Jeremy's Reviews Blog

Tuesday, April 21, 2009

Atlantica Online (after 4 months of play)

Atlantica Online is a rarity among the many MMORPGs today, something different. In a sea of Everquest clones, Atlantica goes back even further - to the days where RPGs had turn based combat. When first announced, many were skeptical, some openly hostile to a MMORPG being turn based. But it defies the skeptics and manages to deliver an unique and addictive experience. Its main drawback though is its cash shop, which relies heavily on gambling. The endgame is also quite grindy.


Characters

You create one main character, but rather than a class, you pick which weapon he or she wields. Axe, sword, rifle, staff, bow, spear, cannon originally, a recent update has added a guitar and chainsaw.

You can also hire or acquire several other characters, called Mercenaries, to fight with you. At the start only a few basic ones can be hired - Archer, Gunner, Swordsman, Spearman, but as you progress in the game, you can recruit several others. A Shaman that can heal, a Monk that will protect you, a very big Viking with a very big axe. 21 different types in all, and apparently more are being added in future patches.

Graphically, there's not too much in the way of customization, only a handful of hairs and faces for your main character. The body changes according to what armor he's wearing, although there's at least one outfit in the game and for the winter holiday, there was a santa claus hat.

There are only four statistics (Strength, Vitality, Dexterity and Intelligence) and a handful of skills per character type, so much of the customization of the game depends on the squad of characters you deploy in battles, not the actual characters themselves.


Combat

This is pretty unique, visually the closest thing I can think of it resembling is the old Ogre Battle games, you have a squad of three to nine characters, arranged on a 3 x 3 grid, generally facing a similar sized squad of enemies (sometimes multiple squads, if there were other enemies nearby).

In this though, you actually control what your characters do in the fight. On your turn, certain characters, up to five, are eligible to perform a move. Which ones depends on initiative, it's somewhat random though some classes are faster than others. You then have 30 seconds to have your guys attack or perform skills (usually special attacks or healing magic) the enemy. Then when you've moved everyone, or time is up, the enemy takes a turn (of about 15 seconds, usually less). This repeats until the enemy or you are dead.

In a lot of ways, it's a graphical representation of combat in old school computer RPGs, like Wizardry, Bard's Tale and Might and Magic, where you had 6-9 characters arranged in rows, albeit just text wise.

30 seconds might sound like a lot, but once you get a full complement of characters, it can be very frantic keeping track of what you are doing. But in a good way. There's a lot of strategy and tactics involved, so you have to plan out your formation ahead of time, and react to your opponent's move.

Now granted, not all fights are like this. Most the fights vs monsters and such are relatively easy, especially early one. But some do require thought, especially those in dungeons, and battling other people certainly does.


Gameplay

Other than combat, it plays fairly similar to most MMORPGs. You navigate your avatar around a 3D landscape, going from town to town, NPCs to NPC, dungeon to dungeon, while getting into fights with monsters seen on the screen.

The game is largely quest driven, at least early on, with around 1500 quests in the game so far. That's not to say there isn't grinding involved, but your progress in the game largely follows a lengthy quest line. Every 5 or so levels, you have a different group of quest NPCs, based around a certain region and dungeon.

The quests themselves are not that innovative. Many involve killing a number of monsters. Sometimes to get a drop, sometimes to just kill a fixed number, sometimes to acquire information about a monster. Besides that, there are quests to simply give the NPC some sort of object which you have to buy or craft, fedex quests. Some quests do require interaction with other players, such as having someone on your friend's list, giving a gift, or sharing monster information.

But the variety is generally well done. You rarely have two quests of the same type in a row. Usually one killing quest, then a fedex quest or two, then giving them some sort of item, then another killing quest. Besides the main quest line, there are several sidequest chains. Generally these are either to recruit a new type of mercenary, or to acquire some piece of equipment.

