5.6.07

Disney-Themed Forza 2 Paint Jobs...INSANE

[tinkerbell5.jpg]For any one who's tried to customize a car in Forza, this guy just took us all to school....Disney style. Way better than most of the custom stuff out there.

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How My Xbox 360 Got Repaired For FREE!

I paid $3.95 for a cardboard box, and my red-ringed, out of warranty Xbox 360 was repaired for free. Here's how it went down! Has anyone else experienced a free out-of-warranty repair for their Xbox 360?



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Project Gotham Racing 4 images


"Microsoft released these images of Project Gotham Racing 4 a while ago, but it seems like we forgot to post them back then. Some of you might have seen them, while some might enjoy them anyway!"

Army of Two Screenshots

Army of Two is a third person co-op shooter that focuses on gameplay centered around TWO man missions, TWO man strategies, TWO man tactics and a TWO man advantage. On or offline, players can seamlessly transition from AI to a live partner as they fight their way through the game.

Army of Two challenges you to fight along side your team-mate on missions developing and using the combined skills necessary to become the deadliest TWO man military outfit. From TWO man sniping to parachuting, players will experience action-packed scenarios where they will have to use their wit, strength and an arsenal of shared customizable weapons to successfully defeat their enemies and complete the mission at hand.

We bring you new screenshots of the game:

Army of Two Screenshots - Xbox

Interview with turn10 - Xboxyde

Another big racing Q&A today, this time with turn10 and the Lead Designer on Forza Motorsport 2, Dan Greenawalt himself. Inside you'll find surprisingly much talk about Gran Turismo, plus the hype, cockpit view, upcoming Forza games and much more.


The number of cars available is an advantage Gran Turismo has over Forza 2. Are you going to add a notable number of new cars in order to close the gap on GT?
The original GT had less than 200 cars. When GT made the leap from PS1 to PS2 it went from 500 cars to around 150 in GT3. As a developer, whenever you make the next-gen leap, its a double edged sword. You can make things look much better and create a more immersive experience, but the content takes much longer to create. This is a question of scale versus quality - balancing breadth versus depth. Forza Motorsport 2 contains over 300 cars including Ferrari, Porsche and Lamborghini. Each individual feature you add to the cars, adds time. For example, having damage and customization dramatically reduced the number of cars we could do by increasing the amount of time each car takes to model. We had to find the correct balance between features/car and number of cars. All developers have to make similar choices weighing important next-gen features versus sheer quantity - do more cars with less features like customization and damage or do more cars with fewer next-gen features. Is also worth noting that while I'm not prepared to talk specifics about DLC; added cars and tracks are a no-brainer.

What do you think of the Xbox 360 driving wheel? Do you think a handbrake should have been included?
The Xbox 360 driving wheel is an excellent Force Feedback wheel - especially for the price. The build quality and the material finish is especially striking plus its wireless. Personally even if I were building a $500 wheel, I still wouldn't add a handbrake. However, I would want 900 degrees, an H pattern shifter, two thumb sticks, a clutch pedal and especially a Force Feedback brake pedal - again at a much higher price point. Having a pressure based brake pedal with FFB would be hot. Its really hard to simulate real braking with a travel based analog.

Some people have criticised the somewhat 'aggressive' behaviour of AI-cars in Forza (their not-so-gentleman-like ways of 'attacking' the player's vehicle, particularly when he was about to overtake an AI-car). How have you addressed this in Forza 2? Also, generally, can you tell us how AI has improved in Forza 2?
In order to answer your question, I have to provide some backstory. The Artificial Intelligence in the original Forza Motorsport was based on Drivatar technology developed by one of Microsoft’s research teams in Cambridge, England. This sort of colaboration is one of the benefits of working at a 50k employee company – you never know what sort of technology some other part of the company might be working on. The Cambridge guys are researchers, not game developers. So they approached the problem of AI from a completely different angle. The AI they developed was a form of machine learning. It was truly revolutionary AI. Having revolutionary AI is both a blessing and a curse. The Drivatars are really more like children than standard AI. You don’t script them, you teach them. We really never got our heads fully wrapped around the system before we shipped the original Forza Motorsport. I’d say they were more like 13 year olds in the original.

