I can enjoy a good arcade racer (I've played through NFS:MW) , but lately I've been focused on simulation racing. Over the last week I've been putting quite a bit of time in with Forza 2. I do enjoy Forza 2's framerates (rock soild at 60fps -- makes NFS:MW look and feel so slow), and I really appreciate the physics 'framerate' at 360/second. Updates that often are very important when you consider that a race car will easily have moved 2 feet in 1/60th of a second, and throughout that movement you will have no incremental calculations if you only do your physics work once per frame. Two feet is a ton of distance when you consider that you routinely come inches from going off track or hitting a wall if you're racing hard. It's nice to be able to dedicate an extra processor core to doing nothing but physics calculations constantly.
I also realized that realistic damage modeling is critical to racing sims. I originally set damage modeling to 'simulation' so I could get additional credits for completing races. In Forza 2, you win cars regularly -- just about one car is won for every single cup -- plus you get bonus credits as well as credits at the end of each race for your performance, difficulty, and car rarity. Typically, you use these credits to upgrade parts and tune your car.
The more I played the more I realized that my racing style changed completely because of the damage modeling. I played a lot more realistically -- avoiding any major contact with walls and competitors as if my car depended on it. It's not like I avoided touching other cars and racing aggressively altogether. I just played as if I was actually racing a car, not as if I was playing a racing video game.
Not only did the racing become more interesting to me, but because I had to race more carefully I spent a lot more time upgrading and tuning my cars and enjoyed that aspect much more than I had before. You quickly end up with well over a dozen cars in Forza 2, and you need them at various performance levels for various races. Like similar racing games, you can only enter certain cars in certain cups. Perhaps you have to race a European car, or perhaps a midengine car. Or perhaps you have to have a car with fewer than 400 horsepower or that weighs less than 1800 pounds.
During races and replays, you can check the telemetry at any given moment. For example, say you were pulling through a turn and you accelerated a little too quickly, spinning out. You can view the replay and check to see how much friction from your tires was being spent on centrifugal force and how much was being spent on acceleration -- that might give you an idea of how hard you can accelerate coming out of corners.
Overall I have to admit that Forza 2 is easily the best racing sim I've ever played. Graphically, it didn't blow me away, but it looked good and the far more important aspects include the 60fps solid framerate, the 360 physics updates per second, and the realistic damage modeling. I'm looking forward to its sequel.








