NullPointer
Member
Its back.
Did it have an embedded trailer before?
Did it have an embedded trailer before?
What.
On what legitimate grounds could they possibly demand it be taken down?
On what legitimate grounds could they possibly demand it be taken down?
I'm guessing they just hadn't signed off on it yet. Their anxiousness is pretty encouraging. They know they're in the wrong.I'm surprised MS wanted that taken down. The language used is practically out of a PR handbook.
On what legitimate grounds could they possibly demand it be taken down?
Why are there locked cars in Free Play mode? There's no progression element to Free Play, but a player can't just play with all the cars in the game?
Having a limited Free Play garage including rentals was introduced in Forza Horizon. Our goal was to get players to form connections with the cars that mattered most to them and to feel invested in the cars they own.
With it being a flagship title for the new console, already a lot of cash to lay out for gamers, and not the largest garage of cars, why is there day one DLC? Why couldn't those cars have been part of the core game if they are ready at launch?
First, some context: As you know, Forza Motorsport 2 shipped a year and a half after the launch of the Xbox 360. It featured 270 cars (200 base models plus 35 race car liveries as well as 35 aftermarket tuner body kits) without cockpits and just 12 environments. This was less environments than the original Forza Motorsport, as all of the environments had to be rebuilt for the bespoke new generation engine. By comparison, Gran Turismo 3 A-Spec (the first GT game on PlayStation 2, and not a launch title, by the way) shipped with 150 cars and far fewer tracks.
Obviously, we did not cut anything from Forza Motorsport 5, as we had to build it all from the ground up. All 35+ gigs of it. We started the game a year before Forza 4 shipped in order to give us the time to build the game we wanted to build, and to define racing for the new generation. We have a new UI system, we have new materials and lighting that stress the imperfect details of the world running at 60fps and 1080p. There are the new physics and AI innovations - features not possible on last generation hardware. Of course, now taking advantage of next gen hardware, the tracks require more resolution, detail and materials this is simply the cost of moving to a new generation for any team wanting to push. In addition, we have Forzavista for every car. This is what allowed us to do the close-up pre- and post-race cinematics and high-resolution cockpits, as well as the reflective cockpit glass. We were able to use the added console power to make cockpit view more immersive and more drivable than last generation. We've already seen from player data that the number of people that are playing the game from cockpit view (as the primary view) has greatly increased from Forza Motorsport 4 - that is the result of the same investment they gave us Forzavista.
Here's the context that is probably most surprising; Forza Motorsport 5 is actually the largest racing game ever delivered at the launch of a console, by a long shot. In fact, it would be huge even by second holiday standards. As mentioned above, it is bigger than Forza 2, which was delivered a year and half after the launch of the Xbox 360. It also has more car diversity than any previous Forza Motorsport; by including open wheel race cars and track toys like the KTM X-Bow and the Ariel Atom on top of the diversity that took us years to build up across multiple iterations on the Xbox 360. Moreover, we've defined an uncompromised quality bar for new generation racing games in both car and track detail and immersion - all while, delivering unprecedented size.
Regarding DLC, we have found that 10 cars a month is the fastest we could create just in time content. Just like in Forza Motorsport 4, we are planning to add as many as 10 cars a month to Forza Motorsport 5. It takes more than six months to build every car. Delivering cars in monthly packs allows us to keep the game new and fresh for those that are interested.
what. the. fuck.
and he didn't even answer the question.
Community is core to what we do on Forza Motorsport. In fact, it's the core part of the Franchise vision
interview may have been done back and forth over e-mailAnd the person asking the question didn't seem to notice or care.
What happened to the wealth of community features that made Forza so strong? It's surprising to see so much gone on a new console that's build to be community oriented. Where are clubs Storefront? Custom lobbies? Gifting of liveries and tuning?
Community is core to what we do on Forza Motorsport. In fact, it's the core part of the Franchise vision. For example, we have an even better community building system in place for creators
After the xbox one reveal back in may i'm not suprised about thisThis seems like an unprecedented use of monetization for a console game, especially at such ridiculous prices. I don't understand how Microsoft is already on this downward spiral of fumbling everything up at the beginning of the next generation. Unthinkable.
