Thursday 4 September 2008

Forza Motorsport 2

After getting stuck on Ninja Gaiden II, I switched to the other game I bought the same day, Forza Motorsport 2. I thought it would make a good weekend game with housemates, generally passing the pad and aruging about which car to buy next. It didn't turn out that way - I played it for three weeks straight.

In my eyes, FM is at least the equal of Gran Turismo now. The improvements in this version (and this is less a sequel and more a v2.0) can be split into three types: cosmetic upgrades; small sensible corrections, and attempts to find the killer bullet point that will nudge it ahead of GT in the minds of the public. I think we can score it for the first two, but not the third.

First, it looks beautiful. The game benefits from the spit and polish given to the graphics. Racing is an aesthetic experience, and attention lavished here is well spent. (I haven't yet played this on an HD TV, but it will be the first game tested when it arrives, no doubt.) The user interface and music is tweaked - the animation for a new car is a highlight - and the experience is generally more pleasing. Cars have been updated but the roster is not radically altered, and nor is the track selection. However, the point-to-point races have gone, which I miss, but the game is more focused on track racing.

Second, the difficulty is slightly higher. The game offers you much flexibility in terms of driving aids, but now the "normal" difficulty has stability management (STM) turned off, which affects the lighter cars severely, and a driving line is only given when braking is required, helping you through corners but not holding your hand too much. Full telemetry is now available at any time.

Finally, the game tries to offer a few killer touches, but they feel slightly gimmicky. A detailed photo and decal mode have seen some attractive results, but they sit outside the core of the game and don't stand up well to more specialist tools. However, I appreciate they may appeal to the dedicated racing fan. I've always been more excited by engines and drivetrains than by outer decoration and rims, but my tastes are also catered for.

The greatest failing of Forza is that it assumes you're using a wheel. You can't take certain turns with sufficient precision using an analogue stick, nor can you control your speed accurately with the triggers, both of which will always cost you time. The game does not handicap for this, which it could, either by improving your car, or assisting your steering, or best of all reducing the aggression of the AI - particularly at corners.

Forza probably shouldn't adjust for your control method: it is a racing simulation game. No other racing simulation game has solved the problem, and perhaps it isn't possible to do so. The car is as fast as it is, and turns as it does, and if you direct it with a tiny stick instead of a wheel, that's your loss and not the car's. Forza probably has the best solution, in that you can apply the aids you feel will give you help in the right area. If the AI keeps turning you on corners, turn it down. If you keep turning yourself at corners, turn the STM on. Use a full line, no damage, whatever suits.

I have hit my limit, either due to skill or using a pad, but I've enjoyed Forza greatly and like the first game, I expect it will be re-visited often. Especially when the big TV arrives.

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