Forza Motorsport 5 Reviews

107,631 (56,411)
TA Score for this game: 3,459
Posted on 05 March 14 at 09:24
This review has 23 positive votes and 2 negative votes. Please log in to vote.
Forza 5 follows on from Forza 4, and does a good, but not quite excellent job of it.

There are a few key features I want to focus on in this review; the graphics, the new Drivatar system and the variety of cars, tracks and DLC.

Starting with the graphics, there is no doubt that Forza 5 is stunning. The cars look incredible on and off the track. The new lighting system means that reflections and shadows look almost life like, even whilst moving at 200+mph. It would be nice though, if they could achieve this level of lighting perfection, without forcing you to drive towards the sun on almost every track. Quite often you will lose sight of a racer just metres in front of you due to the blinding glare caused by the sun. It's only once you enter Forzavista however, that you see just how incredible the graphics are. The attention to detail is crazy, being able to see the stitching in the steering wheel, the weaves of carbon fibre in the body work and the intricacies of the engine bay. It’s quite easy to get lost for 10-15 minutes just wandering around and exploring the cars in Forzavista.

One of the first things I noticed about the graphics and design of tracks specifically was the additional “things” that are happening on the side of tracks. Whether it’s a helicopter flying overhead, or balloons being released from the paddock. These are all nice little touches that help to show off what the game is capable of.

For those unaware, Forza 5 has replaced traditional AI racers with what it calls “Drivatars”. This is essentially cloud data saved from every single racer that is then used to generate and AI racer. It’s kind of a cross between AI and a ghost. It’s a very cool feature and makes races a bit more random and un-scripted. It does however come with issues. The racers are incredibly unpredictable. The first corner of every race is always chaos; racers driving straight onto the grass, some racers drifting around the corner, some slamming into the back of, it’s normally easier to just hang back for the first section of the race. This does mean that until you get into 6th position or so, you are relying on your quick reflexes to dodge randomly braking rivals, or racers spinning off and back on to the track, thus your actual driving skill is not noticed until you reach the top few positions.

Finally, one of the most complained about features (or lack of) is the car and track roster. I think Forza 4 had around 500 cars, whilst Forza 5 is closer to 300. This would be ok, if the cars we were getting as paid DLC weren’t just the same cars as FM4 with a couple of new additions. The introduction of tokens and micro transactions definitely makes this game feel like more of a rip-off than previous editions. The same applies for tracks. Tracks previously available in FM3 and 4 are no longer available in 5, and whilst we received a free track as DLC, it again was one we expected to have at launch.

All in all, Forza 5 is a beautiful game, with plenty of achievements to unlock, cars to buy and badges to collect. Whilst it may be lacking in cars and tracks, it is an impressive showcase of what the Xbox One can achieve. Ultimately, if you’re a fan of Forza, you’ll buy this. If you’re a fan of racing games, you’ll buy this. If you’re neither of the above, it’s probably not for you.
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271,370 (160,642)
TA Score for this game: 648
Posted on 25 October 17 at 09:19
This review has 6 positive votes and 7 negative votes. Please log in to vote.
Forza Motorsport 5 is a demanding simulator, of which little is lavish in video games, more likely to tone and crazy arcade. You can configure numerous driving aids, on the line drawn, ABS, traction control or the damage, but as the more you enjoy the game is to eliminate all these facilities. If you have courage and abolishing all the assists, the car, especially if you have considerable power, becomes a runaway beast. Controlling correct skidding or wheel cross-shock is a real pleasure . By the way, as a guardian angel, always rewind.

One of the great virtues of the game is the way it squeezes the Xbox One, to get a tasty juice playable. The use of vibration triggers is impressive and no doubt it will be a mirror in which to look for all studies that manufacture speed games thereafter. Broadly speaking, both LT and RT button vibrate and shake to the rhythm of speed bumps and skids. In particular note is the resistance of the left trigger on late braking : a little to make an blocada, the feel on the tip of the left index. Although it may seem silly, that sweetens the simulation , it is very intuitive to know where the limit of the car and thus avoid the tops.

There have also been minor adjustments to the simulation . If you played the previous, remember that sometimes, there was an excess of zeal to prevent cheating. So, just get us out of the asphalt, the car slowed down tremendously, which was frustrating and often unfair. Now, we are penalized less if, by some chance, we took all four wheels off the tarmac, for example, to address a chicane pianos. However, there are restrictions. On one hand, if we try to shorten path shamelessly that old slowdown still occurs gait. On the other, if only slightly, and not shorten stopping us, what is produced is a penalty which disables the fast lap time that we will achieve in the face of online rankings. The solution is a success.

The interface has some improvements career. Previously, car damage is illustrated only with a silhouette of colors that, at first, did not say whether affect driving. Now, it has been replaced by a series of red posters jumping only if we break a piece remarkable, but not if, for example, only exchanged paint with a rival. Unfortunately, still lacking in missing crucial information in the “display”: the time differences with rivals , we can only estimate by eye, based on the field of view that we have or based on the typical map dots.
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