PvP is a strong component of this game. It's mostly consentual, there are automated tournaments several times a day. PvP outside these tournaments is fairly rare and somewhat hard to explain, only heads of certain guilds can do it against members of rival guilds. These automated tournaments consist of 8 matches and last for an hour and a half. You gain a lot of money if you win, a decent amount if you lose, so there is a pretty big incentive to fight in them. It also keeps track of your win-loss record and ranking, which you can see on the website for the game.

There's a fairly deep guild system, which I have only barely touched. I started my own just to see how it works and it's pretty complicated. But in a neat way, with being able to control a town and have instanced dungeons. None of which I have tried, though.

Although it's a bit tricky getting used to at first, it has by far the most comprehensive in game help system I've seen. You can look up all the monsters you've fought (if you've fought them enough), seeing their basic stats and even what they drop. Or look up by items, see where it's dropped from, what you can craft out of it, etc.

And also entries on all the NPCs and mercenaries, as well as towns and dungeons. For these, you can even have it move you automatically to a location, or if you have the license, teleport there. The quest log is also just as nice, you can see earlier quests you have done, and each one in a quest chain is labeled numerically.

One somewhat controversial system in the game is "Stamina". Basically it's how many battles you can have in one day. You can still fight after it, but it reduces how much experience and loot you get. It starts off at 100, the abruptly drops to 50 when you hit 50th level. It seems to be a device to stop botting, both player and real money trader type.

You can gain it back in a variety of ways, form simply not fighting (1 per 10 minutes), to giving gifts to beginners, to winning PvP fights, to actively doing quests (many give it as a reward). You also lose it less if you group up with others.

The "Endgame" starts at level 90, though the level cap is at 120. But that's when you can start doing this games version of raiding, in this case, instanced individual dungeons. These dungeons are called "individual", but you probably need one or two other players, they are named that to distinguish them from similar dungeons for guilds and nations (groups of guilds).

Leveling starts slowing at level 95, which the amount of experience needed increases immensely. I went from gaining a level every day or so in the early 90s (pretty steady throughout much of the game), to a level about every week to where I am now (98). Apparently it gets slower and slower.

At the very least though, you are guaranteed a level a month. You gain bonus exp of 3% needed for the next level for doing the first three quests of the day. And since you can reset many quests, you never run out. Still, it seems like the number of new quests you have is a lot fewer than in previous parts of the game. Right now, where I am, I'm simply not high enough to finish the quests I have. So I'm basically going to have to gain a few levels by grinding.


Graphics/Sound

The graphics won't impress you, but they don't really detract from the experience. The landscape looks like a 10 year old golf game, simplistic terrain contours, very little vegetation, trees are static. Despite this, it's fairly choppy on my computer, which is old, but runs much better looking games better. The early parts of the games are the ugliest, it gets better looking later on.

Animations are good, though, with a lot of monster variety and little re-use of monsters. Character models are also pretty decent to excellent in some cases, including animated hair.

The sound is extremely loud for some reason, I had to set it to the lowest setting possible, which is a little too quiet. But the next setting up is too loud. NPCs basically say a phrase when you greet them, and each of your characters has three or four sayings when you click on them in combat. Which does get a little old, considering you will be using them for dozens, maybe hundreds of hours.


Community

Like most free games, it's a multicultural mix of mostly the young, college kids and bums like me. On the server I play on, it seems pretty decent enough. I haven't made any real close friends yet, but have had several positive experiences and probably group two or three times a week. But what's great is how the game is designed

First off, it rewards you for giving stuff to new players. So when you start you are going to be showered with gifts from higher level players. Much of it isn't worth much (just the minimum of 1000 gold, either money itself or equipment worth it), but I had one person give me 200,000 gold, another 100,000, which certainly has come in handy. It also encourages you to thank the giver, which I have, which has led me to talk to a few people (and get a few guild offers).

Secondly, it encourages partying with others. You can only group with 3 others, but some dungeons areas are meant for it. There are also group dungeons for your guild. And while many people simply like to solo, this actually rewards you for soloing with other people. Basically if you are in a party with others that aren't nearby, you get extra experience. As well as experience books, which can be used on any character (good for leveling up new mercenaries).