For version 2, we hired some new developers and a designer dedicated to getting the most out of this system. I’m happy to say, the AI have graduated to the next level. That’s not to say they don’t have room to improve. I’d say they are more like 18 year olds now. This is a very exciting technology. With a better understanding of the technology, we were able to add character to the drivers – personality. In the career, you will encounter 30 different drivatars, complete with different skill levels ad aggression levels. One driver, M. Rossi (no relation to the great V. Rossi) is one of our fastest and most aggressive drivers. Late in development, he started learning things that we hadn’t taught him. He started check braking – a very advanced racing technique, also sorta dirty. Anyway, this was a bit of a scary moment. He was learning faster than we were teaching. Back to your question, the AI is very aware of the human drivers on the course. Will they still bump you, it depends on how aggressive they are. We have some drivers that are so tentative that you can block them to a crawl. Meanwhile, M. Rossi won’t think twice about swapping paint with you if you’re in his way.

In order to answer your question, I have to provide some backstory. The Artificial Intelligence in the original Forza Motorsport was based on Drivatar technology developed by one of Microsoft’s research teams in Cambridge, England. This sort of colaboration is one of the benefits of working at a 50k employee company – you never know what sort of technology some other part of the company might be working on. The Cambridge guys are researchers, not game developers. So they approached the problem of AI from a completely different angle. The AI they developed was a form of machine learning. It was truly revolutionary AI. Having revolutionary AI is both a blessing and a curse. The Drivatars are really more like children than standard AI. You don’t script them, you teach them. We really never got our heads fully wrapped around the system before we shipped the original Forza Motorsport. I’d say they were more like 13 year olds in the original.

Forza is often compared to Gran Turismo when it comes to driving realism. Many Forza-fans think your game is better and more realistic than GT. What gameplay mechanics have you further improved to insure this high level of (sim-like) driving realism?
No other racing game gives you cutting edge simulation physics including damage with Ferrari, Porsche and Lamborghini. We’re obsessed with physics. For example, we partnered with real-world tire manufacturers like Toyo and spent over 3 months on the tire physics alone – to make sure we were on the cutting edge of this very dynamic science. It takes upwards of 9000 parameters to define a car in our simulation – everything’s got weight and inertia from the engine, driveline and clutch to the rims and tires. Also, we run our physics at 360 fps. This makes the cars very responsive like in the real world. Some games run their physics at 60 fps, this makes the cars unresponsive. I have taken several driving schools and track my car. Even heavy cars like mine are more responsive in the real-world than 60 fps can do justice.

Did you avoid weather conditions on purpose (possibly due to time constraints), or is it a feature that the studio is willing to experiment with in the future, so that they could further expand the simulation aspect of the franchise?
Moving to next-gen hardware is a mixed blessing. The more powerful hardware and added resolution allows us to create a truly stunning scene. However, building next-gen content is extremely time consuming. We've looked at programmatically creating weather effects and dynamic time of day. However, this replaces the craftsmanship of the artists with the technology of the devs. Thus far, this replacement yields results that do not meet our exacting standards. To build these conditions the old-fashioned way with artistic skill and craftsmanship requires more artists and more time. Our team is already huge and still growing. In fact, we've been hiring artists (devs and designers as well) non-stop for over a year. However, we still struggled to create 45 tracks to a next-gen spec with no alternative weather or time of day. Given the choice between doing weather or more unique environments, we elected to deliver as many next-gen environments as possible at optimal racing conditions. We'll see what the future holds.

I've read something about tournaments in Forza Motorsport 2. Is it comparable with the tournaments in PGR3?
One of the perks of working on the Xbox 360 and for MGS is our freedom to focus on innovation rather than reinventing the wheel. With Xbox Live, we get matchmaking, friendlist, voice, hundreds of scoreboards and player ranking virtually for free. Also, at MGS we have a completely separate team working on shared technology. This team developed the Spectator technology that powers both PGR TV and Forza TV. They also wrote the code for Tournaments. This frees-up our team to innovate new features such as photo upload to Forzamotorsport.net and other website integration, seamless MP/SP levelling and the Auction House. The biggest differences between Tournaments in PGR and those in Forza are: 1) Forza will feature 3 huge tournaments per day, 2) bewteen Forza's car classification system and customization options, Tournaments in FM2 will be a virtual car show where people use completely different car models and no two cars look the same.

Will there be downloadable content? If so, will there be new tracks and cars?
Cars and tracks are a no-brainer. However, we just finished the game and are going to take a well deserved week or two off before we come back to solidify our DLC plans. Currently, we've got a bunch of ideas on the whiteboard.

