Game Ramblings #151.1 – Forza Horizon 5: Hot Wheels

More Info from Microsoft

  • Genre: Open World Racing
  • Platform: PC / Xbox Series X
  • Also Available On: Xbox One

Original Forza Horizon 5 Ramblings

Forza Horizon always plays that line between fun and realistic at a base game. Their expansions then either lean towards one of those. For Hot Wheels, it’s definitely leaning into the fun.

This feels a bit like deja-vu in that I’ve already done an x.1 ramblings on a Forza Horizon Hot Wheels expansion. However, that’s not a bad thing in this case. The original run of this theme felt like a layer on top of the existing gameplay. It threw some Hot Wheels tracks into the normal environment and called it a day. This is very much a step up. They’ve built an entire new world for this expansion, consisting of three environment archetype islands (desert, snow, and jungle) set in a large interconnected world in the sky. It’s an incredibly well constructed landscape that really pushes the Hot Wheels theming far better than the previous run.

Compared to the previous one, this also just feels much more playable than I remember. That one had some weird things with physics where opponent AI would have problems staying on the track or staying on all four wheels. I didn’t see that at all here. I think some of that has to do with a much increased use of magnetic tracks that keep you really locked down, at least compared to my memory. On the general driving side there feels like a much larger inclusion of randomly fun track elements. There’s things like water slides, corkscrews, a giant half pipe, boost fans all over the place, and more that just make you feel more like you’re in a childhood playroom than in the base Forza.

That’s not to say it’s all great, but what’s weird here isn’t really a surprise. The events aren’t really that different to the base game. The AI is still rubberbandy as all hell. Like the FH3 expansion, the Hot Wheels cars are largely impractical if you use cockpit view and you end up depending on regular cars. It’s very distinctly an expansion to widen what Forza Horizon 5 is, which is the pattern they’ve followed in the past and isn’t really anything of a surprise here.

This is ultimately a case where you know what you’re getting into. If you liked Horizon 5, you’ll like this. If you didn’t the theming isn’t going to be enough to get you on board. It’s a stupid fun bend on the core Horizon gameplay, which is really all I want. It adds some more events to a game that I will routinely come back to every few months for a few hours, and give me some things to do until the next expansion comes out, and again that’s expected and for me is perfectly in line with what I wanted.

Shelved It #18 – Halo Infinite

More Info from Microsoft

  • Genre: FPS
  • Platform: Xbox Series X
  • Also Available On: Windows, Xbox One

This feels like a game that was searching for an identity that it never found. It’s very clearly Halo, but it tried to push too far into the Ubisoft open world formula, and it doesn’t really feel like it made it there. While the shooter part of it works really well, it felt dragged down by the rest of the metagame in the half dozen or so hours I put into it to the point where I just didn’t feel like picking it back up.

The core mechanics of this game are still as good as ever. Ya I get if a console shooter isn’t your cup of tea, but for what it’s aiming for it’s still incredibly fun in moment to moment combat. The guns have really clear archetypes and you kind of fade into the ones that you like to play with the most. Aim assist is just present enough to reduce the frustration of aiming on a gamepad. Running enemies over in vehicles is still fun. The Ghost being as small as it is meant that I could pretty much bring it anywhere, including into encounters it didn’t belong. However, it’s the enemies that still work the best.

Halo enemies always had really clear purposes, and that still works here. Grunts are still your fodder and effectively die in one hit, but they fit the role of distracting you well. Jackals still have the pain in the ass shield, which encourages you to get into melee range or use explosives to clear them out. Larger enemies like Brutes encourage precision in order to kill them faster via headshots. New enemies like the Skimmer add a level of verticality to throw you off just scanning at ground level. In general, the encounters are built well around sprinkling a few different types of enemies to make you approach them in varied ways based on the environment. In a vacuum it works well, and in past games it’s been able to be balanced against slow growth due to the linearity of the experience. That is all gone here.

The open world nature of this entry just feels like a mistake. Rather than having crafted encounters along a relatively linear path, you’ve got random encounters that constantly pop up going between points. Rather than the core gameplay being progression through a story, you’ve got a lot of miscellaneous stuff scattered about. The problem is that there’s only so much you can do with this kind of gameplay. It’s Assassin’s Creed or Ghost of Tsushima without the variety. You don’t really have the ability to do large scale traversal puzzles like that series. You don’t really have the choice to do stealth-focused gameplay or action-heavy sequences as a distinct choice. You just have guns blazing.

Where this ends up dragging is that every encounter feels the same. As you’re going from story point to story point you’ll inevitably see a bunch of encounters. However, it all bleeds together. You’ll see your half dozen grunts, a couple jackals, and a couple brutes/hunters/elites. Rinse and repeat. Between story spots you might see a half dozen of these. You’ll also see typically a handful of side quests – rescue a squad, destroy a base, kill a target – that also just have the same combat. Because the open world just has so much ambient combat, you quickly reach a point where it becomes a chore to traverse, rather than fun to traverse.