Thirdly, there are a lot of communication tools. I like the chat channel called "Peers", which is all the people around your own level. So if you need help with something, you can always find people to ask. This is especially nice early on, before most people find a guild. There's also a message board in the game, as well as a mail system.

Fourthly, the Guild system requires active management. Certain amounts of people have to log in, a fee has to be paid every day by members (out of a general fund), so most guilds are active and there is a demand to fill them up. And if the leader doesn't log in for a while, the rest of the guild can "impeach" him and name a new leader.


Cash Shop

This is basically the part of the game I really don't like. "Free" MMORPGs need some sort of income, so most have a cash shop. However, most also seem to be designed to extract as much cash from players as possible, and this is perhaps the worst I've seen in a "free" game.

The biggest culprit is the gambling boxes. Every month or so, they wheel out a new "box", containing a new type of mount or other sort of goody. Unfortunately, you've only got about a 10% chance of getting said goody, and each box costs $10. So you've got to spent a large amount of money to get a good chance of getting one, and even then there is no guarantee.

It also leads to an arms race, sort of, as every month the new mount is bigger and more outlandish than the next. It started off with horses, now we're up to floating mechanical suits. For a while this constant rollout of new mounts meant that the older ones were cheap in the game, but a recent patch made it desireable to keep old mounts, so the price of them have skyrocketed. And there are also new outfits and accessories like wings or hats. Also doled out in the gambling boxes.

Beyond that, there's a lot of other little things. Dungeons are quite long and multilevel (sometimes up to 8), so you have to do alot of walking unless you happen to have a teleportation license. Dungeon mobs also have really tough mini-bosses hidden in them, so you need a license to look at the mobs before you fight, so you can avoid them. But you can get both these licenses for only $15 a month.

Next up are mercenary rooms. The game is party based, with about 20 different character classes and more being added sporadically. But where do you keep the ones you aren't using in your party? A mercenary room. You can get a 7 day one in game without too much effort, but a permanent one costs $5 each.

And once you hit level 95, you'll probably want to buy an item to boost your experience gain, since the amount of experience neede to level up increases immensely. Before that, it was $10 for an extra 50% experience for 550 fights. But now they have added a monthly license which gives you an extra 50% for a month for $15, which is a much better deal (you'll probably fight 1500 battles a month at least).

Most of the cash shop items are tradeable in game, usually a good thing. But due to the uneven nature of the gambling boxes, this is perhaps not as good as it could be. The fancy mounts go for huge amounts of in game money, since they are so rare, but the rest of the stuff is fairly cheap, because it's not that great. So if you want money in game, it's not that great a return selling cash shop items, unless you happen to get a mount.


Company Support

This is something that is very important to an MMORPG. Having played one where there was a large disconnect between the developer and the company running the game, I know how frustrating it can be not getting any sort of updates or even just bug fixes for months. Similarly, "Free" games require a lot of cash shop use, which is much trickier than simply a monthly flat fee, because items often aren't delivered or work properly.

For the former, the Western version of the game is actually run by a subsidiary of the developer. So content updates seem to happen often and quickly, only about a month or two after the game is updated in Korea. The communication about when we get the patches could be better (they seem to be unannounced until after the fact). The one time there was an exploit in the game (which essentially handed out free money to high level players), it was fixed in a matter of days.

For the latter, I don't know, I've had no problems with the cash shop when I used it, or any problems with the game.

One thing that seems a bit lacking though are giveaways, specials, and in game events. I can only remember one giveaway in the time I've been playing, and that only gave away very minor stuff. And I've never seen any in game events, either.

One thing I do really like though is the ease of downloading patches. Unlike many other games, at least free ones, the patch download program will resume. And for some of the larger patches, there has been a preloading option. This greatly helps those with slower internet connections like me.