Will there be a cockpit view, 4 player split screen and view of the inside of the car?
This is a question of scale. Forza Motorsport 2 contains over 300 cars including Ferrari, Porsche and Lamborghini. Each individual feature you add to the car, adds time. For example, having damage and customization dramatically reduced the number of cars we could do. If we did a cockpit view, we would have to radically slash the number of cars again. We had to find the correct balance between features/car and number of cars.

Why do you think Forza Motorsport 2 is the real Gran Turismo Killer?
I don't like to attack other developers. We are all working hard to make great entertainment. I have tremendous respect for Yamauchi-san's team. Its natural to compare the two games. However, if you really look at them, the comparisons break down quickly. Forza Motorsport 2 is not only a fantastic simulator - it’s a truly next-gen game that embraces today’s design trends and cultural phenomenon such as “web 2.0”. I don't want to kill anything, I just want to advance the genre in new directions. More than anything, I want to make a very inclusive game that turns gamers into car freaks and converts car freaks into gamers in order to build a vibrant community.

Other than obvious graphical upgrades, what improvements have been made to Forza 2 since the first game?
What hasn't been improved. More customization, more upgrades, more cars, better physics and groundbreaking online features. Forza Motorsport 2 is a truly next-gen game that embraces today’s design trends and cultural phenomenon such as “web 2.0”. As a simulator, we’ll always reward great driving. However, with the auction House and all of our online features, we also reward great artists, tuners and social coordinators. In Forza Motorsport 2, you can even hire an AI driver to race for you. You don’t even have to race to have a great time and be a valuable part of the world of Forza Motorsport.

What makes Forza 2 different from other racing games?
Seriously? No other racing game gives you such a complete next-gen package. * 300 upgradeable, tuneable and personalizable cars including Ferrari, Porsche and Lamborghini
* Incredible simulation physics running at 360 fps plus damage
* Next-gen HD graphics running at 60 fps with AA, HDR, 3D grass and spectators, real-time reflections and shadows.
* Unprecedented customization options including 4000 paintable layers and web 2.0 features like photo upload and Auction House.
* Tremendous online innovation including Forza Motorsport TV, seamless single player/multiplayer integration, online tournaments as well as integration with Forzamotorsport.net.

Creating designs was quite tricky for those wanting to make unique paintjobs. Has the design process been made easier?
The design process is much easier. We've added quick keys as well as custom groups that can be saved and applied to any car. We've also added text and hundreds more shapes and decals. Our goal is to empower creative people. Poor artists like myself can easily create a unique livery. But, does that mean that everyone will be able to create the Mona Lisa on the side of their car? Nope. Great craftsmen are empowered and they can then become famous on the Auction House. I see painting as a skill, like great driving and great tuning. You don't have to be the best driver to be a valuable part of the Forza community.

During Forza 2's development you've kept the community firmly in the loop. Why do you think this is a good thing, and how have you dealt with controversies like delays etc?
Our goal is to ignite and fuel car passion around the world. We want to turn gamers into car freaks and convert car freaks into gamers in order to build a really strong and lasting community. Very few developers have such an open relationship with their community - along with Che, I routinely blog on the site and try to answer forum questions as often as possible. This leaves us open to some abuse, but a strong community is essential to my vision of the game.

Did you find adding achievements for the game a chore or was it something that the team enjoyed?
I'm a gamer before a developer. When we first started working on the Xbox 360 and I heard about the achievement system, I thought: "hmmm, this could be interesting." After the Xbox 360 launched, I was amazed at the effect that the achievements had on me. I became an "achievements whore". I found myself playing games differently. Its actually a great tool for designers to encourage unique play styles - just look at Crackdown. Of course some developers have made for really annoying achievements as well - such as "get 1 on the scoreboards." I mean, that's crazy. Anyway, to answer your question, we were excited about it.

Is it possible for a car to overturn during a race?
There is a myth in the industry that you can’t do damage with licensed production cars. MGS as been damaging licensed production cars for about a decade – Midtown Madness, PGR and the original Forza Motorsport all featured damage to production vehicles. It’s not easy to do, but its definitely possible – even with Ferrari, Porsche and Lamborghini. It’s about working with the manufacturers to build a strong partnership. I spend a lot of time talking with our manufacturers to help them understand my vision of the game and my passion for their brand. It’s actually easier for us because we’re a simulator. Of course there are limitations. If we just featured race cars or a really small number of manufacturers, we would be able to completely simulate damage down the last detail. However, most of the manufacturers are made very uncomfortable by damage that would injure the driver. Therefore, we can’t roll the car over, start the car on fire or ball the car up completely.

