Rainmaker2112's profileConfessions of an Xbox ...PhotosBlogLists Tools Help

Jonathan C

Occupation
Location
Interests
Funny, active, sports-minded, dad, computer geek, sociable and chivalier. Yep, that about covers it.... "Three steps forward, two steps back will still eventually get you to your destination."

~ J. Cragle

Xbox Live GamerCard

RAINMAKER2112
Xbox Live GamerCard
Rep:
5/5 stars
Score:
35449
Zone:
Recreation
Rock BandCall of Duty 4Madden NFL 09Marble Blast UltraGun

Xbox Live Recent Games

Rock Band
Achieve:
17/50
Score:
380/1000
Call of Duty 4
Achieve:
22/37
Score:
530/1000
Madden NFL 09
Achieve:
9/25
Score:
275/1000
Marble Blast Ultra
Achieve:
7/15
Score:
85/250
Gun
Achieve:
14/31
Score:
235/1000

Confessions of an Xbox Geezer

Pontification about family, Xbox, gaming, entertainment from a "geezer"
November 06

I've moved my blog to my new website.....

Howdy all,
 
For those who are looking for me, I'm moving to my new internet digs at Blades of 360.  The information here where eventually be moved over to there in the Archive section, but will stay here for now.
 
Pack up your virtual bags and join me at the new, sparkling website for insight, news, analysis, giveaways and the upcoming "36 Hours of 360" marathon (fourth annual).  Click the text below to be whisked to the new site!
 
 
 
 
 
August 06

My article on SKATE Community Days is up on xbox.com

Had a chance to get into the SKATE community days a few weeks back and wrote an article is up on xbox.com.  Check it out and due to space issues I had to cut the article in 1/2, so check out below for the unabridged edition:
 
 

EA’s SKATE Community Day – July 10, 2007

Imagine gathering skateboard and gaming enthusiasts in the same room and having them spellbound for hours on end.  Just a few weeks ago EA Black Box invited ten of us from skating and gaming communities to be part of their “SKATE Community Days”.  We converged on Vancouver, British Columbia. from different places and from different backgrounds to finally get our hands on the game. EA’s aim with SKATE is a return to realistic skateboarding, while capturing it’s culture and community. It might seem an uphill task trying to take market share from Activision, the publishers of the highly successful “Tony Hawk” series, but there’s no doubting EA’s commitment to provide the fullest, most realistic skating game available. This is illustrated by the astounding number of professional skateboarders, companies and equipment represented throughout the game, as well as the huge virtual world and surprises you’ll find throughout it.

 

Entering the SKATE fortress

EA Black Box takes up a few floors of a skyscraper in downtown Vancouver, British Columbia, where nearby passengers climb aboard cruise vessels and with an incredible view of the snowcapped mountains.  I took the elevator up to the 19th floor, which is where we met to check-in.  Black Box is abuzz with constant activity where numerous games are in development and to ensure security we were asked to check our digital cameras and video equipment at the front desk. We were escorted down a winding staircase to a conference room and on the way I asked one of the skaters if he could grind the rail and I could see in his eyes that he’d love to try. We dropped our belongings next to our chairs and took some time to take care of some administrative details. Participant introductions were next, including describing what we knew about the game, which spanned following the game in online forums to seeing it played on the MTV show, “Rob & Big”.

 

SKATE history and why another skate game?

Next, we were introduced to the history of SKATE by Scott Blackwood, Executive Producer of the game. We learned that the game was first conceived about three years ago within the development team for EA’s successful snowboarding franchise, SSX.  The members of the team took to the streets incognito to videotape skaters and gamers talking about their worlds, as well as gathering focus groups of skaters and gamers in the 10-34 year old range to find out their thoughts on current skating games.  What they found was that people wanted a return to realistic skateboarding and the community, with less focus on crazy challenges that were unrelated to skateboarding.  They also wanted a game that made landing tricks more progressive and challenging, rather than just button-mashing combos. Armed with this information the EA team sought to bring a new perspective to a skateboarding game, including new camera angles that captured panoramic views of the skater in action.  For example, one angle captures the skater above the camera after doing an ollie off a set of stairs, then returns to a behind-the-skater view when they land.  Finally, the EA team wanted to focus first on the physics of the game, including the game controls and then build the environment around it, rather than the other way around.  This is where the idea of the “Flick-it” control scheme versus button combos was first born, which we’d learn more about later.

