Played a lot more and I think the visuals are pretty great, but I need to see all sorts of race conditions and tracks to see where it looks bad.
Technically, it’s impressive. The time of day seems to use calculations for atmospheric scattering because it’s done so convincingly. I’ve been playing 24hr races (condensed to 1hr) and it looks really good. So many aspects of the lighting that they pulled off well.
I’m the sort of person that prefers the visuals in Gran Turismo and Forza Horizon over Forza Motorsport, and I think this iteration compares well. Better in many respects.
I know a lot of people complain about the lengthy development time but I think they are factoring in that this new iteration of Forza Tech is also a platform for the next generation of the Horizon series.
The fact that every single track supports full day/night and weather tells me that the engine supports a feature fundamental to the Horizon series and they took advantage of it for their own Motorsport series.
Also that six year number is pretty misleading because it has been 6 years since the last release but the reality is this game’s development is less than that. I believe it was a 2019 or 2020 GDC talk where their art director talked about their visual production pipeline and it was pretty clear that the game was extremely early in terms of the development at that point. That was just three or four years ago. It could be various explanations as to how and why they got to this game so late and I can think of a few but it’s all educated guesses.
You throw in COVID and the dev cycle doesn’t really seem too out of the ordinary.
I have a bunch of problems with the game and a lot of it has to do with design. I see and appreciate the intention behind Builders cup, and the idea of a “CarPG” but the execution is so obviously flawed that I wonder how it wasn’t beholden to some debate within the team.
I can rant about the upgrade system not making any sense for so many reasons, but even things like the races themselves don’t make any sense to me. Four laps on short tracks with a field of 24 cars doesn’t make sense. The fact that you have to level up every car that you have, even if it’s the same car you’ve already maxed out, doesn’t make sense (though I have to question the intelligence of anyone who claims that T10 did this to pad play time).
I have a few problems with the AI but my biggest problem is that disparity between the first few positions and the last few positions is pretty significant, and those ones are so incompetent it’s as if they haven’t driven a car before. Again, this is a design problem with some obvious solutions.
Despite these issues the game feels great to drive and I’m left with a positive experience overall. In some respects this is T10’s best work but when you compare the game as a package to games like Forza Motorsport 4, there was way more content in that and so this falls short. But a lot of those FM4 tracks were inaccurate and the physics were basic and that game can’t compete in many regards to this.
I think we forget that even though we can compare things like the number of tracks, when we factor in that these tracks are accurate to the millimeter and feature full day/night cycles with full weather, it’s not fair to make that “content volume” comparison. The amount of work to create one of these tracks versus one of those older tracks is exponentially greater. This is why I’m not knocking the game for a reduced amount of content at launch. But I do have to question poor design. We’ve seen the same thing with Halo Infinite’s online. I wish there was some level of oversight from Xbox Game Studios that questions some of these decisions early in development.