Xbox Forza Horizon 2 (Playground Games)

Mas que belas imagens :O estou muito ansioso que chegue este enorme jogo para pode-lo jogar na minha Xbox One :D adorei o primeiro que o tenho para a 360 por isso este ainda irei gostar mais.

Cumps
 
Só espero que o jogo para a 360 não venha muito capado.
Adorei o 1 e ainda o jogo nem que seja so para estar a andar com os carros pelas estradas sem fazer nada, se o 2 me der essa sensação já fico satisfeito
 
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Está visto que fui dos poucos a quem o Horizon 1 não agradou o suficiente. Espero que este me cative! No mínimo tiro uma boa conclusão deste anuncio, não há razão nenhuma para que o Forza 6 não venha com condições climatéricas :cool:
 
Reacção a este anuncio:

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Que grande notícia, mesmo a pedido meu xD

O QUE É QUE EU DISSE?


Percursos citadinos a sério?


E deve ser mesmo Italia tendo em conta a arquitectura dos edifícios nesta imagem. Afinal de contas é a terra de múltiplos exóticos.





http://en.wikipedia.org/wiki/List_of_music_festivals_in_Italy

É só escolher um festival lol
 
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Como a versão X360 não vai ter o poder da versão X1 e a minha velhinha ainda é para manter por mais uns anos, assim que o jogo for lançado vejo se vale a pena a versão para a 360.

O mesmo por aqui. Quando comprei o primeiro em promo durante uns meses nunca mais o larguei porque gostei mesmo do jogo.

Ora bem: Playground Studios com colaboração da T10, centenas de carros, sistema Drivatar e condições atmosféricas.. levem o meu dinheiro :drooling:

Se calhar até aparece Portugal, na parte dos ralis ou então umas corridas á beira mar mas ainda acabam por nos chamar Espanha.
 
Editor's Note: We can't reveal what Forza Horizon 2 looks like in motion just yet. Stay tuned for a teaser this Friday, and then we'll show you more of the game than you can handle next week during E3!

We’re poised on the start line of our first race in Forza Horizon 2 in the very latest mad minotaur out of Sant’Agata Bolognese, the new Lamborghini Huracán. The replacement for the best-selling Gallardo, the Huracán cuts a menacing shape across the screen. Its 5.2L naturally aspirated V10 protests as it snarls through its rev range. It’s like a lion on a leash, straining to set off.

The warm Italian sun overhead bakes the bright yellow bodywork of the Huracán as a quintet of aerobatic jets streaks above the assembled grid, belching fingers of green, white, and red smoke behind them – the iconic tints of il Tricolore.

The racers hit the gas and, almost instantly, the bulk of them divert through a nearby field of crops in a desperate scramble to save a few seconds on the way to the first checkpoint. It’s a brief but frantic off-road stampede as cars jockey for position while hurtling across the bumpy paddock. Fences splinter. Plants are scattered and threshed by the screaming pack of supercars bearing down on them.

The off-road adventure is cut short when the race re-joins the road and begins winding along the ocean. This segment demands a little more finesse than the foot-to-the-floor blast through some unfortunate Italian farmland. There are not just walls and guardrails to avoid here, but civilian cars. Our opponents dart around the sluggish locals, some successfully, some less so, as a rudely shunted sedan is sent spinning into our path.

Deftly drifting the all-wheel drive Lambo around the seaside bends, and threading it through the traffic, the handling remains instantaneously familiar. Forza’s typically top-notch driving dynamics feel as if they’ve again made the trip from the Motorsport series to Horizon 2 more-or-less unadulterated.

In other words, the Southern European setting was immediately fresh, but things remained the same behind the wheel.

Then the weather took a turn."

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On Lighting:

“Light is a really big deal for us for this game, and the reference points we’ve chosen for this game are famous for their quality of light,” says art director Ben Penrose. “So on this game we didn’t want to leave anything to chance. We didn’t want to give you an impression of what the places are like that we visited and have tried to reproduce. We wanted to model it as accurately as possible and have all that stuff work with the physically based set-up that we’ve got from Forza 5.”

“So what we’ve settled on is a physically accurate model of Earth’s atmosphere,” Penrose grins.

“With Horizon we pushed dynamic lights with the headlights,” says Penrose. “Now every single light in a scene is dynamic, which is only something we’ve been able to achieve with the switch to a next-gen platform.

Removing invisible walls:

But Playground wants to take that further, so the team has torn down the barriers that largely kept us from leaving the road in the original Forza Horizon.

“We’ve taken the view that, if there isn’t a barrier in the real-world, if there isn’t a wall, there shouldn’t be one in our game,” says Fulton. “We want the player to be able to drive wherever he can in the real world.”

