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THE BUZZ: Turn 10’s Dan Greenawalt has explained the reason behind weather effects and night racing not being included in Forza 4.

When asked by Eurogamer he replied:

“Every version we explore night and weather. We whittle down thousands of ideas, and we have these autonomous teams. We hire specialists. We build the game like an onion. At its core is a drop-dead amazing simulation engine. But we always assume we’re wrong, and then find the best way to make it better. It’s that commitment that makes me confident we have the strongest simulation, because we build partnerships other companies just can’t, and we have a commitment to getting it right at our core.”

“We then build assists and fun gameplay and things on top of it without ever sacrificing that. Well, part of that is a solid 60 frames per second. And I mean solid. When you start doing multiple projected shadows off of the front of the car… we have 16 players, so 16 cars times two, so 32 projected shadows. That is a very graphically intense thing.”

EGM’s TAKE: Turn 10 has a lot of ideas and not all of them can be used. Hopefully in a future game we will see these much requested features added.

What other features would you like to see added? Leave your thoughts below.

Source: Eurogamer

0   POINTS
0   POINTS


About Matthew Bennett

view all posts

Matt is one of the longest-serving members of the EGMNOW team. An ability to go many hours without sleep and a quick wit make him ideal for his role as associate editor at EGMNOW.com. He often thinks back to the days when the very idea of this career seemed like nothing but an impossible dream. Find him on Twitter @mattyjb89

Turn 10 Explains Why Forza 4 Doesn’t Have Weather Effects or Night Racing

Turn 10's Dan Greenawalt has explained the reason behind weather effects and night racing not being included in Forza 4.

By Matthew Bennett | 10/8/2011 10:59 AM PT

News

THE BUZZ: Turn 10’s Dan Greenawalt has explained the reason behind weather effects and night racing not being included in Forza 4.

When asked by Eurogamer he replied:

“Every version we explore night and weather. We whittle down thousands of ideas, and we have these autonomous teams. We hire specialists. We build the game like an onion. At its core is a drop-dead amazing simulation engine. But we always assume we’re wrong, and then find the best way to make it better. It’s that commitment that makes me confident we have the strongest simulation, because we build partnerships other companies just can’t, and we have a commitment to getting it right at our core.”

“We then build assists and fun gameplay and things on top of it without ever sacrificing that. Well, part of that is a solid 60 frames per second. And I mean solid. When you start doing multiple projected shadows off of the front of the car… we have 16 players, so 16 cars times two, so 32 projected shadows. That is a very graphically intense thing.”

EGM’s TAKE: Turn 10 has a lot of ideas and not all of them can be used. Hopefully in a future game we will see these much requested features added.

What other features would you like to see added? Leave your thoughts below.

Source: Eurogamer

0   POINTS
0   POINTS



About Matthew Bennett

view all posts

Matt is one of the longest-serving members of the EGMNOW team. An ability to go many hours without sleep and a quick wit make him ideal for his role as associate editor at EGMNOW.com. He often thinks back to the days when the very idea of this career seemed like nothing but an impossible dream. Find him on Twitter @mattyjb89