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Forza Horizon 5 (PC Version)
Review
Intro
Forza Horizon’s latest trip sees it land in Mexico and with it comes some the largest map yet and changes to the seasons as the map features a range of biomes, each affected differently by the season in question. An arcade racer at heart, let see how this version of Forza Horizon stacks up.
Driving Simulation: 6
The horizon series has always offered an accessible take on vehicle dynamics, with simulation playing second fiddle to ease of use on a pad and approachability. With wheel set-up and FFB historically being sacrificed on this altar. While FH5 doesn't re-write that history, what it does do is tweak it in a good way, changes to the engine are subtle, but noticeable and the vehicles act as you would expect them to dynamically, just in a very filtered and smoothed manner. It’s reminiscent of the approach taken by both Driveclub and Art of Rally, in that a solid base exists underneath what is clearly an arcade racer, and it’s a balance and approach that works for me. Pad use is, as always, excellent, and while still not as good as it needs to be, FFB via a wheel has improved slightly. It’s OK, but nothing more. Issues do still exist around the fact that the baseline FFB setting are poor and with my T300 FFB can be randomly lost mid-game and an unplug and plug-in of the wheel needed to sort it.
Racing Simulation: 7
This score is based totally around FH5 being a pure arcade title, and the drivatar system is still very much in place. As far as AI goes, it’s scalable across a wide range of difficultly levels, the game keeps an eye on your performance and suggests when you need to change it. It’s got a rough and tumble approach to driving that would not suit a sim title, but in the setting of Horizon it works, not perfectly, but it works. The balance always feels the right side of fair and makes for, mostly, enjoyable races.
Motorsport Simulation: 2
It feels a little unfair to score Horizon in this category, so please feel free to ignore it. Horizon unsurprisingly isn’t attempting, for most of its events, to mirror or even take influence from real world motorsport. As such expecting it to score highly here would be strange, events don’t have qualifying, they don’t have practice sessions and to be brutally honest, it doesn’t really need them.
Accessibility: 9
FH5 comes close to being one of the most accessible titles I’ve played, it’s easy to get into, for the most part everything is well explained within the core game. The map is littered with stuff to do, and plenty of explanation is offered around what to do. Niggles do exist in regard to the speed at which you can open up the main Horizon events, but FH4 arguably had the opposite problem, and it does seem balance is difficult for the devs to find in this area. Issues do also still exist with Forzathon seasonal events, and these are not new issues. The entry requirements are not always clear, which still results in frustration around exactly what you need to do to complete some events. However overall FH5 remains an extremely accessible title.
Content: 9
The biggest map yet, the best season balance across the map, a huge amount of events, further added to with Forzathon events and Horizon 5 isn’t short of things to do. Clearly not happy with this the devs then added in the Eventlab, which allows players a quite frankly absurdly broad set of tools to create and share bespoke events. Add in a massive car count, with more being added via the post-launch DLC and content clearly isn't an area FH5 suffers from. It does drop a point because of some odd omissions around certain OEMs. Fingers cross the post launch DLC will resolve that.
Value: 9
Putting aside the post launch DLC and focusing just on the base game, FH5 offers a lot straight out of the box. In all honesty if you were not a completist in terms of cars you would almost certainly still be happy with what the base game has to offer in terms of car count. Add in the volume of events, the size of the map to explore and the ever changing Forzathon events and it’s hard to argue that FH5 doesn’t offer solid value.
Summary
FH5 is a massive title, one that again expands on the open-world formula it’s honed since its first title arrived, offering more of everything, and in all honesty, it’s going to take some doing to take its crown in that regard. T10 and Playground games have hit on a winning formula that appeals to both racing fans of all types as well as more general gamers, for who racing games are not a core part of the titles they play. In all honesty, unless you are the most po-faced of sim racing purists, it’s hard to believe you would not be able to find something to like in FH5, and it all likelihood, you would end up finding a lot to like about it.