Final Thoughts

It's a fun game, for the four months I've played so far, it's been by far the most fun I've had in a MMORPG. Which perhaps isn't saying much, I've only played three for more than a month (besides this, Sword of the New World and Lord of the Rings Online, plus Guild Wars if you count that as an MMORPG).

Still, the cash shop really bugs me. I have no problems with a cash shop in theory. But the sort that relies on gambling is the worst. Just let people buy what they want, not having to spend $100s just to stand an even chance at getting the new goody of the month. I know though, that the gambling model makes a lot more money, the whole collectible card industry is based on it, generating millions from cards that cost pennies to print. But that doesn't mean it's a good thing, either.

And while they are constantly adding new content, there does seem to be something of a lack of content at endgame. This problem does pretty much plague all MMORPGs, since people can go through content faster than it can be created. But by having a high level cap that requires a lot of grinding to reach, and then having new content be tailored for those high levels, makes it harder to enjoy what new content there is in the game, without having to grind a lot to get to it.

Monday, January 05, 2009

My Top Ten Songs of 2008

1) The Thrillseekers feat Fisher - The Last Time


Brilliant vocal trance tune. Very haunting chorus

"The time we touched, the last time you held me, I was a soul in your hand...

2) Fragma - Toca Me (Inpetto 2008 Mix)

(Interestingly they used a video from different mix of a song)

Okay, this actually came out at the very end of 2007. But officially released in 2008, and I'm still not sick of it.

3) Deadmau5 & Kaskade - Move For Me


I think Deadmau5 is a little overrated, but this song is very catchy

4) Eric Prydz - Pjanoo

(Got an official video, regular release is twice as long)

A few years ago had an interesting bootleg of a Stevie Winwood song (Call Me). But this is a piano driven house thumper

5) Cressida vs Store N Forward - Honeymoon at 6 am (Optimus Prime Mashup)
(only find half the song)

Takes two solid tunes and makes them into one great tune with just an amazing breakdown.

6) Ferry Tayle - Revanche (Kharybe Scylla Intro Mix)
(Couldn't find the mix)

As you can probably tell by the name, Ferry Tayle has always made the dreamier sort of trance. This is by far his best song. I love this mix, it opens with a piano

7) Mark Pledger vs Matt Hardwick feat Melinda Gareth - Fallen Tides
(Mat Zo Remix)

Haunting vocal trance tune.

8) Solar Stone - 4ever


Classic Solar Stone sound, despite only now being one member.

9) Trebbiano - Isle of May

Hard to describe song. Almost sort of breakbeat, but not quite. Kind of rythym driven though, housey. Melody sounds like it's done by an electric guitar

10) Myon & Shane 54 feat Carrie Skipper - Vampire


Originally just a Shane 54 song from a few years ago, never really caught on though it was a favorite of mine. But saw a (slight) remix and re-release in 2008. (Would be higher except it's not that new a mix)


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Tuesday, July 15, 2008

Wow, long time no post...

Oook

Saturday, May 17, 2008

The end of an era...

Looks like d20 is pretty much dead. My interest in 4e is minimal at best. And now I've been banned from ENWorld for complaining about people trolling Pathfinder topics there (4e fans apparently can't stand that 3.x fans even get a small bone).

At least RPG.net has the class to send me an email when they banned me (also for complaining about moderating - that's the key to getting banned from a place, though there it was because of a thread about how Americans are idiots, which somehow wasn't against the rules). Although there the letter was gloating about it, so perhaps class is the wrong word.

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Saturday, March 22, 2008

Sorry for not posting in a while...

Not that I have a lot of readers, really. But my mother had been suffering from lung cancer since Dec 06. She did pretty well for a year, but then was very sick and finally passed away in late January of this year.

So I've been busy with that, clearing up her affairs and such, and really, not in the mood to write reviews. Constantly going to the hospital, then nursing home, then having to help take care of her in her final days was pretty draining.