Will we see a Forza 3? If so, when?
To really answer this would be a much longer conversation. Technology hasn’t yet caught up to my vision for the Forza Motorsport franchise. While Forza is an incredible simulator, our goal is to create an inclusive experience that embraces anyone that has an interest or passion for cars. We haven’t even scratched the surface of the total experience I want to create. We need a couple years at the very least to develop new innovative technology. Also, this game is huge, the expectations for follow-up version will be massive. It will take a long time to top this game. Is there a simulator game you wished you had made, and if so, why?
Nope. Me and my team are making our dreams.

A big thanks to Greg and XCN for this great Q&A session!

Interview with turn10 - Xboxyde

Q&A session with team DiRT - Xboxyde

With less than two weeks until the release of Colin McRae DiRT, we present to you this crazy-long Q&A session with the producer of the game, Alex Grimbley - all brought to you by the XCN network. It covers the most, as the talked-about framerate and Xbox Live mode, and, of course, the dirt itself.
Colin McRae Dirt Q&A for XCN Answered by: Alex Grimbley, Producer, Codemasters

First up, let’s talk about the name. Why Dirt?
Alex Grimbley: It’s been a few years since Colin McRae 2005 was released and it was a game we were really proud of, but we wanted to change the direction of the game to reflect the tastes of gamers. Offroad has become a lot more prevalent in motorsport and also the public consciousness and we really wanted to refresh the brand and take it forward in different ways. It’s about creating something new while also keeping the existing McRae players satisfied. So we brainstormed lots of different names – some of them quite amusing, but I won’t go into them – but Dirt really captures the dirtier, grittier, muddier aspects of the game.

So is there more attitude to the game now?
Alex Grimbley: Yeah, definitely. If you’re a fan of the Colin series you’ll recognise the game, but there’s definitely a freshness to it, more attitude and more oomph. We’ve taken all the cool things from the last games and taken them forward, given them a bit of an edge. Ironically for a game that’s mostly offroad, it’s a bit more ‘street’ than before!

So what will fans of the series see that’s different?
Alex Grimbley: I think the main thing will be much more variety of content. We’ve obviously still got loads of point-to-point tracks in there, much more than before, and they’ll be happy with that. But also there’s a stack of cool new offroad racing championships to try out. There’s offroad racing in America, Dakar-style vehicle in huge, expansive environments, we’ve got buggies, rally X and circuit racing with cars on gravel tracks banging into each other. There’s loads that hasn’t been seen in a Colin game before, and I think that really stands out for both fans of the series and newcomers.

Dirt is also the first rally game on Xbox 360 – how do you feel about that?
Alex Grimbley: We’re really pleased to be the first rally game out there on Xbox 360. I think we need to look at it outside of rally too – I think we’ll stand right up there with all the other driving games on Xbox 360 and PS3, not just in the rally genre.

Do you think the Xbox 360’s been missing a rally game?
Alex Grimbley: Definitely. We’re huge fans of Gotham and we play it a lot, and we’re all looking forward to Forza 2. But we think the Xbox 360 needs something with a dirtier edge, and our cars are certainly dirty. You wouldn’t see them in one of Gotham or Forza’s showrooms, that’s for sure...

You mentioned Forza 2 – what’s your view on that game and how do you think it will compare with Dirt?
Alex Grimbley: Loads of the guys on the team here are Forza fans and it’s definitely a game we’ve been keeping an eye on. We think it appeals to a different audience though. Dirt appeals to a slightly more casual gamer, someone who likes to dip in and out of things and instantly get a really exciting driving experience. What Forza does with tuning and customisation is really cool, but it’s not the way we wanted to go. We wanted to stay more accessible and instant so people can pick up and play, really bash their cars around and have a great time.

And while we’re on other games, MotorStorm has done really well on PS3. Do you see it as a direct threat to Dirt?
Alex Grimbley: We’ve really enjoyed MotorStorm too, we think the team did a great job on it. It’s very different to Dirt though – it’s very arcadey, while we’re still keeping our Colin roots of the slight sim edge with an instant arcade experience. We don’t see that we’re competing with it directly.

