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You got that wrong. It is still release in November 2. I double check with that.
Just check out...
ebames.com
They will update the release date.
IGN: Forza Motorsport 2 Preview
X06: Forza 2 Update
Dan Greenawalt talks customization, online capabilities, and stays away from numbers.
by Douglass C. Perry
September 28, 2006 - Midway through Project Lead Dan Greenawalt's Forza 2 session at X06 this year, I asked how many polygons comprised each car. Over the last 10 years polygon counts have generally been excellent indicators of a game's realism in some form or fashion. The more polygons, the smoother the curves on a person, a creature, a spaceship, or a car. Greenawalt eyed me with a little suspicion. "Look at this car," and he points to the sports car zipping across the screen. "All of the surfaces are round and smooth. This generation isn't about polygons, Doug, it's about shaders."
Greenawalt's response might have seemed a little blunt, but he's neck deep in the ongoing battle of the specs, Forza's versus everyone else's, especially Sony's Gran Turismo HD. The online community latches onto specs, create charts, and compares everything, Greenawalt laments. So, while the game is going back into deeper development, he let on that this behind closed doors session wasn't really about specs, it's about ideas.
Forza Motorsport 2, the sequel to the racing simulation that debuted on Xbox in 2004, is back. Not a surprise, really, and not new news either. Originally slated for a fall release, Forza 2 is now casually slotted for a Q1release date, but Greenawalt insists it will be ready when it's ready.
Normally a man who likes his figures, the designer stayed relatively vague about the game in his 30-minute demo. He went over the game's impressive customization features (in the first game you could use 600 layers to customize the exterior of your car; now Forza 2 enables you to use 4,000 layers per car). He ruminated about the fun ability to take snapshots of your car in replay mode, in the custom tool, and while driving. The fun part being the ability to send them over the Net to friends.
He spoke about expanding the online capabilities, adding even more leaderboards, and stepping up the presentation and challenge set by Project Gotham Racing 3 at the console's launch. He said they would expand on PGR3's spectator mode, install leaderboard qualified tournaments, and probably do something like PGR3 TV. But again, Greenawalt tried to stay vague. Why? Thanks to the delay, his team can work on special features that are in the midst of development. Greenawalt admitted he wants to make sure the features work before talking in any detail about them.
We were shown 3D grass swaying in the breeze, a handful of excellent cars, and we learned about how the Forza team is tuning the difficulty levels for Forza 2. There were three levels of damage in Forza 1: no damage, moderate damage, and heavy damage, the latter one being the culprit. With heavy damage, Greenawalt and his team learned, players would create massive crashes and still come out relatively unscathed. They were taking advantage of a system not built for such abuse. So for Forza 2, the heavy damage mode will be full damage. That is, a serious crash will total the car, ending the race. Is Greenawalt a spoilsport? Nah, he's a competitor, and he wants his game to be played fairly.
In the end, the session we attended was more or less an overview of past known facts. It's clear the Forza team is ambitious and working on taking online competitions and realistic driving to their next natural limits. The team just needs more time to make it happen. As it is, Forza Motorsport 2 will feature 300 licensed cars, 70 tracks (all on disc), and it is generally slated for a Q1 2007 release date.