 

Mr. Blackwood stated that one of their biggest challenges was getting people to try something new, rather than focusing solely on what they’re used too. One attendee asked about how stats are reflected and we learned that the skater doesn’t “level-up”, rather the mastery is in the physical players hands. Therefore when people compete against each other there’s no difference between their character’s abilities, rather it’s the execution by the players themselves where the difference lies.  While the game’s designers admit it’s a risk, they believe the playing field should be level at the beginning for everyone and then the most skilled player will win, rather than the person who’s leveled their character up the highest.

 

The World according to SKATE

Time was spent giving us the background of SKATE where we found out the environment is an open skate world, with five locations open by default and an additional nine locked areas that require an invite from a sponsor to unlock.  The world is so big that reportedly it can take ten continuous minutes of skating to get from one side to the other, if you know exactly where you’re going and don’t get sidetracked or lost. There are “own-able spots” where you compete in challenges and when you complete it, you own the spot and can return to it anytime to skate it over and over again.

 

There are nine pros that you compete against in challenges and when you beat them they’re unlocked and they help you throughout the game, including sponsoring your skater.  There are an additional seven custom pros that can be unlocked through the game, bring the grand total to a whopping sixteen.  You can use any of the pros you’ve unlocked in online play.

 

The campaign’s storyline revolves around an unknown skater, you, along with a virtual videographer, exploring the vast world of San Vanelona in search of coverage. Note that the fictitious name is a combination of San Francisco, Vancouver and Barcelona, of whom the world was inspired by.  Imagine the hills of San Francisco, the downtown of Vancouver and the art & architecture of Barcelona and you get the idea.  Every completed challenge increases the “coverage meter” and helps your skater gain sponsors, access to skate stores & products and bigger challenges for wider coverage. Even “Thrasher” magazine, one of the preeminent skating magazines, is represented, as players try to get on the front cover. Virtually all of the challenges are open and can be completed in any order, rather than having to do certain challenges to unlock the next level or area.  Of course, there are challenges that might need to be returned to, after certain moves are mastered, but the choice is up to the player, rather than the game.

 

Finally, music is a high point of many games and SKATE doesn’t disappoint.  There are 45 tracks included, but rather than running continuously, the music plays in “significant areas” and is usually a clue that there’s a challenge nearby to compete in.  For example, in the skatepark the sounds of Cheap Trick’s “Surrender” was playing, but elsewhere can be found a wide-range of music, from Rick James to Slayer and everything in-between. You can also listen to your own music by plugging a Zune, iPod or other music player into your Xbox 360.

 

Building SKATE magic and “Flick-it” real good

Soon the floor was turned over to Chris “Cuz” Parry, whom Scott Blackwood introduced as “the guru of all things SKATE”.  Cuz took us on a tour of the studio, including the “Wall of Boards”, which included individual decks autographed by every pro in the game, including Rob Dyrdek (and Christopher “Big Black” Boykin), Chris Cole, Danny Way and others.  Everyone stood in awe pointing to their favorite decks, which Cuz said was the usual response elicited. We moved on, passing by teams working on coding, graphics, building environments, audio and play testing.  Cuz pointed out a couple of team members who were highly regarded and even legendary skaters in their own right. 

 

Returning to the conference room we were chomping at the bit to get our hands on the game, but it was critical for us to learn a little about the controls, so Jay Ballmer, one of the main producers, led us through a short demonstration of how Flickit works using the left and right sticks and basic moves we’ll need.  For example, use the left stick to turn, the right stick for performing flip tricks, the A button to push off, B button to brake.  To perform an ollie you press “A” a few times, then pull down and push up on the right stick.  The faster you pull down and push up, the higher your skater ollies.  Performing a nollie is the opposite, namely push up and pull down on the right-stick.  The use of the right-stick has been used in other EA games, such as “Fight Night Round 3”, but it also fits nicely within the world of SKATE. 

 

After a few minutes he said, the best way to learn the controls was to get into the game, which resulted in us surging forward like giddy children waiting for presents on Christmas morning.

 

Skating never hurt so good

When the game appeared on our screens we were in the skatepark area, where we were led through some short, online tutorials by a virtual young man, which is keeping with real-life where most people learn in a skatepark and usually from a kid.  After completing the moving about stage, I began my quest for my first ollie, which after a few attempts I was able to easily do.  Further tutorials involved doing a manual, riding solely on the board’s rear wheels, how to use the left & right triggers, along with the right-stick to perform board grabs and rail grinds.  The final challenge was to ollie up to a rail, grind and land it on the other side.  This took some time, since my ollie technique was slow and sometimes I unconsciously tried mashing the “A” button, which led to my virtual face being painfully introduced to the rail.  After some tips from the EA team it wasn’t too long until I was grinding with confidence.  Soon they called that lunch was ready, but nary a person moved from their flat-panel.  Everyone continued practicing manuals, nollies, jumps, kickflips, while falling without the thought of food.  It wasn’t long before the five-minute call came that the food would be taken and we jumped out of our seats long enough to pile sandwiches, noodles and brownies on our plates and stuffing a few cold drinks in our pockets to wash it down with, then raced back to work on our asphalt prowess.

