Game Ramblings #22 – Forza Horizon 3

More Info from Turn 10

So, I like Forza.  Of the now 11 games I have for the Xbox One, 4 of them are Forzas.  It goes without saying that I was looking forward to this one.  This was also a bit of an experiment for me, as it’s the first of the new Xbox Play Anywhere titles I’ve gotten, so it was going to set the tone in how I considered those purchases going forward.

Let’s get this out of the way.  The PC port was rock solid.  Visually it didn’t look that incredibly different than the Xbox One version, but that was already a fairly solid looking title on its own.  What it did get right are the details.  It has really solid 21:9 aspect ratio support, which a lot of PC games still don’t get right.  It has both really solid quick configure video settings for more casual users (including a really solid dynamic visuals system to keep framerate steady), as well as highly configurable settings for your higher end users.  Even on ultra, getting 60 fps was not a problem.  Also of note, they added a bunch of wheel support with promises to continue adding more.  Having played some with the Logitech G27, I wouldn’t necessarily recommend it, but it was definitely worth a laugh.  So, that out of the way, the question then is how good is the actual game?

The racing itself is about what is expected of a Horizon title.  The cars still have a pretty solid feel to them, with the actual steering, breaking, etc still feeling relatively realistic, even if it tilts more towards the arcadey side of things when it comes to drifting.  Different classes of cars are very obviously in different performance tiers, and it’s obvious to tell the difference between the handling and acceleration dynamics of various vehicles.  To some extent the amount of damage that vehicles can take, even with simulation damage on, is somewhat outlandish, but given the gameplay it feels pretty appropriate without being completely over the top.  That said, AI drivatars are still somewhat rubberbandy, and definitely exist purely to provide a mark of in-race progression, because they generally have a tendency to run their line to a fault, even if you are already in the middle of the race line.  Overall though, the speed of races, and continued hilarity of the cross country events provides an experience that stays fresh as you proceed through each event.

The progression system of Horizon 3’s meta game has definitely seen some improvements over 2.  Whereas 2 had you going through a fairly linear path of championships back to back, 3 really pushes the open world to the forefront.  The name of the game is gaining fans, and gaining more fans allows festival locations to be upgraded, unlocking events, PR stunts, and ultimately the Horizon showcases.  Because everything you do inherently gains fans, you are much less locked into a core path.  One minute you may be doing a race, then hopping to a Bucket List, or looking for speed traps and jumps.  You also aren’t locked to vehicles for non-championship events, so I was changing vehicles at a much higher frequency than in 2.  Overall the game provided a much better play as you want it experience than past games, despite the fact that the first 2 titles were already fairly open in their progression.

I guess if I were to end it with anything, it’s that this is probably a good game to jump into if you’re at all a racing game fan.  If you’re purely a PC gamer and haven’t played a Forza game, this would fall in line with recent Need for Speed games, or the older Burnout Paradise as comparable games that have made it to PC.  If you’re a console gamer the list is pretty similar.  Really, if the idea of plowing through a field doing 180 in a Ferrari, all while mowing down bushes and jumping off a cliff into a river sounds at all appealing, you’d probably dig this one.  Yes, that happens.  Regularly.

Game Ramblings #5 – Thoughts on DiRT: Rally Early Access

More Info From Codemasters
Purchase on Steam

Info:

  • Genre: Simulation Racing
  • Platform: PC – Steam Early Access
  • Twitch VODsYoutube Playlist

Progress

  • 11 Hours play time
  • Cups played in 3 vehicle classes
  • As far as I know all content current as of last play through (May 10th)
  • Have not yet played recently released Pike’s Peak content

From a high level, this feels like old Codemasters to me.  This is more Colin McRae than it is DiRT, and while that comes with some significant added complexity, to me it’s a nice change of pace.  While it is an Early Access title, the content available so far (rally cups in 4 main environments with recently added Pikes Peak, as well as 6 vehicle classes with multiple cars in each) is already a really good look at what the type of content will be for the final release.  For how early it is, it does have some problems that I will outline below, but I’d be lying if I said it wasn’t worth purchasing already.

What I Like

The driving feels decidedly more simulation than the last handful of DiRT games.  Even with some assists turned on, when I screw up my line, chances are I’m going off the track, often time to my doom.  In that sense, the physics sim being used in this game definitely feels like it’s on the right track.  There’s enough assists and tuning options for people to turn down their play to be safer, but allow those interested in the full simulation experience to really push their times to the limit.

Each race feels like the result is purely based on how strong I am doing, and my often times place low on the results definitely follows when I’m being reckless.  As I played more and started picking up on the feel of the cars, my times became better and more consistent.  Although I wasn’t placing podiums often, I was definitely getting closer, and it felt good to see that improvement as I was going along.

As a side note, I went in expecting widescreen support to be good due to past Codemasters titles, but it’s always pleasant to see unusual aspect ratios be well supported in simulation games.  I’m currently playing the game in 3440×1440, and had no problems at all with the game in the 21:9 aspect.

What I Don’t Like

Right now, the steering wheel support feels, for lack of a better term, slightly off.  I’m currently using a Logitech G27, and I’ve not yet been able to shake the feeling that the game was tuned for controllers in early access.  The basic problem for me is that my wheel feels like it has a huge dead zone, then once I’m past there is incredibly sensitive.  What this often does is has me basically not steering at all, then accidentally overcompensating until I get into a wheel lock situation.  There’s been some mention of this in blog posts from Codemasters, so I’m relatively confident that it will be fixed, but it was somewhat of a damper as I played through the game so far.

Also, given how early the game is, there was a lot of repetition of content.  I’m currently waiting for more larger content patches until I jump back in for further thoughts to avoid burning out, but that is a consideration on whether or not to wait for a more complete release.