Welcome to Blur Lines, a periodic column I write devoted entirely to the world of racing games. You can read the last entry in the series here.
With the Tokyo Game Show and Microsoft's X06 both in the books, the last two weeks have seen the battle lines drawn for the rest of the fall and the early portion of 2007. Depending on how you view it, 2006 and 2007 will be highlighted by the war between the PlayStation 3 and the Xbox 360, the battle between Xbox Live and Sony's Network Platform, or the battle between Blu-Ray versus HD-DVD. Of course, this being a racing column, there is one more contest that's relevant here: that between Gran Turismo HD versus Forza Motorsport 2. With both games recently on display, I thought it would be a good time to take a step back and examine where both games stand and, perhaps more importantly, where each is headed.
Having seen Forza Motorsport 2 in Tokyo and played the game in Barcelona, it's clear the team is aiming on delivering a worthy successor to one of my favorite Xbox racing games. As strange as it seems, I was heartened by news of a delay for Forza 2, if only because it seemed like the game announced at E3 2006 wasn't going to be much more than Forza 1.5. Now that the game has slipped to early 2007, and based on what I've seen so far, it seems like the Forza team is prepping something more substantial than what Peter Moore was talking about at the E3 press conference.
In terms of direction, the Forza team is also going after what they know--namely realistic physics, a big car list, online play (this time for up to 12 players), and customization that will, frankly, put the previous Forza to shame. Consider the approximately 4,000 layers for paint/vinyls/decals for each car, as well as the ability to save design templates and share them with friends, a photo mode where you can upload and download your creations to the Web, and so on.
![](http://img.gamespot.com/gamespot/images/2006/272/Forza2018_embed.jpg)
All of these things sound interesting, certainly, but it's the stuff that Microsoft isn't talking about yet that has me intrigued. The first thing that comes to mind is how Forza 2 will interact with the upcoming Xbox Live Anywhere initiative. Back before the Xbox 360 came out, J Allard used the next Forza as an example of the kind of things Xbox Live Marketplace would be capable of--buying new cars, new paint jobs, new parts, etc. At E3, Microsoft once again used the next-gen Forza as an example of what Xbox Live would be capable of via the 360, your PC, and mobile phones. But so far, it's all just theory and marketing talk. Hopefully the details on exactly what you'll be able to do between different platforms, and more importantly how much it will cost you to do so, will come sooner than later.
Of course, flights of marketing-driven, tech-focused fancy are a specialty of Gran Turismo creator Polyphony Digital. Sometimes those fantasies come true; it's still tough to believe, for example, how much content they shoved onto a single PlayStation 2 disc in Gran Turismo 4. But, with the upcoming release of Gran Turismo HD, Kazunori Yamauchi and his crew are taking things to a whole new level of crazy. Consider the brief, one-track demo shown off at the Tokyo Game Show--a graphically staggering masterpiece that was surely one of the better looking examples of what the PlayStation 3 will be able to do.
![](http://img.gamespot.com/gamespot/images/2006/272/GT1151_embed.jpg)
The only problem is, with the dual-game format of GT HD, the track on display will only be one of a handful available in GT HD Premium pack, which will also include only about 30 cars. GT HD Classic, on the other hand, will have more than 700 cars and more than 50 tracks, but all of these will be merely retooled versions of previous Gran Turismo assets. Certainly, it's a lot of content, but it's content we've seen before… just at lower poly counts.
However, when it comes to the future of the GT series, the differences between the Forza approach to game-making and the Polyphony Digital approach becomes apparent. Sitting in on Kazunori's hour-long presentation on the GT HD roadmap, you see a host of online features that will eventually form the basis for the game going forward. The basics, such as online racing, time trials, and car collections will be there, but then Yamauchi launches in to his plans to make GT HD a conduit to purchase and collect new cars on the PS3--an iTunes for car nuts, if you will. Thanks to the power of regular content updates, you'll have new cars on a regular basis in GT HD, you'll have AI updates, and damage eventually added in. Yes, you'll even have car customization at some point too.
Just listening to him talk, it's easy to get swept up in the possibilities of it all. Paying the Sony equivalent of Xbox Live points for new GT content on a regular basis? Sure, count me in. But before downing too much of the PD Kool Aid, it's important to remember that the developer has a history of over-promising and under-developing. Remember the whole online fiasco with GT 4? You'll forgive me, then, if I don't exactly completely buy into Yamauchi's vision as gospel. And that 2006 release date in Japan? I'm not on board with that one either.
Of course, I say these things out of tough love for the GT series; it's always been one of my favorite game series and will surely continue to be. If even a modest percentage of the items listed by Yamauchi make it into GT HD at some point, I'll enjoy them tremendously. That said, Yamauchi has said that the public's response to GT HD will be the basic building blocks of whatever eventually becomes Gran Turismo 5--and whether or not the game will be merely a "packaging" of GT HD and its subsequent updates or something altogether new is as yet undetermined.
![](http://img.gamespot.com/gamespot/images/2006/272/GT2590_embed.jpg)
One other thing regarding both games and how they stack up after TGS/X06: The importance of the rumble feature in racing games cannot be overstated, and its absense in the GT HD demo was unmistakable. It dramatically changes the driving experience, and not in a good way. Running offroad, or bumping into walls simply isn't the same anymore, and it's amazing how different the feel of "car" is in your hands when the rumble sensation is gone. Conversely, the rumble in Forza 2 is even better than before--likely because the rumble motors in the Xbox 360 controller are capable of more subtlety and power. The result is a stark reminder of how bad a "feature" the PS3 tilt functionality continues to be.
So, after all of this, what's the bottom line here? Summed up, as both series move forward, Forza 2 is taking small steps in a proven direction while Gran Turismo HD is prepared to take a massive leap into no-man's land. Where will they end up? It's anyone's guess. What's interesting isn't just the differences in both games, but also their similarities; and those similarities start at the top. Listen to series director Dan Greenwalt talk about Forza 2 and, amidst the technical talk of friction coefficients of asphalt and sampling rates of his game's physics engine, you'll hear him talk about creating a passionate experience for car-lovers and fans of racing games.
Similarly, Kazunori Yamauchi has spent the last ten years of his life devoted to crafting one of the most heralded and painstakingly detailed odes to car culture ever seen. During our recent press visit to Polyphony Digital's studio in Tokyo, Yamauchi was asked if he considered himself a game-maker anymore, or rather a creator of an obsession. Without hesitation, he flashed that ear-to-ear grin he's so quick to share and responded, through his translator, "Yes, precisely."
When you hear him talk like that, you almost want to believe everything he tells you.
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