So people will be expecting the Imprezas and Evolutions and all the other classic rally cars, but tell us a little about the new cars in vehicles in Dirt that people might not have driven – or even seen – before.
Alex Grimbley: Well, something that people certainly haven’t seen before is Colin’s own concept rally car – the R4 – he’s been working on it in real life but we’re slightly ahead of him in the game! He sent us all his details and we got our car designers to put it together for the game. They then sent him back the work they had done and he’s used some of it to continue building the car in real life. So that’s cool, but it’s still a traditional rally car. Some of the new motors we have are the offroad vehicles, so think of the big 4x4 vehicles you see on the roads tuned for offroad racing. They’re huge and powerful, so you can literally bash through trees and bushes, go off the tracks and generally bounce around. Then we’ve got the buggies which are mostly from America. These are massively powerful buggies with 500bhp driving through the real wheels, typical American power that makes you wonder how they control it. We’ve got purpose-built tracks for these things to take on with moguls and bank turns. We’ve got big trucks in the game for the Dakar-style rallies, and again these brutes are great fun to chuck around and just plough through everything. But probably the most exciting addition are the Pike’s Peak Unlimited hill climb cars. Some of these monsters have 850 or 900bhp just to drive them up mountains as fast as possible. You’ll be approaching hairpin bends at 150mph with a 1000 feet drop-off on the other side, so they’re pretty hairy...

The variety of motorsport types remind me of your other successful driving series, Race Driver. How much of an influence was Race Driver’s approach on Dirt?
Alex Grimbley: With the variety of different racing and vehicles, Dirt is doing for offroad racing what Race Driver did for track racing. We’re definitely taking their lead in offering lots of ways through the career structure and giving the player lots of different experiences. Having said that, everything about Dirt is new. It’s using our brand new engine called Neon. We have a lot of people here working with Neon on both games, and going forward we’re going to be able to take every cool feature or piece of technology from the Colin series and take it over to the Race Driver series. That will mean that the good features keep getting better, giving us more time to think about new features that will drive both series forward.

Sounds like Microsoft Game Studios’ approach to Forza Motorsport and Project Gotham Racing...
Alex Grimbley: Exactly. There’s no point starting from scratch with every new game. You can always push things a little further. Working like that gives you the opportunity to sit back, look at what went well and what didn’t go so well, and then act on those things much more effectively.

In Dirt’s career mode can players choose which kind of racing they want to concentrate on, or are they forced to try everything out?
Alex Grimbley: We call the career mode the Career Pyramid. You start off at the bottom of the pyramid with only a few cars, and different cars let you enter different types of event. You might get a rally car and a hill climb car to start with, so you might want to concentrate on hill climbs. Once you’ve earned some money in those events you can choose which new types of car to buy. You’re in charge of what events you race in and what kind of cars you want to invest in. If you’re a rally fan you can still get to the top of the Pyramid doing just rally, but obviously you’ll miss out on the variety of all the other events. It’s not a linear progression – we’ve really opened things up.

What kind of rewards will I get if I concentrate on a particular style of rally?
Alex Grimbley: Well, if you love rallying and concentrate on rallying, you’ll be rewarded with cool rally cars like maybe an Evo, or maybe a classic rally car. As you progress you’ll also earn money which you can use to reward yourself with a nice new car of your choice...

Is Colin himself in the game?
Alex Grimbley: Colin’s character is in the game, and you’ll even have to race against him as you climb the Career Pyramid. He pops up on quite a few occasions to test you out. Travis Pastrana, the Subaru America driver and Motocross champion, is in there too. The great thing about our AI is that it’s not just about putting drivers into buckets like aggressive or soft or patient. We actually have around 65 different characters in the game, all of whom have different characteristics which we’ve modelled carefully. So Colin is really aggressive and likes to push hard and really kick the back wheels out. In fact, you’ll need to beat Colin right at the end of the Career Pyramid, which will be quite a challenge.

So can you build up rivalries with some of these characters as you go through the game?
Alex Grimbley: Yeah. You’ll see some famous rally drivers from the past, some famous hill climb drivers, some other people that you’ll recognise and the cars that they’re synonymous with. You’ll definitely start to learn more about their personalities and build up rivalries with them all.

