Digital Foundry has already taken a look at core aspects of the technology powering Forza Motorsport 3 in the initial demo tech breakdown, but in this feature we're expanding our analysis of the game to cover both its past and its potential future.
Microsoft's preview event at the Raceway Docklands allowed Eurogamer to get its hands on Forza Motorsport 2. First though, there was an opportunity to sit down with the series Game Director, Dan Greenawalt.
The night before going to see Forza Motorsport 2 I ran nine miles. It was fairly tough. But not, as I was to discover, as tough as the all-over body and cardio-vascular workout you get from driving for 20 minutes round the UK's biggest indoor karting track, which is where Microsoft decided to show off the game to a bunch of games journalists. Fortunately, Forza 2 is rather more forgiving, in spite of its hardcore simulation credentials. In fact, speaking in one of the raceway's swanky corporate-hospitality meeting rooms, Game Director Dan Greenawalt declares: "The goal of this game is to really turn gamers into car lovers and turn car lovers into gamers and create a really big community that gets excited about games and excited about cars."
It's been a great year for announcements from Microsoft, but it's arguably been its quietest ever year for first party games. And to make matters worse, Forza Motorsport 2 recently slipped out of its tentative December release slot to Q1 2007. But all the headline-grabbing announcements at X06 succeeded in taking the spotlight off such trifling matters, and ensured that Turn 10's game could make a low profile public playable debut.