Showing Off with skate.Reel

Soon they pried the controllers out of our hands, so that Brian Lindley could brief us on SKATE’s online gameplay and skate.Reel.  The former is under NDA, so unfortunately I can’t discuss it, except to say “wow, it’s fantastic!”  skate.Reel on the other hand combines video editing tools for creating cool videos of your skater in action with an online community for sharing these videos.  At any point in the game you can pause and choose “Replay” from the menu, which will display the past thirty seconds of action.  You can edit the clip with a variety of tools, including “edit clip”, “play/pause”, “rewind/forward”, “create marker”, “delete marker”, as well as “changing camera”, “speed change” and “effects”.  First, move the left stick to where you want the video to begin and press “create marker”.  Next, move to where you want the video to end and click create marker.  Now, you can set additional markers, up to 40 per clip, where you can choose the camera angle (five preset cameras capture the footage) for the section, change the speed of that section or add effects, such as filters and the like.  We saw a great demonstration of this from “Slacker”, one of EA’s SKATE gurus.   Skating like a virtual pro he ollied into a 360-kick-flip, landing into a manual, ollied across a gap landing in a nose manual and finishing with a 360 heel-flip, landing it perfectly.  He went back and edited the video by adding camera changes to each move, slowing the speed down halfway through the clip, then adding a filter to the end for an old-school look.  This was easily done and ready for upload to the SKATE community server for sharing with other community members.  It took about two minutes for the clip to be edited and sent on its merry way.  Users can save a photo of any part of the clip for later viewing or save the replay for later viewing on their console.

 

Users can access community clips via the game’s virtual TMobile Sidekick or via the community website.  Formed in a similar idea as YouTube, videos are organized in “top-rated”, “most viewed” and “most recent” views.  Videos are usually available for viewing a few minutes after being uploaded.  As mentioned previously, there are a lot of very cool online features, but discussion of them will have to wait for another day.

 

Going my Way, Danny?

Next, we were introduced to Danny Way’s skating compound, where there’s a mega-ramp built into the landscape, a fantastic pool, rock ramps, a stone loop and plenty of places to create awesome tricks and wipeouts alike.  If you’ve watched EXPN, then you’ve seen the mega-ramp, a nine-story high drop-in, and ramps to launch you over 50-70 foot gaps, only to face a 25-foot high quarter pipe where skaters are launched 30 feet above the lip.  The first time my skater went over the edge I panicked and accidentally ollied, which led to my skater’s face meeting the wood with a sickening thud.  Fortunately, Cuz showed us how to create a set-point by holding the left-bumper and pressing up on the D-pad.  You can return to this point anytime by pressing left-button and down on the D-pad.  I’d earlier set a point at the top of the ramp. My skater, being the trooper he was returned to the top of the ramp for another try.  Within a few attempts I was able to get down the ramp, but thinking I had to ollie up the ramp led to a few “Hall of Meat” screens.  I soon learned that the skater would easily “scale” the height by lining up straight and letting his speed send him airborne.  Once I got this down I waited until I zoomed up the half-pipe and did a few tricks.  While this is a game I found myself both scared and exhilarated at the whooshing wind and massive air my in-game skater was getting.

 

Pressure on skating biggest stage:

We had a chance to practice for about fifteen minutes before the final day’s contest was held, namely a trick contest, using the mega-ramp. We were divided into four groups, with three people per group.  Each group played a three-round trick tournament using the mega-ramp on the world’s biggest skating stage, where the highest combined score moved into the championship round.  To make the stress a little higher we played on the huge screen in front of the other participants, one group at a time.  I won my group and waited for the other groups to finish.  I was very concerned, since one of the participants, an awesome real-life skater, completed a back-flip-360 over the gap, a Christ-air at the apex of the half-pipe into a heelkick-360 landing it perfectly.  Soon it was time for the finals and all four of us competed at the same time.  I took an early lead with a conservative move and held the lead in the final round, despite panicking in the second and third rounds and flying off the side of the ramp and smashing into the television scaffolding, scoring no points.  The final competitor, Mike Funk of Podtacular fame, scored enough points in his final attempt to overtake me and win the contest.  His prize, an incredible limited-edition Plan B “Brian Wenning” deck with trucks and wheels, which was autographed by all of the EA SKATE team members present.