Map size:

“So that means that not only is the world of Forza Horizon 2 bigger than the one in Horizon, it also has three times more driveable area; a three-times bigger play space
Content:

“More than 700 events across the world, contributing to, I think a conservative 100 percent completion time of well over 100 hours. We have absolutely packed this game with racing, with non-racing, with discovery, and the ability to just point your car in any direction and just explore. So that’s freedom."

On Multiplayer:

“One of the few things they could do was plot a group GPS route to the other side of the world and they would start racing each other to that point. Rather than sticking to the road they would try to drive it as the crow flies, barrelling across fields and through the forest.

“I lost count of the number of people who came running to my desk over the next few days saying, ‘You’ve gotta include this in the game.’ And that’s how the cross country event was born.”

PGR lives on:

The other change to the second-to-second racing is the Skills system. It was a fun yet ultimately quite peripheral part of the original Forza Horizon, and Fulton agrees. But that’s changing with a little help from PGR.

“I think no game since the PGR series has put style on the same pedestal as winning,” says Fulton. “It’s as important with Forza Horizon 2 to drive with style as it is to win and we’ve put the Skills system front-and-centre in everything you do.”
http://uk.ign.com/articles/2014/06/...+twitter&utm_source=twitter&utm_medium=social

França e Italia... looking good.
 
O 1 pouco joguei , não me cativou tanto como o Forza4 , este como só devo comprar uma das novas consolas po ano pra casa nova depois de ter td organizado , terei bastante tempo pra me decidir.
 
Sinceramente, não conto com um exclusivo melhor para este ano na X1.

A não ser que venha a aparecer alguma surpresa nesta E3, mas á partida os jogos anunciados novos só sairam para 2015 e 2016.

Acho que este ano é o horizon 2 e o halo colection e mais nada.

E já é muito BOM. Este horizon 2 deve estar um mimo..........

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Gameplay na E3
 
Bem, mais info:

Discussing Forza Horizon 2 - IGN First - http://youtu.be/loSlsvrcPaI

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Resolution and Framerate (1080p 30 FPS)


The discourse around resolution and framerate continues to make headlines as developers optimise their games as they see fit. Fulton and the team at Playground are firmly of the belief the next-generation is about light rather than resolution, but he did confirm Forza Horizon 2 on Xbox One would display at 1080p and, like the original Forza Horizon, a locked 30 frames-per-second.

Dropped or torn frames have traditionally been a common bugbear with many console games that target approximately 30 frames-per-second. However, with the original Forza Horizon Playground found it was able to avert these issues entirely. The team adopted a zero-tolerance approach to frame drops (regardless of what level of rendering was required on screen the frame rate was never permitted to dip) and as such the game was rigidly locked at 30 frames-per-second. Most importantly, the locked frame rate (as opposed to a fluctuating one) resulted in a smooth and consistent racing experience. Playground has approached Horizon 2 similarly.

“I think what we did on Horizon was demonstrate that, and this is really important, a locked frame rate that’s absolutely solid and never drops is the most important thing for our game,” explains Fulton. “30 [frames-per-second] actually enables us to realise that experience.”

“I think I remember that’s always a hot-button topic, until a game comes out and people go, ‘Oh, this actually really works.’ But 1080p was an absolute must for us; it’s the benchmark for next-gen.”

“So one of the big technical challenges that we had to face was making sure that we could stream in a world that is next-gen beautiful, but fast enough to keep up with the fastest car. That’s a huge tech challenge but it’s one that our guys just eat up.



Music

Audio is another obvious focus and we’ll be diving deeper into that later this month. On the topic of music, however, Fulton explains quite a bit of work has gone into ramping up the aural offering in Horizon 2.

“Music is incredibly important to Horizon,” says Fulton. “I think we did a great job in the original Horizon. Our goal for Horizon 2 is to go bigger and broader.”

“We want a soundtrack you can explore in the same way you can explore our world. To that end we’ve doubled the number of radio stations in the game. We’ve doubled the amount of music that we’re going to be shipping with the game on disc. /
“The goal here is to capture that new music vibe that you get at the best summer music festivals,”



Drivatars are back

“It’s the same system [from Forza Motorsport 5]; all you have to do in Forza Horizon 2 is train your Drivatar to drive in the open-world,” says Fulton. “It already knows exactly how you take corners, where you brake, how you pass other cars from Forza Motorsport 5, and you can continue to train it to do those things in Forza Horizon 2.”


No Video Until Friday.

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-> IGN : http://uk.ign.com/articles/2014/06/...ution-framerate-music-more-detailed-ign-first

E para finalizar:

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Bons jogos.
 
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