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Now that Forza Motorsport 5 has been detailed and demoed at E3 2013, it seems the team has found a way to make a near-perfect racer even better. Visuals are just one aspect of the improvement, but as a showcase for how the Xbox One’s hardware and cloud computing can have serious impacts on top end graphics and processing.
From the first appearance of the game’s loading screen, the term ‘refinement’ comes to mind – and stays there. Not only due to the classical music being played over slow shots of the McLaren P1 or Pagani Huayra, but the stripped down interface that is a far cry from the intimidating start menus of some competitors.
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And they got it, too. With improved framerate and resolution, the team was able to heighten the amount of details in their models down to individual scratches on the brake rotors, brush marks on aluminum, and dimpling in the middle coat of paint. These imperfections, ironically, are what the developers believe make Forza 5 the most realistic game they’ve made so far. We’d say it still falls short of being photo-realistic, but honestly, it’s hard to tell exactly how.
Having played Forza 5 firsthand, the improvements have unquestionably paid off. With improved detail in the roads, buildings, and grass, the few seconds it takes for the racer’s ‘eyes’ to adjust to the sunlight when emerging from a dark tunnel, or the glimpses of the dashboard reflected in the windscreen when the light hits just right, the passion of the development team is visible at every turn.
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If that sounds like a design choice that could only be made by game developers whose love of cars borders on the unhealthy, you’d be right. But that’s exactly what has made the Forza name a magnet for lovers of supercars, hypercars, and any other vehicle only available to the super-rich. In that respect, the alliance between Forza and the British automobile magazine/TV series Top Gear is alive and well, but no longer limited to branding, a test track, and narrated entries on each vehicle.
Instead, Turn 10 worked with Top Gear to organize their vast catalog of cars in a new way; categorizing them according to manufacturer, wheelbase, or performance seemed too clinical for the developers. In other words, it was missing the point. Now, vehicles are grouped together based on “spirit,” sorting cars that may be from competing companies, but were designed, for instance, to directly compete.
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Simply put, the game pays attention to the player’s habits from race to race; where they understeer, where they oversteer, how accurately they hit the apex in turns, how aggressively they challenge on the inside or outside, and how underhanded they may be with the competition (pumping the brakes or initiating contact). When the Drivatar system is engaged – while out of the house, or even during a lengthy race – the game takes over, deciding at every moment how the player would most likely react in any situation.
The constant updates to the cloud means that online friends can race against not just lap times, but a real-time simulation of their rivals, with a loss earning credits for the victor whether they’re aware of it or not. It’s too early to say that AI has been replaced, but when Forza is first loaded on the Xbox One, it gathers an enormous variety of Drivatars from the cloud to populate races. That means no racers pasted to optimal lines or stacking up out of the starting blocks; just a random group of simulated racers generating a truly randomized experience.
The tuning and drive models haven’t changed what wasn’t broken, but the new changes could be a major improvement if they function as intended. Only time will tell if Turn 10 can outdo themselves yet again, but the early showings are a very good sign.
Forza Motorsport 5 will release exclusively for the Xbox One.
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