 

This isn’t goodbye, it’s see you in September

Throughout the day we had chances to win cool prizes, such as skateboard beanies and t-shirts, by competing in a variety of other mini-contests, such as “first to find a pool”, “most damage to your skater’s body (aka “Hall of Meat”), best trick/best clip and the fluke trick. The EA team hooked us up with a SKATE t-shirt and free EA game, but most of all they imbedded in each of us an insatiable desire to play the game when it’s released.  The EA Skate team was gracious enough to give a very cool skateboard deck, autographed by all of the pros in the game, to one of the skate community members to give away on their forum.   Of course, while it was time to say goodbye to the studio we met together one last time and enjoyed dinner at a fantastic restaurant called Moxies.  The entire table was abuzz with long, spirited conversations about the game, meeting one another and the day’s events.  When we said our final goodbyes we left with good memories and the knowledge that in a few short months we’d being tricking out together and with the rest of the world online in the world of SKATE.

 
 
 
June 06

10 Rules of Community to live by

If you spend as much time in the community and online gaming, working in Xbox.com forums and talking with gamers you'd see a disturbing trend, namely that the community is becoming less of a community and more of a "survival of the fittest".  Sometimes we need a reminder of some basic rules that can help create cohesiveness, rather than division.  To this end I present "10 Rules of Community to Live by".

1.     Think before you post in an online forum or blogspace.  Is this comment worthwhile?, will it benefit the community?, is it wasting bandwidth?

2.    Before attacking anything, consider whether it’s really important to criticize and if so, can you do it in a dignified manner?  For that matter, do you really care about the posting, announcement, etc?  If not, then save your posting energy for things you do care about.

3.    Don’t put “bump”, “ditto”, “right on” or any other mono-syllable or simple agreement as a post.  Craft a response that provides additional insights, perspective or background that will enlighten or enhance the community and its members.

4.    Ensure that you’re sending the response to the correct people and your facts are correct.  It’s becoming an epidemic for people to blast community websites, blogs, and forum leaders for just about anything.  Find out who the criticism should be sent to and craft a response to them. Before you do, see rules #1-3.

5.    Treat everyone in the community equally.  This goes for new players and experienced players, males and females, younger gamers and older gamers, etc.  Another epidemic is the disrespect that’s permeating the gaming community.  Females being disrespected like trash in online matches, the younger crowd disrespecting older gamers and vice versa, “experienced gamers” or “wannabes” disrespecting the less experienced as “noobs”.  No one benefits from this abuse and it serves nothing, except to push us further in the abyss of degrading behavior and tears the community apart.

6.    Celebrate the history of gaming that preceded you.  When new maps are released for an arcade game like PacMan, understand the historic significance and quit tearing down the very people and games that led to the evolution of gaming where it is today.

7.   Don’t act like you’re the center of the world of gaming, and the world at large.  The reality is that each of us is a single member of a community, one that should be about positive growth.  Share your opinion, but do so in ways that follow the previous rules.

8.    Don’t judge announcements, press releases, or other postings that aren’t written the way you would write them if you were in charge.  The fact is “you aren’t in charge” of that PR firm, company, community site, etc.  There’s been a backlash from the community regarding announcements that used the word “major” in their language and the community deemed it “not so”.  The fact is that the announcement was major, since content was created specifically for the Xbox 360 console, for a historic game.  The community response was a huge amount of wasted blog space, comments, and the like about how this wasn’t a “major” announcement.  If you don’t think it was, then follow the mantra “Let it go”.

9.    Seek the WOW” and let go of the rest.  Realize that today’s Internet has created a place where there is very little “Wow!” left in the world.  Nothing is a surprise, therefore little is a major announcement.  It’s like “Charlie and the Chocolate Factory”, where the kids gorge themselves on treats to the point where it’s lost its specialness.  We won’t go back, but try to seek the “wow” and if you can’t, then silence isn’t such a bad thing.

10.  Have fun!   This is gaming after all, which is supposed to be fun.  The vast majority of gamers play for relaxation and fun.  After working all day at a job, school, taking care of a family, doing chores and the like, the majority of us want to game to relax.  If you can’t relax and have fun at gaming, then perhaps you should explore other avenues of relaxation.  This applies to posting trash in forums, attacking others in games, finding the need to cheat your way to victory, doing everything possible to be annoying or any other non-constructive behavior.

