May 31, 2007 - Forza 2 for the XBox 360Back

Forza 2 Coming to the 360
Huffing race gas kills brain cells…dead.
Someone should have passed this advice on to Turn 10, as it’s apparent that the racing arm of Microsoft Game Studios was on the leaded stuff and off their rocker when building Forza Motorsport 2. Why? There’s simply no way a development team of sound mind would attempt to create a game of Forza Motorsport 2’s magnitude.
Okay, so maybe Turn 10 doesn’t get their jollies from
directly inhaling mega-octane fuel, but indirectly this crew, at the very least, has 30-weight race oil coursing through their veins.
Forza Motorsport 2’s Executive producer Dan Greenawalt discussed Turn 10’s lust for cars (and passion for racing them)
here, but it’s apparent from the end result of this follow-up that this development team is staffed with more than just track junkies. Greenawalt is a self-proclaimed physics nut, which probably explains why Corvette Racing was interested in the type of telemetry that
Forza Motorsport 2 has the ability to feed back to the user. Let’s just say Chevrolet learned a few things about tire adhesion through working with Turn 10 on
Forza Motorsport 2.
This critical tire information is not so much about racing cars as it is how rubber reacts to pavement when rolled, dragged, heated and heat-cycled. This would seem to the layperson to be a process of standard Newtonian physics, but it’s far from it. Believe it or not, for example, that a rubber chicken rubbing across asphalt won’t react with one hundred pounds of force if said amount of force is thrust upon it. Don’t blame Newton or comedic prop makers for this. Blame rubber trees and gravity.
Enough with the Bill Nye-like physics lessons. The point here is that
Forza Motorsport 2’s tire model - developed in partnership with Toyo - is what drives it to supercar status in the world of videogame racing simulations.
Forza Motorsport 2’s tire model is working extremely hard in the background, so you may not see it in action (especially with many of the game’s driving assists activated), but rest-assured it’s in full swing and refreshing its data hundreds of times per second (360 cycles per second to be exact). Turn on
Forza Motorsport 2’s heads-up tire telemetry if you’re a non-believer. You’ll find temperatures, wear percentages and pressures for each individual tire; real-world accurate because Turn 10 and Toyo love physics (or at least
crashing cars in the name of physics).
While it may not be much of a stretch that the development team of
Forza Motorsport 2 can get all nerdy about advanced race car physics, it may be surprising as to where the inspiration for the user interface (UI) came from. Armed with staff members that are general hardcore gamers, Turn 10 looked to titles such as
Crackdown and
Grand Theft Auto for ideas on how to create an “open sandbox” racing title. There was also extensive time spent with card trading games such as
Magic, not to mention
Pokemon and other RPG-style adventures. In fact, it’s been said that the more mystical
Pokemon regional rarity system was the impetus for a version of this system that is used in
Forza Motorsport 2.

Source:http://reviews.teamxbox.com/xbox-360