Distant Tour Rich
Distant Tour Rich Han, lead designer for Xbox-exclusive title Simulacra, recently told us about the project he had been working on. This next project, which is now officially called Pacific Touring Rich, is set to be one of the first to use the Forza 5 engine, a feature enabled by the former in Forza 2. In Pacific Touring Rich's case, that engine enables the game to render on to 2D graphics without compromising the graphics quality.
In addition to the world around you, you'll encounter vehicles and other interactive elements that were previously only possible in the original Simulacra game, such as pedestrians, weapons, and other interactive elements. As you play, you'll acquire new accessories and techniques for using these items in the game, and you'll be able to create your own personal vehicles from your own creations.
We spoke with the designers about the role of the game, and although it may sound too broad and too limited for Xbox owners, the vision for Pacific Touring Rich seems to have worked out surprisingly well for what could easily be a commercially viable game. One thing that the designers didn't agree on was that the use of licenses like "IPOs" in Forza Motorsport 2 was inappropriate for the game's final game--this was a major change to the series and one that makes it even more difficult for PC gamers to access what they love. That being said, the decision was made to try to make it clear that this is a very different type of racing game from other sims, and the very idea of using licensed vehicles in an arcade-style racing game was put into focus during the development of Forza Motorsport 2. We were told that the previous franchise iteration wasn't so much a racing game, but rather a true racing game.
We've worked closely with the Inafune-developed team at Turn 10 on the visual upgrades that we've implemented to the game since we first announced the game in late September 2007. That's an excellent example of a team that can be proud to work with us on the stunning visuals and detailed textures.
GS: In regards to gameplay, are you aware of any concerns players might have about the game? Are there any specific areas that you're aware of in the series?
SY: Well, we are aware of these concerns. We are constantly working on Forza Motorsport 3. Our aim is to improve the game and make it better. We're working closely with the team at Turn 10 to make sure that they have a good game to play.
GS: For the most part, a lot of people have cited the Forza 2-themed environments as being the most appealing elements of the game. How do you go about incorporating these in the game?
SY: When you combine the authentic car and landscape with the visual upgrades we've developed for Forza 2, we create an experience that remains true to the original Forza Motorsport.
GS: What's the most exciting aspect of the graphics engine you're working on?
SY: The PC version of Forza is based on the PC version of the game. That's a big bonus for us, and it's a great representation of the quality of the hardware. For example, the game will look better on Xbox, with more detailed shadows and more detailed textures. We've also worked hard to make sure that the engine has the highest quality of graphics on a PC. The PC version of Forza will feature 100 percent higher resolution textures and environments, whereas the console version will feature more texture and lighting up the cars, and we've added the new on-track GPS and infotainment features to provide an "experience" unlike any other game.
GS: Do you have any technical trouble with the technical aspects of the game?
SY: No, but the visual quality of the graphics engine was never a problem. We did work as hard as we could to have the game run at 60 frames per second, so we were able to get in the performance section very quickly. The game was running at a full 1:1, so I'm not quite sure if it was the end of the game.
GS: What was the biggest hurdle that you faced while making the game?
SY: In some cases, it was the whole technology of the game that we had to work through before we were ready to ship it.
GS: Was the delay only due to the difficulty in meeting the development deadlines?
SY: It's been well documented that during the development cycle, I had to work for over a month in the schedule. The reality is that I had to keep pace with the schedule because we didn't have the time to finish.
GS: Did you have to stress or worry about the performance of the game to make the game run?
SY: No. In the actual development process, we were pushed to several months as a developer.
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