Review
Intro
Forza Horizon’s latest trip sees it land in Mexico and with it comes some the largest map yet and changes to the seasons as the map features a range of biomes, each affected differently by the season in question. An arcade racer at heart, let see how this version of Forza Horizon stacks up.
Driving Simulation: 6
The horizon series has always offered an accessible take on vehicle dynamics, with simulation playing second fiddle to ease of use on a pad and approachability. With wheel set-up and FFB historically being sacrificed on this altar. While FH5 doesn't re-write that history, what it does do is tweak it in a good way, changes to the engine are subtle, but noticeable and the vehicles act as you would expect them to dynamically, just in a very filtered and smoothed manner. It’s reminiscent of the approach taken by both Driveclub and Art of Rally, in that a solid base exists underneath what is clearly an arcade racer, and it’s a balance and approach that works for me. Pad use is, as always, excellent, and while still not as good as it needs to be, FFB via a wheel has improved slightly. It’s OK, but nothing more. Issues do still exist around the fact that the baseline FFB setting are poor and with my T300 FFB can be randomly lost mid-game and an unplug and plug-in of the wheel needed to sort it.
Racing Simulation: 7
This score is based totally around FH5 being a pure arcade title, and the drivatar system is still very much in place. As far as AI goes, it’s scalable across a wide range of difficultly levels, the game keeps an eye on your performance and suggests when you need to change it. It’s got a rough and tumble approach to driving that would not suit a sim title, but in the setting of Horizon it works, not perfectly, but it works. The balance always feels the right side of fair and makes for, mostly, enjoyable races.
Motorsport Simulation: 2
It feels a little unfair to score Horizon in this category, so please feel free to ignore it. Horizon unsurprisingly isn’t attempting, for most of its events, to mirror or even take influence from real world motorsport. As such expecting it to score highly here would be strange, events don’t have qualifying, they don’t have practice sessions and to be brutally honest, it doesn’t really need them.
Accessibility: 9
FH5 comes close to being one of the most accessible titles I’ve played, it’s easy to get into, for the most part everything is well explained within the core game. The map is littered with stuff to do, and plenty of explanation is offered around what to do. Niggles do exist in regard to the speed at which you can open up the main Horizon events, but FH4 arguably had the opposite problem, and it does seem balance is difficult for the devs to find in this area. Issues do also still exist with Forzathon seasonal events, and these are not new issues. The entry requirements are not always clear, which still results in frustration around exactly what you need to do to complete some events. However overall FH5 remains an extremely accessible title.
Content: 9
The biggest map yet, the best season balance across the map, a huge amount of events, further added to with Forzathon events and Horizon 5 isn’t short of things to do. Clearly not happy with this the devs then added in the Eventlab, which allows players a quite frankly absurdly broad set of tools to create and share bespoke events. Add in a massive car count, with more being added via the post-launch DLC and content clearly isn't an area FH5 suffers from. It does drop a point because of some odd omissions around certain OEMs. Fingers cross the post launch DLC will resolve that.
Value: 9
Putting aside the post launch DLC and focusing just on the base game, FH5 offers a lot straight out of the box. In all honesty if you were not a completist in terms of cars you would almost certainly still be happy with what the base game has to offer in terms of car count. Add in the volume of events, the size of the map to explore and the ever changing Forzathon events and it’s hard to argue that FH5 doesn’t offer solid value.
Summary
FH5 is a massive title, one that again expands on the open-world formula it’s honed since its first title arrived, offering more of everything, and in all honesty, it’s going to take some doing to take its crown in that regard. T10 and Playground games have hit on a winning formula that appeals to both racing fans of all types as well as more general gamers, for who racing games are not a core part of the titles they play. In all honesty, unless you are the most po-faced of sim racing purists, it’s hard to believe you would not be able to find something to like in FH5, and it all likelihood, you would end up finding a lot to like about it.
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