Of course, these aren't the end all, but following them could begin purging the negative and foster a better experience for everyone.  I mean really, would you rather spend your free time relaxing or filling the world with more negativity?  I desire the former and avoid the latter.

As always, let me know what you think and I look forward to seeing ya'll online!

~ Rainmaker2112

May 29

Forza 2 Hands-on and First Impressions

Fans of racing games took to the first version of Forza Motorsports for the original Xbox like kids to the swimming pool on a hot Summer day.  Building off the success of Project Gotham Racing and exceeding it with realistic racing, cars and tracks led Forza to the peak of racing games.  This without having guns or rockets mounted on the vehicles, resorting to capture the flag-type games or gang-related content.  On10 Studios focused its attention on capturing realistic sounds, sights and experiences as if the gamer were actually in the car, on that track, hearing those sounds.

The original Forza was so feature rich, with the ability to upgrade, paint and finely tune your cars that it's a wonder that there was anything more that could be included in the second generation of the game.  A few months back I was able to take a tour of the studio where the game was being worked on and it was evident that there was much more to be included in Forza 2.  I saw stacks of exhaust pipes that were used to get the exact sound of cars with various upgrades.  I saw thousands of screenshots of in-game views of the cars, as well as videos of on-track testing, video capture and the like.  Yes, Forza 2 would enhance and extend the game to new levels of realism, short of feeling the shattered glass as I hit the wall in turn four.

The press release for the game includes the following items:

Loaded with over 300 of the world’s hottest cars for you to collect, personalize, and race, Forza Motorsport 2 gives you the complete racing experience.

  • Lap the Competition: With true next-generation features made possible by the power of Xbox 360, Forza Motorsport 2 burns rubber at 60 fps with 4x full-screen anti-aliasing, and high-dynamic-range lighting in crisp 720p high-definition glory. Feel every nuance of your car and the road thanks to support for the official Xbox 360 Wireless Racing Wheel.
  • Experience uncompromising physics: Top automotive engineers, professional race car drivers, and experienced programmers teamed up to create the most complete racing simulator experience available. Cars incur dramatic damage and wear, which affects car performance. Advanced tire and suspension models respond to heat and pressure changes as well as weight transfer and aerodynamic load.
  • Race real-world tracks: From the all-new world famous Suzuka and Sebring tracks to the spectator-lined streets of New York, race on meticulously designed tracks with an incredible sense of speed and realism. Forza Motorsport 2 features over 45 tracks carved out of 12 environments, including several real-world licensed circuits such as Silverstone, Tsukuba, and Laguna Seca. New real-world licensed circuits further expand the world of Forza Motorsport 2.
  • Collect, upgrade, and tune hundreds of cars: From sport compacts to purpose-built race cars, collect more than 300 cars from over 50 of the world’s leading manufacturers including Ferrari, Porsche, Nissan, VW, GM, and Lamborghini. Take your car to the garage and install alternative engines, suspension kits, bolt-on superchargers, brakes, rims, racing slicks, and more. Dial in advanced suspension settings, tire pressure, and gear ratios. Forza Motorsport 2 allows you to own the cars that will own the competition. 
  • Create and share your masterpiece with the world: Express your inner artist in the paint and upgrade shops with near endless visual personalization. Customize the shape of your car by combining different licensed rims, performance parts, and aftermarket body kits. Create your own unique paint scheme using millions of paint and decal options. Take in-game pictures of your creation in the Forza Motorsport 2 photo mode. 
  • Compete online: Take your personalized car onto Xbox Live® for some intense online wheel-to-wheel racing. Earn in-game credits and even complete single player career objectives while racing over Xbox Live. Watch the best racers from around the world compete on Forza Motorsport 2 TV.

While wading through that list I thought that it seemed pretty tame for a fantastic game.  What does this list look like in real-life and is there things they missed mentioning?

I received an early copy of the final game and immediately popped it into my Xbox 360 to get a view of the game in action.  Fans of the game will love the beautiful videos of racing, while the game loads.  Once loaded you're presented with the main screen that veterans of the first version will recognize.

You can choose from three modes, Arcade, Career and Multiplayer. 

