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12-07-2006, 12:48 AM
http://www.xe360.com/images/media/SuzukaCam7A_ss.jpg
XE: Was the Forza trailer in game graphics?
Greenawalt: It was 85 % of our assets and it is our tracks, and our cars, and another team put it together for the presentation.
So it will look at least as good as PGR3 then?
Greenawalt: Oh yeah, you have to remember that PGR3 was a launch title so it has to look better, and I mean PGR3 looks great, but any game that is custom built for a platform is going to have to look better one year after launch.
XE: Are you working closely with Microsoft’s hardware divisions to make the Forza wheel?
Greenawalt: Yeah and when I first heard the hardware group wanted to work on a wheel I was a little freaked out because you know there are other companies that do wheels and they do a great job and maybe we should partner with them. So if we are going to do this, I wanted to be involved in it a lot. Most wheels just don’t seem to work right with how force feedback is. The friction is supposed to be a lot less or a lot more depending on how you are steering, and I think they think the wheel is supposed to do completely different things. It has a lot to do with understeering, and you shouldn’t have to push the wheel back in place to go straight. With a lot of force feedback wheels they rumble to match and it affects your ability to control it.
What do you think of Gran Turismo HD demo?
Greenawalt: I’m a long time Gran Turismo fan, way long ago before I was a designer. I don’t know it’s just GT4, and I played it you know, and GTHD I dunno…I don’t want to sound like a Microsoft tool or whatever, but if we did the same thing with Forza, then this game could have been out in a few months and not just a year.
XE: What about car damage? You guys have licenses such as Ferrari so how are you able to do that I thought it bothered car manufactures?
Greenawalt: Every interview I go into it seems I get asked that question, all I have to say is Midtown Madness, Midtown Madness 2, PGR, PGR2, PGR3, etc, etc. I think the manufactures have this understanding that we completely respect their brands, and we love their brands otherwise we wouldn’t want their cars in our game, and we all have great respect for one another, and they understand we are making a realistic title so we can’t have unrealistic results if you hit the side of a guard rail at 150 MPH. At the same time though, we have to have a certain amount of respect and keep the car damage tactful. After all we want people of all ages to enjoy the game and we can’t have guys crashing through the windshields on fire or anything. Sony keeps on saying though that “Oh you can’t do damage its wrong!” Bullshit-- we’ve been doing it for years! EA can do damage for Need for Speed, and we can, but for some reason this prestigious title like Gran Turismo doesn’t have it.
XE: Was the Forza trailer in game graphics?
Greenawalt: It was 85 % of our assets and it is our tracks, and our cars, and another team put it together for the presentation.
So it will look at least as good as PGR3 then?
Greenawalt: Oh yeah, you have to remember that PGR3 was a launch title so it has to look better, and I mean PGR3 looks great, but any game that is custom built for a platform is going to have to look better one year after launch.
XE: Are you working closely with Microsoft’s hardware divisions to make the Forza wheel?
Greenawalt: Yeah and when I first heard the hardware group wanted to work on a wheel I was a little freaked out because you know there are other companies that do wheels and they do a great job and maybe we should partner with them. So if we are going to do this, I wanted to be involved in it a lot. Most wheels just don’t seem to work right with how force feedback is. The friction is supposed to be a lot less or a lot more depending on how you are steering, and I think they think the wheel is supposed to do completely different things. It has a lot to do with understeering, and you shouldn’t have to push the wheel back in place to go straight. With a lot of force feedback wheels they rumble to match and it affects your ability to control it.
What do you think of Gran Turismo HD demo?
Greenawalt: I’m a long time Gran Turismo fan, way long ago before I was a designer. I don’t know it’s just GT4, and I played it you know, and GTHD I dunno…I don’t want to sound like a Microsoft tool or whatever, but if we did the same thing with Forza, then this game could have been out in a few months and not just a year.
XE: What about car damage? You guys have licenses such as Ferrari so how are you able to do that I thought it bothered car manufactures?
Greenawalt: Every interview I go into it seems I get asked that question, all I have to say is Midtown Madness, Midtown Madness 2, PGR, PGR2, PGR3, etc, etc. I think the manufactures have this understanding that we completely respect their brands, and we love their brands otherwise we wouldn’t want their cars in our game, and we all have great respect for one another, and they understand we are making a realistic title so we can’t have unrealistic results if you hit the side of a guard rail at 150 MPH. At the same time though, we have to have a certain amount of respect and keep the car damage tactful. After all we want people of all ages to enjoy the game and we can’t have guys crashing through the windshields on fire or anything. Sony keeps on saying though that “Oh you can’t do damage its wrong!” Bullshit-- we’ve been doing it for years! EA can do damage for Need for Speed, and we can, but for some reason this prestigious title like Gran Turismo doesn’t have it.