How much input to the development process does Colin actually have?
Alex Grimbley: Colin loves to pop in to the studio and have a go on the handling from the start of development. He gives us some great feedback on how the cars should handle – especially cars that he’s driven in the past. In fact, remember I was talking about how we have his new concept car in the game? He drove it in the game before he drove it in real life! We were giving him some tips! But he also helps out on loads of little things, like how do drivers behave in a crash? How do they brace themselves? Those are the kinds of unique things that only he could tell us, and they really add a lot. He’s actually an Xbox Live gamer too...

What’s his GamerTag?
Alex Grimbley: Ha! I’m afraid I can’t tell you that! We might try and get him online for some games though...

Colin has branched out into other type of racing himself. Has that influenced the variety of modes in Dirt?
Alex Grimbley: Yeah. His input into the handling of the Dakar-style vehicles was really invaluable since he had some experience of that recently. He’s also been doing the X Games in the States recently and you might have seen the footage of him rolling his car, landing on the wheels, and then continuing on without flinching! Ironically enough he lost that race to Travis Pastrana, who is also in Dirt. But yeah, Colin definitely understood that we needed to move on, to evolve and progress, and once we explained to him where we wanted to take it and the attitude we wanted to capture he was totally on board. I think it’s a good fit – he’s diversified his career from Rally champion to X Games to Dakar to jumping into Le Mans, so it’s only natural that his game should branch out in similar ways.

Out of interest, what did he say about the roll? What’s his story?
Alex Grimbley: He said it came naturally to him. We asked him how he got it going so quickly again and he swears he was just on autopilot, it just happened without him thinking about it. But I think he was really annoyed that he lost, because if he hadn’t rolled he would have won. Still, I doubt anyone will remember who won as much as the roll. He was here in the studio about a week after it happened and we all had YouTube up, showing him all the footage!


Speaking of flips and rolls, how important are the physics to Dirt?
Alex Grimbley: They’re vital, and they’re one of the things about Dirt that we’re most proud of. We’ve taken them right back to scratch and started afresh for the next-gen consoles. The physics we have now are probably about as realistic as you can get, and we’re updating some of them 1000 times a second. We’ve got separate models for every piece of the car, from suspension to the way the wheels grip the surface – I think we have something like 6 different types of tarmac alone - but that doesn’t come across to the player in a simulation-style way. We’re not bombarding players with statistics, it just feels really natural. Sure, you can tune your car however you want, but you shouldn’t have to understand all that stuff to enjoy driving them. The majority of gamers won’t know about everything that’s happening under the hood, but they will know that it feels good. But don’t just take my word for it – we’ve had Colin in to try out the physics as well as a host of other rally drivers and co-drivers, and those guys really know what they’re talking about.

Can you use the Xbox 360’s wireless Force Feedback wheel to play Dirt?
Alex Grimbley: You can, yes, and it’s great fun. It’s actually converted a lot of people on the team to the wheel – a lot of people preferred to play with the joypad, but now they prefer the wheel. I can actually get better times with the wheel, which I suppose is the most important thing! We’ve had a prototype version for a long time and it’s been great to work with. The guy who works on our force feedback actually has a license to race cars – he used to race touring cars – so he really knows what cars feel like when you’re thrashing them. He’s been able to transfer that sensation to the force feedback wheel and it’s been a very easy process.

Here’s the classic racing game question: 30 fps or 60 fps?
Alex Grimbley: 30. Once you se the game running you’ll understand why. As I mentioned all our other systems are running much faster than that, like the physics updating 1000 times a second. And we’ve got some amazing blur effects that really make it difficult to notice the difference. To be honest though, we did try the game at 60 fps with cut back graphics and detail, but when we put it back to 30 and ramped up the visuals again it just blew us away. We’re really not too concerned about it because Dirt looks fantastic, runs smoothly, and we’re very happy with it.

Do you think people make too much of a big deal of the 30/60 fps thing?
Alex Grimbley: There are techniques you can do know that you couldn’t in the past that make the difference a lot less noticeable. The next generation consoles really let you mask over that. The motion blur for instance has been taken to such a level that it smoothes the whole screen. Like I say, we’re delighted with how Dirt looks.

Tell us about the dirt in Dirt. Just how dirty is it?
Alex Grimbley: For a start we’ve got a fantastic particle system which is part of our new engine, Neon. We’ve got so many different types of kick-up depending on what type of surface you’re on, it all has it’s own physics, and it’s even affected by the wind in the environment. You’ll see dust clouds billowing in the wind for example. Everything you crash into emits some kind of dirt. It’ll get on your windshield and you’ll have to use your wipers to get it off. It’ll build up on your bodywork and you can even wash your car at the end of the stage if you want to. Basically we’ve got loads of systems just to muddy cars up!

