Also it's possible to have good arcade physics that still makes sense and have depth. Easy to pick up, hard to master. Dirt 2 was like this. Dirt 3 was dumbed down and it's been downhill since.
The thing is D2 aged and the depth wasn't much either, at best the cars feels to have less grip compared to D5. A better arcade physics is something everyone talk about but I don't think a game could pin point a arcade physics that is easy to drive and still feels different going from 1 car to the other. Even games like FH4 where many praised it for good arcade physics but the cars still handle very similar and felt rather weightless.
As for arcade-y off road physics, I think Gravel did it better since the cars do feel different enough and it doesn feel as rigid as the ones in D2 and D5.
Making more structure in career would be an easy thing to do as well. Just group it by discipline or country, instead of a hodge podge of random races. It's all just lines of code and a bit of mental effort. Also remember in Dirt 2 you have a 3D menu (same with Race Driver GRID and GRID 2). You pick a race on a world map on the table, and you go out of your motorhome and the car is right in front of you under a tent, surrounded by mechanics. The loading screen shows a nice animation of a flight to the country of the race. The sense of immersion in the game world is amazing. And here we are, 2 console generations later and we're back to static menus that looks like it's drawn by a 10 year old with a box of crayolas.
But going back to D2 comparison, you still jump from 1 location to the other to play different events, you could be racing on China trailblazer now and the next new event unlocked will be on LA rallycross or maybe the same location but rally event. You still end up jumping from 1 location to the other going through different race modes. The structure is fairly similar to D2 but D5 lacks something like the X Game championship that D2 has as you progress and level up, considering the game has a decent amount of tracks per game mode they could have make a champioship to close out each chapters instead of just another race event like before. Odd design decision by them.
The biggest different after that will be the messy menu, I have no idea what happened to Codemasters menu design after D2 and D3. Just a weird mess or overly simplified like in DR2.
The story and voice acting also is a poor marketing attempt, and looks like they didn't even bother to properly integrate it in the game. A bunch of youtubers, really? We went from Colin McRae, to Ken Block, to Donut Media
If you hate them it could be bad but they rarely spoke either way, I don't really have an opinion on that since I don't care about it.
Scaff mentioned other things like dynamic weather/time that isn't really dynamic and difficulty spikes with some car classes. Things like these just show the game lack polish and Codies is just rushing it out the door for the $$$. Dirt 2 feels solid out of the box. All these little things add up, and when you're a seasoned gamer you notice these things.
Don't think I notice any spikes yet but broken/wonky AI at higher difficulties and unbalanced car classes is definitely more common. Like having the F2 Kit Cars in 90s Rallys along with AWD rally cars, those FWD cars has a lot of trouble keeping up and useless on ice race events. I think the VW ID Buggy in Super Lites class seems to feel underpowered compared to everything else in its class.
Not too sure on the dynamic weather comment, the dynamic cycle and weather do come and goes as you progress the race. Unless it meant the dynamic weather or environment objects like puddles did nothing in gameplay then that is true and I did mention about it probably last page. The lack of mechanic damage don't annoy me much but when it comes to like puddles and rain doesn't seem to affect grip or performance it just feels off. Also the lack of any environment effect and mechanical damage, they could have just open up all the races for all cars instead of restricting higher jumps events to just trucks and buggies, pretty sure a R5 Skoda could jump over a gap too.
The lack of polish or lack of contents seems to be the issue with Codemasters lately but I think D5 issue is due to the rush for crossgen release.
Playground idea has potential, but when the rest of the game is this bad what's the point? Why not actually invest time on a proper stage generator/creator, which V-Rally 2 back in PS1 managed to do?
They did make a stage generator for D4 but it seems to be thrown away, many of Codemasters "new features" seems to just available in 1 game and never return. The weird live track in Grid 2 never came back, D4 stage generator is gone and Grid 2019 nemesis feature don't seem to be coming back.
I don't think the Playground will be much use when you can't run online races with it, it is just time trial events. It is fun for a while but I find it rather pointless.
V-Rally 4 by KT has a pretty decent route generator when I tried it last time, at least it isn't like D4 generated routes of very similar looking and repetitve turns.
I mean, in the first 30 seconds, this has wayyy more personality than the whole of D5.
It sure does but a game personality doesn't really do much for the actual gameplay. The cars handle well and the routes design are fun to race on. If they fixed the broken AI and rollover physics, I'll say this is a Codemaster game that I really enjoy since Grid Autosport.
That makes it even weirder that key features are now not available. Also see how badly Onrush flopped.
They have access to Evo Studios expertise (which made Motorstorm), also Madness engine. Why not use that?
Things like working mirrors probably need to be rebuilt for the new graphic engine but somehow it is still not here is odd. I guess Onrush failure is on its marketing, everyone thought it will be like Motorstorm but it ends up being a weird and messy team based driving game that most of the time you don't even know where are your team mates.
D5 is made by the the leftovers of Evo Studios after Codemaster decapitate the lead position for Onrush failure (the leads of Onrush got picked up by SMS and help made pCARS 3 before CM bought SMS), the engine is rebuilt by them for Onrush at that time. Madness engine is just a recently acquired by Codemaster, they can't rebuild a whole new game in a few short months. It will looks worse than what it is now if they tried.