So the last major racing sim game Gran Turismo 7 started out strong but ended up being and overly grindy frustration. The gameplay is good, the cars are good, the grind expected of you to get new cars and upgrades is absolutely fucking dogshit.
Forza 7 on the other hand...was worst in that in was missing features like cars, tracks, career mode, customization options, it was a shell of the game expected of it. And it had more monetization than a mobile game. People hated the FUCK out of it.
And to be fair the Forza devs kinda went MIA on the sim racing genre in favor of pumping out 3 Horizon games. For a while I wondered if they just rather make open world arcade racers because it was easier and more fun to make. For what they were the Horizon games were also pretty well received and fun.
But new generation and now finally a new Forza Motorsport called....well that. I guess technically 8 but also maybe not? I dunno, that's a complaint for Yahtzee. Anyway Forza Motorsport seems like a genuine attempt to get back into the fans good graces by bring back the old school style of progression in these sim games, or as some people call them caRPG's. The reasoning for the nickname is that the progression system is very much like an RPG, where you start by battling mundane street cars like Honda Civics and Subaru Impreza's, until you level up into Porche and Lambo's, then ultimately super cars.
Forza takes this RPG thing even further by giving each individual car a level up system. You have to level up your car now to control how many upgrade points it has. These points act as almost like a weight system in another RPG, so at level two you car has 500 points, and if you want to put a Turbo on the car it's 300 points, but new tires are 400 points, so you can't put both on at the same time. However when the car levels up again that car now will have a pool of 700 points so now both things would be within the point allotment. And spending these points doesn't lose them, if you remove that Turbo you'd get those 300 points back. It's a system that is meant to control how much a car can be upgraded at one time. But also let's you min/max as well because there is another factor in how you tune the car and that's the Power score.
As you upgrade cars their Power level increases which is very DBZ of the game. However each race limits your power to a cap to prevent you from blowing away the competition. So the trick is to best use the car's points availability to maximize performance without also going over the Power limit of the event you're about to run.
Which brings me to another feature I like and that's Practice. So not only does practice do exactly what you think it does (allowing you to practice the track before the race) but it also gives you goal times. There are goals for total lap time, but also goals for segments of track. This allows you to sort of figure out the best way to race the track itself but it also if very sneakily telling you whether you can win the race or not. You see there are like 10 levels of AI difficulty for the game, these will make the AI more and more perfect on the track (but never truly perfect) and increasing the difficulty will increase the cash % bonus you get for winning. The beautiful thing about practice is that the Lap time it sets for you to hit, will be the track time you'll need to consistantly run in order to beat the AI on whatever difficulty you've got them set to. This allows you to know whether the AI will be too hard for you on this track, and/or let you know if you need to reconfigure your car's upgrades.
Knowing you can win is different than actually winning of course. Especially when you are punished for starting shit on the track. In practice it's easy to know your racing line, but what happens when your opponents are also on that line and blocking you for passing. Forza also introduces penalties to the game, meaning if you ram another driver, run off track, cut a corner, etc, the game will add punishment time to your race. So if you get first place by 2 seconds but have 3 seconds of built up penalties for the race, the game will knock you down to second or third accordingly. This encourages people to drive properly in multiplayer because online these games are just vindictive shit shows, and also means you can't bully the AI in single player because coming in first alone isn't going to win if you drive like a jackass.
So far so good. I haven't seen microtransactions yet, but that doesn't mean they aren't here somewhere and I've just been blanking them out of my mind. But the progression feels good, and credits feel fare, and it's off to a good start.
Forza 7 on the other hand...was worst in that in was missing features like cars, tracks, career mode, customization options, it was a shell of the game expected of it. And it had more monetization than a mobile game. People hated the FUCK out of it.
And to be fair the Forza devs kinda went MIA on the sim racing genre in favor of pumping out 3 Horizon games. For a while I wondered if they just rather make open world arcade racers because it was easier and more fun to make. For what they were the Horizon games were also pretty well received and fun.
But new generation and now finally a new Forza Motorsport called....well that. I guess technically 8 but also maybe not? I dunno, that's a complaint for Yahtzee. Anyway Forza Motorsport seems like a genuine attempt to get back into the fans good graces by bring back the old school style of progression in these sim games, or as some people call them caRPG's. The reasoning for the nickname is that the progression system is very much like an RPG, where you start by battling mundane street cars like Honda Civics and Subaru Impreza's, until you level up into Porche and Lambo's, then ultimately super cars.
Forza takes this RPG thing even further by giving each individual car a level up system. You have to level up your car now to control how many upgrade points it has. These points act as almost like a weight system in another RPG, so at level two you car has 500 points, and if you want to put a Turbo on the car it's 300 points, but new tires are 400 points, so you can't put both on at the same time. However when the car levels up again that car now will have a pool of 700 points so now both things would be within the point allotment. And spending these points doesn't lose them, if you remove that Turbo you'd get those 300 points back. It's a system that is meant to control how much a car can be upgraded at one time. But also let's you min/max as well because there is another factor in how you tune the car and that's the Power score.
As you upgrade cars their Power level increases which is very DBZ of the game. However each race limits your power to a cap to prevent you from blowing away the competition. So the trick is to best use the car's points availability to maximize performance without also going over the Power limit of the event you're about to run.
Which brings me to another feature I like and that's Practice. So not only does practice do exactly what you think it does (allowing you to practice the track before the race) but it also gives you goal times. There are goals for total lap time, but also goals for segments of track. This allows you to sort of figure out the best way to race the track itself but it also if very sneakily telling you whether you can win the race or not. You see there are like 10 levels of AI difficulty for the game, these will make the AI more and more perfect on the track (but never truly perfect) and increasing the difficulty will increase the cash % bonus you get for winning. The beautiful thing about practice is that the Lap time it sets for you to hit, will be the track time you'll need to consistantly run in order to beat the AI on whatever difficulty you've got them set to. This allows you to know whether the AI will be too hard for you on this track, and/or let you know if you need to reconfigure your car's upgrades.
Knowing you can win is different than actually winning of course. Especially when you are punished for starting shit on the track. In practice it's easy to know your racing line, but what happens when your opponents are also on that line and blocking you for passing. Forza also introduces penalties to the game, meaning if you ram another driver, run off track, cut a corner, etc, the game will add punishment time to your race. So if you get first place by 2 seconds but have 3 seconds of built up penalties for the race, the game will knock you down to second or third accordingly. This encourages people to drive properly in multiplayer because online these games are just vindictive shit shows, and also means you can't bully the AI in single player because coming in first alone isn't going to win if you drive like a jackass.
So far so good. I haven't seen microtransactions yet, but that doesn't mean they aren't here somewhere and I've just been blanking them out of my mind. But the progression feels good, and credits feel fare, and it's off to a good start.