Are there dynamic weather effects?
Alex Grimbley: The weather will change from stage to stage, as will the time of day. That gives a really nice feeling of progression as the day goes by or you move from country to country. Rain will, of course, make the dirt wet, and we’ve got loads of different types of mud. Wet mud, dry mud, gravel mud...

So how many different types of dirt are there in Dirt?
Loads – we have over 65 distinct surface variations throughout the game.

We understand Dirt’s Xbox Live mode is very different to other racing games. Tell us about why it’s unique and why it’s cool...
Alex Grimbley: We looked at doing the standard race-against-each-other-on-track Xbox Live modes but since we’re doing so many different things with Dirt we wanted to try something new and see how people liked it. So what we’ve done is give you a 100 player race on hill climb and point-to-point tracks. Not all 100 are on the track with you, but there’s a leaderboard on the right of the screen that shows your time in relation to everyone else’s. It changes really quickly and it gets really tense because you know one little error will see you drop down the list, but if you really nail a bend then you’ll see yourself jump up a few places. It’s really instantly rewarding. And because there’s 100 players racing against you there’s a real sense of achievement if you do well and make a podium place. Another cool thing is that there’s no cheating. No one will bully you off into a wall or drive the wrong way around the track, and if you wreck your car you’ve only got yourself to blame.

How do you think people will react to such a different style of Xbox Live racing?
Alex Grimbley: We know it’s very different, but we think people really need to get in and give it a go to really see for themselves how much fun it is. One of the important things for us was to make it instant and easily accessible, even for people who had never been online before. We’re not forcing them to compete directly against hardcore competitors, because you can have your own little battles with the drivers around you rather than falling half-a-lap behind another four or five cars.

What kind of Achievements does Dirt have and have you enjoyed the process of implementing them, deciding how players are rewarded?
Alex Grimbley: Yeah, we’ve really enjoyed that process. We’ve got all the standard driving ones in there like mileage, number of cars owned, championships completed and so on. Then there are lots of online ones too, and we’ve got a whole lot of really fun ones like clean races, most time spent crashing into trees, longest jump and so on. Those are the real fun ones – you don’t even know you’re doing them and then ‘Plink!’ – up it pops. I won’t reveal all the Achievements though, as discovering them when you play the game is part of the fun.

It’s always interesting to hear how developers handle Achievements. Did you research other games, and are there any games that stood out for you for their use of Achievements?
Alex Grimbley: We did research a lot of games, mostly driving games obviously, and PGR was quite an influence. But to be honest we just sat down and thought about what would be cool. Then there were the ones that just happened when we were playing the game. Someone would do a jump or a flip and we’d think, ‘that would be cool’. So a lot of them happened quite organically.

What about downloadable content on Marketplace?
Alex Grimbley: No plans at the moment, but it’s definitely something we’re looking at so never say never. There will be a demo though – a really good demo! It’ll have a Super Stage crossover rally with Colin as your opponent, it’s got buggy racing against 9 opponents which is absolute carnage and really shows off the car models, and then we have a hill climb with fantastic scenery and a Travis Pastrana time to beat. It’s a great little package and it’s out on May 24. We think it’s going to wow a lot of people.

So what’s in the future for Colin McRae and Codemasters’ other driving games on Xbox 360?
Alex Grimbley: Well, we’re just going to keep moving forward. It’s something we’re very good at and we’ve got some great skills on the team, plus a great new engine. The next Race Driver game, Race Driver One, is set for Xbox 360 and that will pick up where Dirt left off. It’s going to take that series in a new direction in the same way that Dirt has for Colin, so you’ll see some really cool stuff in there. With Dirt we had to build the engine from nothing but Race Driver One can take the visuals, the physics, the damage and so on and build on it all. Some of the initial concepts we’ve seen are simply stunning. And from Race Driver we can move onto the next Dirt. Maybe called Dirtier...

Okay – let’s say I’ve never played Colin McRae before and I’m not really into rally games. How would you convince me to give Dirt a go?
Alex Grimbley: I could say that it’s easier to get into than a pack racing game because you can learn how the cars work without always being at the bottom of the pile. But really, it’s about being on the edge. You’re always on that fine line between nailing a corner and smashing into a tree. That’s the exciting thing about Dirt. That feeling of being on the edge isn’t just about being a fan of driving games, it’s about being a fan of gaming in general. If you like being on the edge of control and pushing your gaming skills to the limit, then you’ll love Dirt. Give it a shot!