I gotta say, lung cancer is not a pretty way to go. Not that there are a lot of nice ways. Sad, too, she was still smoking until her final day, despite being literally in her death bed.

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Friday, January 11, 2008

Sword of the New World (PC, MMORPG)

Sword of the New World is a free to play fantasy MMORPG. It's a bit different from other MMORPGs in a few ways. Most notably the setting, which is somewhat similar to the 17th century colonization of North America, although a fantastical version with magic and monsters. But also how it plays. For starters, instead of controlling 1 character, you control 3. The fights are also on a more massive scale. Most MMORPGs have mobs of enemies, this has mobs of mobs. And they respawn quickly, often before you can finish them off.


Characters

Character classes are Fighter, Wizard, Elementalist, which are pretty standard fantasy classes. But also the Musketeer, who specializes in firearms, and the Scout, which is a healer and jack of all trades class. But beyond the core classes are "UPC"s, which are "Unique Player Characters". These are actually playable versions of various NPCs in the world. You start out having 9 character slots, but you can expand this, up to somethings like 40 characters total. Characters don't appear to have any sort of level cap, going up to 100 and beyond.

Besides a character's class, their "stance" helps define their abilities. Stances are basicically how a character does something, or what they do. For instance, if you equip a Scout with a knife, they use the "Assassin" stance. But equip them with nothing, and they use the "Medic" stance, and focus on healing. Similarly, there are different stances for how the Fighter and Musketeer fight - be it a sword and shield, or with a rifle or with a pistol (or two pistols). Stances have "levels" as well, as a character fights in that stance, they gain experience and level up in them. Each stances has 4 or 5 "skills" that a character can use, though they start off with only 1 skill and learn more as they gain levels in that stance. These skills are generally special attacks (for combat stances) or spells (in the case of magic users).

Visually, there's not a lot of character customization, at least at the beginning. Pretty much every character of a given sex and class looks alike, other than their clothes. You can buy hats and later wigs which change their hair. Some of these (or the ingredients to make them) apparently require purchase though the real world money store. Right now, when you create a character, you pick a "costume" for them to wear, but apparently in the upcoming expansion, a character's look will depend on the armor they wear (unless you have an in game costume).

Equipment wise, it appears that you have to upgrade every 4 levels or so. Fighters can pick between a variety of melee weapons or even some firearms. Musketeers pretty much just use guns, though can use pistols or rifles. Elementalists can use items that let them cast fire, ice or lightning bolts. Scouts pretty much just fight with knives, either one or two.

There are a lot of equipment slots, but early on you won't have much except armor and a weapon.


Gameplay

Combat works like most of these games, simply click on a monster to attack. Then hit an icon on the character bar or a key to use a special attack or spell. A lot is actually automated, since you have 3 characters. It's apparently quite possibly to let your characters fight on their own while away from your keyboard. A fair amount of people do this to level their characters up.

Game progression seems to be from town to town. You do quests around the town, in the wilderness, then eventually get sent to a dungeon. And then visit a new town, with a new nearby dungeon.

It's somewhat grind heavy. There are quests to be done in the game, but many of those quests involve simply killing a certain number of monsters. Usually at least 150 of them. If you don't like grinding, a lot of these can actually be done by simply leaving your computer unattended while your characters fight on their own. But a lot will also get done simply by going through a map (enemies are that numerous).

Occasionally there are missions, kind of like Guild Wars. These are pretty simple, though, usually defending an area or defeating a boss. Sometimes escorting a friendly boss.

I found the user interface to be quite well done. Some things are a bit sluggish, like equiping items while in battle, but for the most part it works good.

The translation starts off being pretty good, but after you reach level 20 or so, becomes increasingly incomprehensible.

It's a surprisingly quiet game, in terms of in game communication. You only hear what people near you are typing, not the whole zone or town, though there are special in game items will let you send a message to everyone in town or on the server. This is somewhat refreshing as you aren't immediately beset by playground insults or comments about various nationalities or political parties like in some games. But at the same time, it often doesn't feel like you are playing a MMORPG. It's also hard to get to know anyone.