Arcade mode lets you race with cars from each class and the goal is to win medals, bronze, silver or gold for each race.  Of course, you want to finish with Gold, since it nets you the most achievements and unlocks more cars for future races.  The arcade races are broken down into exhibition, time trial and free run:

    • Exhibition - compete in fifteen different wheel-to-wheel races to unlock cars you can use in  exhibition races, time trials, in multiplayer races or in free run racing.
    • Time Trial - Prove your skills by setting the fastest single lap time on specific tracks with a specific car or car class.  There are twenty-five different races to compete in.
    • Free run - practice with any car you've unlocked, including tuned and painted cars in your Career Garage.

Career mode lets you step into the role of a driver, competing against other real-life drivers in a variety of races throughout the world.  Career mode is broken down into race sections, such as:

  • Proving Ground (10 events / 30 races) New
  • Amateur (10 events / 34 races)
  • Manufacturer Club (10 events / 34  races) New
  • Semi-Pro (10 events / 35 races) New
  • Rivalry Faceoffs (10 events / 37 races) New
  • Regional Championships (10 events / 40 races) New
  • Factory Specs (10 events / 40 races) New
  • Professional Series (10 events / 54 races)
  • Endurance races (10 events / 10 races)

You'll need to win earlier races to unlock the later series, but as you can see there are over 300 races included in the Career Mode, compared to 75 races in the previous version of Forza.

Novice and experienced drivers alike will want to start in the Proving Ground races, since they let you race in easier races and let you get used to the new, more realistic driving and track physics.  I noticed immediately how my cars reacted to the bumps, grade changes, cobblestones, dirt and gravel  as I passed over them.  This is more different that in the original version, since they drastically affect how you drive, since you have to be even more sensitive.  This is a result of extended video capture of the actual race tracks and is a testament of how Forza isn't a racing game, but a realistic racing simulator.

I jumped right into Career mode and began my first set of races.  The car responded great, although I noticed that the car responded like one would expect.....if you were actually driving it.  Gone were the days of treating a "off-the-lot" car like it's a modified track machine.  No, instead you face having to actually control the vehicle as if you were behind the wheel.  I struggled reaclimmatizing myself to the game and getting used to the new physics, but as I continued to play I found it easier.  I was able to get through my first set of races reasonably well, since the AI drivers took it easy on me.  Of course, I sensed this was false security, since my backside would be handed to me on a silver platter soon enough.  To this point I've completed about two-thirds of the races in "Proving Grounds" with about six trophy's to show my skill.  Of course, this isn't "big boy" racing yet, which will happen in Semi-Pro and beyond.

Multiplayer - After you've proven your worth in Arcade and Career mode it's time to move to competing against other live players via Xbox Live.  I always liked playing online, although I wasn't always keen on having my car that I thought "was all that and more" get pasted and face the dreaded race countdown before facing a "not finished".  Alas, Forza has extended the Live experience to beyond just racing and now you can go to the Auction House, gift a car to a friend or watching Forza MotorSport TV.

Auction House - one of the anticipated features in Forza 2 is the Auction House which operates similar to other online auction sites.  You can buy and sell vehicles in a mad-bidding environment.  You can search for cars to purchase by price, region, car level or class, make, model, year, drive type or other features.  You can bid and if you win then pickup your vehicle for use.

If you want to sell a vehicle by creating an auction.  You can set the price, buyout price, auction length (up to 24 hours), make it a featured item and even lock the car design.  You pay a virtual handling fee based on the length of the auction and if you want the item features (10 x the base handling fee).  If you lock the design then the buyer can't change the design, rather they have to delete the design and repaint it themselves.  This latter feature may cause items to sell for less, if the buyer can' customize it.  I know that we'll see some amazing cars to sale and the question is whether you'll have enough points to win them.

Gifting a car to a friend - This is exactly what it sounds like, namely you can give one of your cars to a person on your Friends List, without cost.  This is helpful if your friend needs a car that they haven't unlocked yet or one that can help them race faster in multiplayer races.

Forza MotorSport TV - Forza has included race feeds from current tournaments and races, broken down in two sections; Featured races and "best races right now".  You can pick a race and watch it from a variety of angles and who knows your race might be listed for the world to view!

Scoreboards - There are the ones you'd expect, including Time Trials, TrueSkill Rank and Hot Lap Times.  You'll see your times and others listed here in order.  This is similar to the original Forza.

Graphics  - I can't say enough about Forza 2's graphics, which are spectacular and have caused me to drive into walls while gazing at the sky, the spectators or the other environment-rich scenery.  I've even begun driving tracks slowly, knowing I would lose the race, simply to take in the detail throughout.  Of course, later I've gone back and put a beat-down on the opponents, but that discussion if for a later section.    One thing that's been included is the ability to setup multiple screens easier.  Let's say you have a few flat-panel displays laying around, then you can use them to create a left side-front-right side view of the game and you'll see those views during races.  I played on one of these setups at Forza's headquarters and it's a fabulous, albeit expensive experience!

