I did not buy the game on Amazon, but on the Xbox Live Game Store. The first negative point that stands out here is the price. Pretty expensive for a game that you then can not even resell. The price acts afterwards coated, when you see how much content you have taken out of the game compared to its predecessor.
Yes I know, most of the vehicles from the Forza series were not at the level, which now have the vehicles included in Forza 5. This in itself is not bad and I welcome the step up to lift the older cars and also routes to the new quality standard. What I dislike this extremely high price is then combined with the in-game economy:
- There is no reward in the form of cars more if you have successfully completed a series or a certain level has been reached. Any vehicle you have to pay now with the game credits, there is no more gifts (of the Forza Rewards apart).
- Vehicles option will no longer be paid only with the in-game currency, but also with a token so insistently on the eye down, that one might think, these are a free-to-play game. With nearly 70 euros but it is a very expensive free-to-play game.
- If you want to extend the auto selection in the game about the DLCs to 60 cars, so at least 49,99 euros due. That is, one is at least at 110 euros, depending on where you bought the game to get halfway to the scope of the predecessor. Whether the additional routes as the announced Nordschleife cost extra you do not know yet, but if the pricing policy on the part of Microsoft looks at it can be assumed.
These points fit very well into the overall picture of Forza: it looks unfinished, ill-conceived and probably had time to get ready for launch. Other points that struck me off the economy:
- The single-player career acts compared to the past rather sterile. Thank God there are of the Top Gear presenters to each series a small introduction video by a certain pep reinzubringen.
- Due to the relatively small number of routes to repeat this in the career quite quickly, which is a bit annoying.
- Positive, however, is that each track is (at least according to Turn 10) laser scanned. Whether this is important for most players but, and this would be the difference from before realizing it is questionable.
- The presentation is awesome. Both graphically and acoustically, as one is accustomed of Forza. Find the car models in this quality of their peers and also see the routes again significantly better than in the previous games. At the sound of the engine can be found at Forza anyway nothing to criticize.
- Also the handling on the track is as usual tip. Even though I am very disappointed that I can not use my Fanatec Turbo S. The gamepad is not the same simple, even if the trigger Rumble were very well used and give a very good feel for the car. Just that's the point of saving the game.
- The introduction of Drivatars I see both positive and negative: you can clearly see certain modes of operation for certain players. Some try to drive as clean as possible, while others in turn go no collision out of the way because they go offline with any help and have turned off the damage model. For players who do not have, which is obviously very uncomfortable when one is often as seen by some Drivatars over braking aid than other drivers.
- And that brings me to the topic damage model: that is wiedermal underground! While scratches and light bumps really look good, but as soon as one moved into the barrow is you really have to ask yourself whether you are actually traveling with a car or a kind of plasticine. Parts do not fall off, but deform to unrealistischte way. Even carbon fiber parts that tend to break / split as to deform bend merry in all directions.
As a Forza fan first hour, it's a real shame to see with how Turn 10 Forza 5 has so driven to the wall. Beginning Forza 4 rather poor, we have here really delivered the worst product in company history.