Thanks for your time Alex, and a big thanks to XCN!

Q&A session with team DiRT - Xboxyde

X3F Forza 2 Cars FTW!


Xbox 360 Fanboy reader and Forza 2 aficionado Spinthelights sent us a couple shots of two very nice X3F themed cars. The level of detail is pretty astounding, as they mirror the logos and banners of the main site with remarkable accuracy. Also, this is a perfect time to start up a gallery of user submitted Forza 2 cars. They don't have to have our logo plastered across the hood, but we appreciate the effort fellow fanboys put into letting everyone know which site they go to for all their Xbox 360 news. Do you have any cool Forza 2 cars, send us your works of art either in the comments, or in a tip.

X3F Forza 2 Cars FTW! - Xbox 360 Fanboy

2007 TEC Nominees Announced

June 5, 2007—Emeryville, CA―The Mix Foundation for Excellence in Audio announces the nominees for the 23nd Annual Technical Excellence & Creativity Awards, to be held Saturday, October 6, 2007, at the New York Marriott Marquis, on the second night of the AES Convention. The TEC Awards, sponsored by Mix magazine, is the world’s most prominent forum honoring outstanding achievement in professional audio production and product design.

Nominations in the 16 categories of Technical Achievement (product design) and 9 categories of Creative Achievement (sound production) were made by a select panel of more than 100 audio industry professionals for products and projects released or completed during the eligibility period of April 1, 2005, to March 31, 2007. Online voting opens on August 1, with ballot guides sent with the August issue of Mix magazine, mailed to more than 42,000 BPA-qualified subscribers.

"There's a lot of excitement about the 2007 nominees, which range from classic analog designs to the latest digital technologies," notes Mix magazine executive editor George Petersen. In terms of numbers, Audio-Technica leads the pack this year with four nominations in different categories, followed by Digidesign, PreSonus and Sennheiser/Neumann-all with three technical entries. “One new development,” says Peterson, “is the return of the Recording Devices category, which had been discontinued with the demise of tape. The high-quality disk and solid-state audio recorders debuting over the past year have been well-received by the pro community, and these products deserve recognition on their own."

This year’s nominations also recognize the increasing importance of Interactive Entertainment Sound Production with Activision’s Call of Duty 3, Microsoft’s Gears of War, SCEA’s God of War II, Ubisoft’s Tom Clancy’s Ghost Recon Advanced Warfighter 2, and Eidos Interactive’s Tomb Raider: Legend.

Projects by John Mayer and the Dixie Chicks received three nominations each in the category of Creative Achievement. The John Mayer production teams received a Record Production/Single or Track nomination for Waiting on the World to Change, a nomination for Record Production/Album for Continuum and a nomination for Tour Sound Production. The Dixie Chicks’ Taking the Long Way garnered nominations in both the Single or Track and Album Record Production categories and Tour Sound Production.

"We are very excited about the upcoming show in New York," says Hillel Resner, president of the Mix Foundation. "As professional audio exerts a growing influence on the wider technology environment, we look forward to not only greater attendance but more attention paid to the people and products behind the sound of entertainment media."

The TEC Awards will be held on the second night of the 23rd AES convention, and is expected to draw more than 700 top audio professionals from around the world. Proceeds from the TEC Awards are donated to organizations working to promote safe listening practices in the music environment, including House Ear Institute’s outreach campaign to teenagers, and audio education scholarships For tickets and other information, contact Executive Director Karen Dunn at (925) 939-6149 or karenTEC@aol.com.

The TEC Awards is presented by the Mix Foundation for Excellence in Audio, a 501 (c)(3) non-profit, charitable organization headquartered in Walnut Creek, California. In addition to Mix magazine, the professional audio industry’s leading international monthly, sponsors include Intel; Gibson Guitars; Harman Pro Group; Shure Inc; American Music and Sound; RODE Microphones

Complete list of 2007 TEC Awards Creative Nominees

Complete list of 2007 TEC Awards Technical Nominees

For a complete list of 2007 TEC Awards nominees, please visit mixfoundation.org

2007 TEC Nominees Announced - Xbox