Painting Your Car(s) - One of the features I didn't use as much as I'd like in the original Forza was the ability to paint your cars.  I tried, but got tired of the tedious movement and simply wanted to play the game.  I decided to try out the feature by painting one of my newly unlocked muscle cars.  The menus are similar to the original game and you can have up to 100 layers, where each decal type is a layer.  I used a combination of shapes, letters and decals to create my thunderstorm blue "Rainmaker2112" car, as seen below.

This took me about 40 minutes of work, yet you can see how fabulous the tools are.  There were unbelievable custom paint jobs in the original Forza and I know that there will be even more creativity now that you can buy and sell creations in the "Auction House".

One item that would be great is if there were a wand or tool that could be used for drawing and movement of items, besides the Xbox 360 controller.  Can you imagine the creativity that would happen?  Another far-fetched idea, but one that would be very cool is if you could import graphics into the game for custom cars.  For example, instead of spending tedious time creating faces from layer-upon-layer, let a graphic or picture be imported into a "User Gallery" for inclusion on the cars.

Music - Here's the soundtrack list of songs included within the game:

• Daft Punk is Playing at My House - LCD Soundsystem
• Come On - Andy Hunter
• Switch On (feat Ryan Tedder) - Paul Oakenfold
• Truckers Choice - DJ Mark
• Stinger - DJ Mark
• DANCE (Rockstar Remix) - N.E.R.D.
• Insomnia - Faithless
• Sonido Total - The Pinker Tones
• Look at What You get - Taxi Doll
• Put Your Hands Up - Ben Benassi
• Robogirl - The Crystal Method
• What you Want - Killing Bird and Jane Fontana
• Told You So - DJ Tiesto--Tom Cloud
• Small Step on the Other Side - DJ Tiesto--Basic Perspectivce
• Body Language - Mandy Vs Brookashade
• Beautiful - Goldfrapp (Additional Tracks)
• Sink - Sister Machine Gun
• Lenny Pane - Underworld
• Elevate Myself - Grandaddy
• Break your Neck - Shy Child
• Witch in the Club - Quintron
• On Repeat (Xfm Session) - LCD Sound System
• Off The Hook - CSS
• Lead Head - Beamish & Fly
• Slide In - Goldfrapp (Additional Tracks)
• Nothing Left - Orbital
• Positive Tension - Bloc Party
• Karma Hunters - The Pinker Tones
• Gone Daddy Gone - Gnarls Barkley
• Disco Infiltrator (FK's Infiltrated Vocal) - LCD Sound System
• Crash V8 - Kill Memory Crash
• Cobrastyle - TeddyBears
• Alala - CSS
• Rogue Rock - The Rogue Element
• BlackPowder - Motor
• Come Inside - The Chemical Brothers
• SolidRockRazorSteel - Apollo 440
• Rollin' Down the Highway - Apollo 440
• If You're Gonna Jump (Paul Oakenfield Remix) - Paul Oakenfold
• Lights Out - P.O.D.
• Spitfire [2005] - Prodigy
• Busy Child - The Crystal Method
• Weapons Of Mass Distortion - The Crystal Method
• Forza2 Theme - Junkie XL Remix by MarQ

Of course, you can use your own custom soundtrack from the Media blade and turn off the game soundtrack in the Options menu.  The choice is yours.

Your Space on Forzamotorsport.net…

The Forza folks have extended the online stats and salivating by creating an entirely new ecosystem using Xbox Live, so now you simply log into Forzamotorsport.net with your Xbox Live Gamertag information and visit this page for instant access to…

  • Download your FM2 Photo Mode pictures that you capture in-game. The press of a button gives you the ability to share your work of art with others in the online community. Forzamotorsport.net will allow you to store up to 5 photos on this page at any one time.
  • Browse your online racing stats, including Overall Rank, Time Trials Rank, Hot Lap Rank, Total Racing Time, Number of Total Races, and more.
  • Quickly keep track of all your FM2 auction house activities, including current bids, sales, and notices to resolve any sold or expired auctions.
  • Get an at-a-glance summary of your upcoming online tournament schedule.
  • Receive content/editorial updates via a convenient articles module right on the page. Never miss another Pitpass Report again!