Graphics/Sound

The graphics are quite good. Not cutting edge by any means, but about on par with 2005 or so commercial games, which makes it look about as good as Guild Wars. Better in some areas (the number of monsters on screen), worse in others (the textures aren't as good).

Higher resolutions are supported. My monitor is 1440x900 and there is a setting for that.

The sound is pretty decent. Usual sound effects for attacks and the yikes. Characters will sometimes yell out the name of the spells they are using. There doesn't seem to be any speech for the cutscenes (not that there are many).


Just how "free" is it?


A lot of free games apparently have catches, like progression being very slow without buying in game experience increases or regular items being weaker than bought items.

This doesn't really seem to be the case here. There are experience increasing items for sale, but their boost is fairly small. The only thing that seems to be mandatory (almost) is when a character reaches 100th level, they need a money item to become a "veteran". This just gives them one additional ability point.

And there does seem to be ways of getting real money shop gold to spend without laying out cash. For instance, referring people. Also they might hand it out periodically - they gave away 500 gold for their 6th month anniversary.

The main draw of the cash shop seems to be the visual customization of your characters. A costume costs about $10 each (there are only a handful), and an "Andres Box", which apparently give you a random costume item, can only be bought as part of a megapack (with junk, mostly) for $20 or $40.


Final Thoughts

Though far from perfect, Sword of the New World is a fun and fairly different MMORPG. It probably wouldn't be worth a monthly fee, if only because it's severe lack of polish and poor translation, but for the price (free) it's a bargain.

At the very least, I think it's worth a look. I've found it to be a lot of fun, but then I'm still pretty low level. Since it's free, it's not like you have anything to lose, except the time to download the client (which is something like 3.7 gigs)

There is an upcoming "expansion", and the company behind this promises it will fix a lot of the nagging features people have complained about (translation, bots, lack of high level stuff), though whether or not it actually does will remain to be seen.

(Just in case anyone reading this wants to try it, and signs up, use my friend code

C6BC1D59

I get 200 gold for everyone that signs up and sticks with the game to level 20)

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Forza 2 (Xbox 360)

Forza is essentially Microsoft's answer to the Gran Turismo series of racing games. That is, a racing game that is realistic, without being painfully so, and containing a large number of cars the player can "buy", upgrade and race on a variety of tracks.

The original Forza for the Xbox beat Gran Turismo on the PS2 in just about every category except graphics (oddly enough, given that was the Xbox's advantage over the PS2). But Forza 2 for the 360 is a step backwards from the original Forza in a lot of areas except graphics, and while it's still a very good racing game, it's missing a lot of content and features from the original.




Gameplay

Gameplay follows the standard formula in games like this - you start with a little bit of cash, buy a car and upgrade it, then race, win more money (and occasionally) cars, and repeat until you win all the races (and own all the cars). Some races are one shots, others are championships, where you compete in several races and whoever wins the points wins the championship.

The driving model is quite realistic for the most part. The only thing I really found lacking was the motion of the car itself when you drive. Cars are not bricks, sitting flat, they rock back and forth - the front rises when you accelerate (at least in a rear wheel drive car), the front dips when you brake. There's almost none of that in the game. You do get a little when turning (the car should rock to either side), but it's not too noticeable. This is a major drawback - it really adds a lot to the immersion. I know in some games, I find myself leaning as I drive in the game. Not here, it feels somewhat detached.

Forza 2 has a full featured damage system. However, while fairly comprehensive in scope, it doesn't provide feedback. While sometimes what caused the damage is obvious, like if you hit a wall or another car, sometimes you have no idea. For instance, I've had a problem where some of my cars, mostly Porsches like the 959 and new 911 suffer engine damage while braking. The game tells me I'm suffering damage, but I have no idea why it is. Is the engine redlining? Or is the car somehow bottoming out?

