor and making it easier to use. WeÂ’re adding more parts and weÂ’re adding more cars including Lamborghinis and the McLaren F1, so thereÂ’ll be more ways to express yourself than ever before. WeÂ’re basically growing in every way. Everything that we could do more of, weÂ’re doing more of!,” shares Dan Greenawalt, Lead Game Designer at Microsoft Game Studios.
But the changes don’t stop there. With the release of the official Microsoft force feedback steering wheel, the Forza experience will never be the same again. Unlike other force feedback wheels that base their feedback on friction, the Microsoft wheel “will actually go limp when youÂ’re understeering and subtly track your tyres back into alignment – although youÂ’ll probably go into snap oversteer straight away. And to stop us needing to use force feedback to represent friction coming through the wheels weÂ’ve got rumble, “ shares Greenawalt.
Of course, the fact that the Xbox 360 is a next-generation console made a lot of difference. With the 360, Forza 2 will do 60 fps and will be in full HD. A high dynamic range lighting was also added.
Greenawalt also talks about added cars and tracks on the upcoming racing game. From 230, the number of cars has gone up to 300. And the tracks also add 15 more, totalling to 60. The only track he was willing to talk about was Sebring International Raceway in Florida.
“…Sebring is one of the roughest, craziest, nastiest tracks out there. ItÂ’s all old airstrip and nothing really matches up, so cars are always skipping and jumping all over the place. That really lets us show off our physics engine, which is something weÂ’re really excited about.”
There will be more announcement on the game, Greenawalt divulges. Whatever the final product of the game is, he admits that the main goal is not to topple PlayStation 3’s Gran Turismo but to create a memorable gaming experience for all.
“I want to instill that car passion and ignite it in other people and new groups, broaden the appeal of hardcore driving games. Younger gamers, older gamers, less dextrous gamers. I want to give them that moment where you see something like a Lamborghini Gallardo and have an emotional response. ThatÂ’s universal. No matter where you go in the world you canÂ’t avoid the response to the car. That sums up the vision for Forza Motorsport.”
Will Forza Motorsport 2 live up to its goal? Well, we just have to wait and see.
You won’t need Xzibit and West Coast Customs to pimp your ride in Forza Motorsport 2. The main difference of the second Forza title from the previous one is that it will allow players more chance to express themselves and customize their cars to look exactly how they’d want it.
“WeÂ’re also adding more layers to the livery editor and making it easier to use. WeÂ’re adding more parts and weÂ’re adding more cars including Lamborghinis and the McLaren F1, so thereÂ’ll be more ways to express yourself than ever before. WeÂ’re basically growing in every way. Everything that we could do more of, weÂ’re doing more of!,” shares Dan Greenawalt, Lead Game Designer at Microsoft Game Studios.
But the changes don’t stop there. With the release of the official Microsoft force feedback steering wheel, the Forza experience will never be the same again. Unlike other force feedback wheels that base their feedback on friction, the Microsoft wheel “will actually go limp when youÂ’re understeering and subtly track your tyres back into alignment – although youÂ’ll probably go into snap oversteer straight away. And to stop us needing to use force feedback to represent friction coming through the wheels weÂ’ve got rumble, “ shares Greenawalt.
Of course, the fact that the Xbox 360 is a next-generation console made a lot of difference. With the 360, Forza 2 will do 60 fps and will be in full HD. A high dynamic range lighting was also added.
Greenawalt also talks about added cars and tracks on the upcoming racing game. From 230, the number of cars has gone up to 300. And the tracks also add 15 more, totalling to 60. The only track he was willing to talk about was Sebring International Raceway in Florida.
“…Sebring is one of the roughest, craziest, nastiest tracks out there. ItÂ’s all old airstrip and nothing really matches up, so cars are always skipping and jumping all over the place. That really lets us show off our physics engine, which is something weÂ’re really excited about.”
There will be more announcement on the game, Greenawalt divulges. Whatever the final product of the game is, he admits that the main goal is not to topple PlayStation 3’s Gran Turismo but to create a memorable gaming experience for all.
“I want to instill that car passion and ignite it in other people and new groups, broaden the appeal of hardcore driving games. Younger gamers, older gamers, less dextrous gamers. I want to give them that moment where you see something like a Lamborghini Gallardo and have an emotional response. ThatÂ’s universal. No matter where you go in the world you canÂ’t avoid the response to the car. That sums up the vision for Forza Motorsport.”
Will Forza Motorsport 2 live up to its goal? Well, we just have to wait and see.