As of today, May 24, 2007, this isn't available, but will be when the game releases next week.  I'm excited to view my stats and all of my pictures, including the ones of my muscle car above, with better resolution and picture quality.  Being a stats junky and website fiend I'm very excited to see this as soon as it's available.

Conclusion

There is so much in this game, far more than I can cover in this initial impression, yet without the game being gimmicky.  You won't see crazy features, rather just a great, quality racing simulation throughout.  I love the new races in Career mode, the new online features, such as the Auction House, gifting a car to a friend and the new individualized website.  You owe it to yourself to pre-order a copy of Forza 2, if you haven't already.  You might want to pickup a Xbox 360 racing wheel while you're at it to round out the experience.  Like me, though, you might need to implement the "one hour post-game wait" before getting behind the wheel of your actual vehicle, since I'm certain that the police won't believe the "honest officer, I thought I was playing Forza 2" excuse.  Now get out there and race your heads off!

May 21

Join the Guitar Hero Street Team - win prizes -it' FREE

Have you ever wanted to be a part of a street team and share your excitement over a band, book or game you've played?  If you're a fan of Guitar Hero or Guitar Hero II then today is your "Day of Fortune", since you can sign-up or free and have a chance to win prizes.  The basics are that once you apply and are accepted then you can compete in contests, such as writing online reviews, posting graphics, signing up new members, and the like. When you complete the tasks you're awarded points that are good in online auctions, where you can win t-shirts, bags, cups, and other game and company SWAG.  Don't delay, click on the image below and you will be redirected to the signup page.  Click to signup as a new member, fill out the info and wait for your reply (usually via email). 

While you're filling out the form, be sure to tell them "Rainmaker2112" referred you!

 

April 24

Guitar Hero II on Xbox 360 and Buckethead?

It's been out for a few weeks and early numbers show it has sold 291,000 units after only five days on the market (2,500 units per hour were rolling off the store shelves).  The numbers are surely higher now due to more units being available.  Now, I could tell you about the great gameplay, cool songs, doing my first encore, refusing my first encore, breaking 100K in a song, finishing Easy and Medium modes, etc, etc.  I could tell you about playing old favorites like Rush's YYZ or Iron Maiden's "The Trooper".  I could gush on about new found songs like those from All That Remains or Drist or Lamb of God.  I could tell you about how amazing the process is for getting a song on the game, or how there are real-life guitar heros that  work for Red Octane and bring us all the juicy goodness of music.  Sure, I could tell you about the cool achievements that are only available for the Xbox 360 version (yeah, I know PS3 will have them....one day) or the downloadable content that's already begun (yeah, I know, PS3 will have it....one day).  Sure I could tell you about this and more, but instead I'm going to tell you about how Guitar Hero II introduced me to a guitar hero I'd heard about in passing, but never explored further...until now....

You see, there's a song you can purchase in the game called "Jordan" and it's an smorgasborg of electric guitar played like a buzzsaw ripping through slabs of metal.  This song is the brainchild of "Buckethead", an avante-garde underground guitar cult hero.  But, if it were left at that it wouldn't seem that amazing.  Dig deeper via Google or YouTube and you'll find a workhorse of guitar work rivaled by a very select few.  Breaking all the rules is nothing new for Buckethead, since you'll find chicken-picking, face-melting shredding, ambient acoustic, electronica guitar, and more in the extensive catalog of this mysterious musician.  I'm not going to cover the history of Buckethead, rather I will point you to his entry on Wikipedia for more background.  What I want to point out is the way that I probably would never have found Buckethead on my own, despite being a bit of a music freak.  Guitar Hero II introduced me to him and I have spent the better part of a week listening to every song I can find on YouTube and grabbing some of his music for my listening pleasure.  Examples you ask?  I thought you never would....

For Mom - one of the prettiest songs you're going to hear and it was written by Brian Carroll (Buckethead) for his mother while she was in the hospital.

Interworld and the New Innocence - I have two recordings, the first, while the sound isn't great, since it's from a bootleg, but the feeling from the playing is incredible.  The second is a more warm version of the same song. 

Buckethead and Les Claypool having some fun with a variety of improvising.  Notice the songs you'll recognize, but be surprised to hear.

Padmasana - spell-binding sounds from a guitar.

These are a bit of the mind-numbing amount of material he's released, including 21+ solo albums, 30+ collaborations and hundreds of projects and involvement in other songs.  Just recently he was the first artist to release thirteen, yes that's "13" albums of new material.....ON THE SAME DAY.

Check it out and see what you think.  You never know how you'll be influenced by something you hear, a game you play, or both!

 
Photo 1 of 7
Loading...