The AI of the other drivers is generally pretty good. Rather than slavishly following the racing line, they will react to how you drive. So usually as long as you don't make any sudden moves, the AI cars won't slam into you. And some AI drivers are better than others.

The car selection seems pretty much the same as the original Forza (though not quite), which is pretty nice, but has something of an emphasis on race cars. Exotics are also well represented, with many Ferraris and Porsches, including my favorites, the Porsche 959 and Ferrari F40.

There's a decent selection of muscle cars, though not overwhelming, including the 1970 Boss Mustang, another favorite. But there aren't a lot of races to use them in.

I personally would have liked to have seen more Fords, there's only 9 in the game, though you do have some Mustang variants from other companies, like Saleen and Shelby. Also lacking are Australian cars, which is a bit odd given their strong love of car racing, though you do find the Monaro popping up in England.

The real weakness of Forza 2 is the amount of tracks. There really aren't that many, maybe half as many (maybe less) as in the original Forza. There's also not as much variety in the tracks. Most are real world race tracks. Which would be fine, except they all seem to be the same sort of racing, which gets boring. I miss the variety of the tracks in the original.


Graphics

Forza 2's graphics won't wow you, nor are they photorealistic, but there is a lot of detail to them. The cars especially look nice. But the tracks are well done as well, with lots of animated spectators that don't look blocky, well detailed trees. But at the same time, things on the track look a bit bland and washed out. I guess it's the lighting they use, it's like everything is under spotlights.

On the downside though, cars do not have a cockpit view, and while there is an option for a hood view, if you pick that option, there is no rear view mirror. That can be a major loss in tight races, as there is no other indicator of where the other cars are. And not all cars have hood views, the camera seems to be placed at a fixed point regardless of the car, not the drivers seat, so on some cars you won't see anything, or just a little bit of the hood.


Sound/Music

The game sounds fairly good, but the engine sounds can be a bit weak and depend too much on the view you use.

There's a soundtrack, mostly "electronica", that is commercial/MTV style electronic dance music, but also some "alternative" (ie, MTV stuff from the early 90s). Most of it is quite bad (exception being the classic Insomnia from Faithless). It only plays in the menus, though.

Loading Times

I usually only do this section for PSP games, but they are hard to ignore in Forza 2. Expect to wait 30 seconds or so to start a race, and long pauses when going through your car list as it has to load the car model from the disc. It's especially worse for cars with complex paint jobs, like many race cars. Even during some of the car modding do you have to wait for the part to load (brakes most notably).


Final Thoughts


Although at its core an excellent game, Forza 2 is basically just half (or maybe a third) of the original Forza, with better graphics. So it's something of a shadow of its former self. A pretty shadow, but in the end, like all shadows, not very filling. While I guess some of it can't be helped, as next-gen graphics are much more costlier to produce, the track variety is bad. Many of the better tracks of the original were left out in favor of the duller ones (especially the New York track, which is basically just 2 long straightaways and a lot of shadows). That said, there is a lot of gameplay in here, at least month's worth if you do every career race, but you'll be sick of the tracks by then.

They also failed to address the issues of the original, like the arbitrary nature of the "Peformance Index", which is how cars are classified. Despite the name, it has little to do with the actual peformance of the car (which gets rated on a scale of 1 to 10 in 4 categories).

And some new features are more needlessly complicated than they should be. For instance, you can take a photo of your car. But if you want it on your computer, you have to connect to Xbox Live, then have it send the picture to the Forza website, where you can download it. Why not just let you stick in a USB memory stick (like how GT4 for the PS2 did)? Or customizing the appearance of cars - it's nice they let you customize them so much, but why not just let you plug in a USB mouse to draw (like Tokyo Xtreme Racer 2 did for the PS2)?

The loading times will also drive you crazy. It's not that big a deal later on in the game, when you do longer races (for 15 minutes or more at a time), but early on, you'll spend a good chunk of your time looking at loading scenes.

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