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The first key to Forza 7’s success may be the control. The cars all feel ultra-assured, responding correctly and predictably to regulate inputs, and allowing the ideal amount of abuse. Sure-footed, careful cornering transitions seamlessly right into a slide, breaks into an acre-long drift, and finally hangs sideways before quitting on traction altogether. With deft throttle control that’s not merely manageable but a complete joy because of the Xbox One pad’s haptic feedback, you can take the car in virtually any among these states, provided you have the skill.
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This is simply not a hardcore simulation like Assetto Corsa – there’s definitely some slight softening of handling principles that ease the gamer’s struggle against the track. For example, you can save an automobile from a slide or kerb-ride that could undoubtedly have observed you facing backwards in Project CARS 2. The effect is what some might call ‘simcade’ – a word that’s all too often used disparagingly. But if this means a racing game that’s both realistic and fun, then simcade works for me personally. Authenticity and fun? Take my money.
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So, the game helps it be simpler to obtain it right, but what goes on when you fail? Firstly, the series’ longstanding issue of ‘soap bar’ collisions is fully gone. Bumps and scrapes against other drivers look, feel, and sound right. Fenders dent and paintwork scuffs, and there’s some modest deformation of panelwork, too. Open-wheel collisions are toned right down to prevent cars flipping, but that’s necessary whenever there are a whole lot of cars in close proximity. With so many cars on-track (a technical miracle), early laps are ultra-congested. Make an effort to finish an individual race without touching anyone – I guess you can’t. But this compromise between realism and fun is handled perfectly, and the overall game keeps moving due to this fact.
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For barriers, well – normally if you’re at risk of the walls in Forza, you’d accept the inevitable impact and deliberately steer in to the wall, looking to slam the medial side of your vehicle flush onto the Armco in order never to spin when you hit it. Well, Forza 7 will place covered tyre barriers in prime crash locations, even though they appear to be normal barriers, you’ll find the old method doesn’t work. The trunk will touch however the front will dig into soft, yielding rubber, sinking you deep in to the wall’s enveloping embrace and sending tyres flying in a nice cascade of physics objects. This sudden stop really feels as though a crash. And which makes an enormous difference to just how much respect you supply the boundaries – particularly if you turn off the returning ‘rewind’ feature.
The AI is massively improved. No more does one car zoom off in to the distance; instead, cars stay static in believable groups. It’s just a little unrealistic to see them driving two abreast for almost all of the first lap, unwilling to stay in to the traditional snake and slither procession along the racing line. If they do eventually settle, you’ll see them overtake one another, occasionally make mistakes (in the same places you will too, which is very good to see), and proceed to defend their position.
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However, even on Expert AI settings, the computer-controlled cars have a tendency to brake too much, providing you ample possibility to overtake. This is really necessary, since most career races start you near to the tail-end of the pack, providing you a few laps to pass everybody else and win. It creates for an almost OutRun-like dash past other cars, especially on lower difficulties, which is terrific fun. Longer races are a choice in career mode, if that’s your bag, however the 5-minute sprints are exquisite for our attention span bereft generation.
There’s a toggle option for AI aggression, which is meant to create them block and side-swipe, nonetheless it gets somewhat silly, with side-swipes coming apparently with regard to it. Switch it off, and you’ll still get nudged, nonetheless it comes across as a lot more natural.
Mod cards return from Forza 6, and present you the opportunity to set yourself challenges in trade for increased credit yields. Giving the already fun racing action some added goals produces a lot more compelling gameplay. Saving up your boosted credits for a pricey Prize Crate is exciting, regardless if you often spend 300,000 credits and then win a helmet, some mod cards and a crappy car. But that just makes the true big wins even more exquisite.
It may be argued that progression through the overall game is needlessly convoluted, with several arbitrary barriers to progression that require significant playtime to totally overcome. Collection tiers are exposed in line with the rarity and breadth of your garage’s contents, XP earned from driving offers you driver levels (again, with an increase of prizes when you reach a milestone), and the Forza Driver’s Cup that forms your job mode has 5/6 tiers locked when you begin out.
It’s the polar opposite of Project CARS’ mostly ‘play whatever you want’ structure, however the drip-feed of enjoyable content is similar to a streaming faucet of automotive gorgeousness. That is a truly MASSIVE game, and the product quality is constantly stellar across everything, chucking discipline after discipline of superbly-realised racing at you. You’ll have your favourite series, certainly, but I didn’t find one I actively disliked. Even the trucks are decent.
Main intro video notwithstanding, the presentation has lost is pretentiousness, with a simplistic guitar-music soundtrack similar to the series’ roots, a charismatic voice-over guy talking you nicely through every part, and voice clips from real-world drivers and technicians. Consequently, the game’s love of cars is expressed with the same authority and style, only without the prior self-congratulatory tone. It’s so far better.
How about Xbox One X? Microsoft’s new wonder-console wasn’t designed for this review, therefore i was playing the overall game on my bog-standard, launch model Xbox One. And I’m not exaggerating when I say that it still blows the rest out of your water. Instead of compromise the bottom game to highlight X’s superiority, the overall game runs at a truly rock-solid 60fps, with zero screen-tearing. The advanced visual effects like lighting, shadows, dynamic weather, water spray, reflections and whatever you could care to say are superb. Mirrors remain 30fps, but considering Driveclub only manages 30fps full stop, it is the most technically proficient racer in the marketplace. Direct comparisons between Long Beach on Forza 7 and Project CARS 2 reveal an enormous gulf in quality. And PCARS2 is no slouch.
With some long-ish load times and still-underwhelming visual damage in major crashes, 1 day it’ll be bettered, though it’s unlikely we’ll see that happen in this console generation. There’s no other modern racing this proficient at what it can. Forza Motorsport 7