I would be incredibly insulted by that interview if I owned that game....won't be picking Forza 5 up, what a load of shit interview.
I wouldn't hold my breath. It's optional, just don't buy stuff. The higher ups aren't going to push to remove anything that could make them money.
Yep. Those are some serious calorie free non-answers.Really good questions, and probably the most bullshit answers I've ever seen out of PR.
Yeah. Same here. I put countless hours into Forza 3 and 4, really good console racing games, but Forza 5 can f' itself. Goes for all future Forza games as well if they don't change their greedy "strategy".
interview may have been done back and forth over e-mail
Oh sweet, hear that guys? It's better. We were all wrong. Thanks again for telling your userbase how they really feel.
/sarcasm
listen, i dont want to get into an argument here - but you are missing out on BY FAR the best playing forza ever. the physics and AI are the biggest step the series has ever taken. you can ignore pleas for "accelerating" progress. you can ignore tokens. you can refrain from ever buying dlc. you can even bitch that you wish there was more content. but any fan of forza should be playing forza 5. the actual game, the reason why we buy these things, is so god damned good.
Can you ignore half the cars and tracks from Forza 4 that are missing this time around?listen, i dont want to get into an argument here - but you are missing out on BY FAR the best playing forza ever. the physics and AI are the biggest step the series has ever taken. you can ignore pleas for "accelerating" progress. you can ignore tokens. you can refrain from ever buying dlc. you can even bitch that you wish there was more content. but any fan of forza should be playing forza 5. the actual game, the reason why we buy these things, is so god damned good.
but any fan of forza should be playing forza 5. the actual game, the reason why we buy these things, is so god damned good.
listen, i dont want to get into an argument here - but you are missing out on BY FAR the best playing forza ever. the physics and AI are the biggest step the series has ever taken. you can ignore pleas for "accelerating" progress. you can ignore tokens. you can refrain from ever buying dlc. you can even bitch that you wish there was more content. but any fan of forza should be playing forza 5. the actual game, the reason why we buy these things, is so god damned good.
Can you ignore half the cars and tracks that are missing from Forza 4?
what. the. fuck.
and he didn't even answer the question.
Regarding DLC, we have found that 10 cars a month is the fastest we could create “just in time” content. Just like in Forza Motorsport 4, we are planning to add as many as 10 cars a month to Forza Motorsport 5. It takes more than six months to build every car. Delivering cars in monthly packs allows us to keep the game new and fresh for those that are interested.
3. You simply do not NEED to buy every car in the game. GT5 would most likely also take 100+ hours to obtain every car but what is the point? This is not a typical objective of a game player. Do I need to save up >$10 million to buy EVERY indy car or just buy one of them since it is practically a spec racing series? This can be had for $3million. The same for GT5. Do you need all 50 skylines? Of course not. I've played over 20 racing games and never once obtained all the cars or even thought about trying to do so.
He did. Right here.
It implies there is day one DLC because the content wasn't there when disc went gold. It also implies that they are continuing to create content and knew this was going to happen.
Hey, Bloodworth, great review on Forza for pointing out all MT, lack of content and day 1 DLC unlike other outlets.
Do you think we should give a baseline score for the game quality and deduct 0.5 from MT and day 1 DLC?
It should be a good practice to keep MT out of full price retail game.
Anways, trying not to get too worked up on it. Loving the game, hating the business model. Wish I could test out that Lotus, but it will probably never happen.
But originally they said they would release most of the game on disc and would have a patch ready to provide more content to users on day 1. Now that's turned into a "patch" that most of us call DLC and is being charged.
With it being a flagship title for the new console, already a lot of cash to lay out for gamers, and not the largest garage of cars, why is there day one DLC? Why couldn't those cars have been part of the core game if they are ready at launch?
Ah, so, methods justified because there's a hack that lets you get everything! Maybe, just maybe people should expect a game where they don't feel a need to use exploits to access content? Nah. That would be far too reasonable. Screw 'em and those losers that won't desperately research stuff like this and play the game normally, am I rite?1. And for you savvy folks out there, a method to free play any car in the game has been discovered... So that brings the grand total down to: 0 hours.