Within a pretty short time I basically just started hijacking the first Ghost I could find and running around guns blazing. From a practical standpoint, it made encounters much easier to skip because I could just zoom right on past. When I got to an encounter I did need to engage in, it also meant that I was in a moving resource with infinite ammunition and pretty predictably high power. From a min/max standpoint it was just far more effective. However, whenever I didn’t have a Ghost the game instead just felt like a chore. At that point I knew this one wasn’t working out for me.

It also ultimately didn’t help that there’s no co-op. I’ve played almost every entry in the series exclusively in co-op, so not having that is a huge drag. I could see this style of metagame working well in co-op because I could log in with the same group of people, run around for a while doing whatever as we shoot the shit, and over time we could progress through the game. Doing repetitive things over time wouldn’t matter as much because that’s kind of not the point of just having fun playing games in that group setting. Not having co-op at launch – although it’s apparently coming soon™ – is a baffling decision for a series built on co-op stories and multiplayer gameplay.

Infinite just kind of feels open world for the sake of being open world, and it feels to me like an anchor around the game’s neck. The core shooting mechanics are still fantastic, but when you are doing repetitive ambient encounters instead of crafted linear segments, there just doesn’t feel like any sense of progression or growth. Every encounter gets kind of samey, and over time I just felt like avoiding them entirely. For a game built around combat, not engaging is a weird thing. In all likelihood I’ll revisit this when co-op finally launches, but for now this one feels like a swerve that isn’t working for me.

Game Ramblings #151 – Forza Horizon 5

More Info from Microsoft

  • Genre: Open World Racing
  • Platform: PC / Xbox Series X
  • Also Available On: Xbox One

Look, this is Forza Horizon. From a meta game perspective, there’s nothing new. You drive around in an open world, find races, find over the top stupid events, crush signs, get a ton of cars. That hasn’t changed. The location has changed. The specifics of the story have changed. None of that is really important though. If you’ve played these games, you know if you like this series by now. If you don’t know if you like it, give it a try. That stuff’s not really what I care to talk about.

What’s nice about 5 is that it’s a lot of the things that they felt like they learned from 4, but amped up and there from the start. Seasons and seasonal play lists are no longer the big new feature, but just part of the game. As a result they feel oddly more integrated to me. There’s more variety in the seasonal play lists. There’s a better push to get you to jump into multiplayer games just to try them out, without the stress of needing to win. There’s just more of a reason to do these things for the hell of it. Being rewarded with cool new cars is just a part of the fun.

The other big thing just there is the Eliminator. For 4, this was the battle royale that was added as a random patch a year after the game’s release. What nobody expected is that it was going to be a hell of a lot of fun. For 5, it’s there from the start and continues to be chaotic. Now that it’s just a part of the game, I’m looking forward to seeing what kind of dumb shouldn’t work but ends up being hilariously find ideas they come up with.

However, the big thing for me is related to screenshots in this one being in different aspect ratios. I was actually able to take advantage of cross platform play this time around, and boy does it work well. For FH3 and 4, my choices were PC or a base Xbox One, and let’s be realistic – that isn’t a choice. I was PC all the way. However, now I have my development PC or a Series X. They’re comparable hardware for me with comparable experiences – I can do 60 FPS in 21:9 1440p or I can do 60fps in performance mode dynamic res 4k. They’re both great experiences and I used them both.

The big thing for me is that the cross platform play just works. A lot of cloud save stuff in the game industry has tended to be sporadic. Nintendo’s cloud saves work well, but require a lot of manual handling that can be kind of a pain in the ass. Sony’s storage needs are so slim relative to the size of modern save files that I stopped taking advantage of it when I left the PS3 generation. On mobile, both Android and iOS have made me want to stab myself in the face when developing on those platform. Steam’s cloud saves work well though because they check when you launch a game for any newer data in the cloud. Microsoft takes this approach, and it works flawlessly. If I was already at my PC, I’d just play there. If I wanted to lay in my beanbag or didn’t want to turn my PC on, I just turned on the Xbox. In both cases I didn’t think about save data or whether I needed to sync things. I just went, it just worked, I just raced.

It should also be noted just how well it runs on any hardware you throw at it, but frankly Digital Foundry covered it better than I will ever be able to.

That was really the important thing for about playing through 5. I already knew I was going to come in and enjoy the game because I’ve literally been doing that now for this subseries for the past decade. What I didn’t expect was how easy it would be to just play where I wanted to play. This series has always been spectacularly fun, and it continues to be so. Now I just know that I can do so where I want, when I want, and I don’t have to worry about the platforms getting in my way.