You hit the nail on the head. By the time you can tune the damn car or customize it, you don't need it anymore. Which if completely backwards from what makes Forza interesting in the first place. It used to be "here's the restrictions, now buy your car and customize it to your liking within the restrictions"... now it's "here's the car, deal with it."
Exactly. That is why I was always a fan of Forza games to begin with. Heck I always had a system where I would buy a car, do a few laps with it stock, determine what I wanted to improve, and instantly go about building my ideal version of it for racing. The way they have it now, it's just stupid. It also ruins the immersion of a racing experience, because nobody goes out and races a factory stock car, they always modify them.
The sad thing for me is - even though I am a sim racer at heart with some love for GT, FM, and Horizon series, I recently played Need For Speed Unbound, and that title was more fun in general and felt like way less of an intentional grind. You would get the cars, build them, and then USE them. In FM in almost every case I would have to actually go in quick play with the car after I finished whatever cup I was using the car in to finish building it how I liked… only to never touch the car again in campaign. Whoever designed this system doesn’t actually play the game.
this is my BIG issue. By the time you drive a car and start getting to upgrade it, BOOM, new series new car... So youre just constantly driving shitty cars...
RIGHT? That's the first thing that stood out to me. The goddamn dev was hyping up this whole idea of sticking with your car and progressing with it throughout the career. In reality, you buy it for one cup, do 5 races and you basically never need it again, since the next cup will force you to buy another car.
If you hit a curb the wrong way in a FRONT WHEEL DRIVE Hyundai Veloster N it loses the rear end and you fight with it to stay straight as it fish tails and then suddenly snaps back to driving realistically.
@@RandomCommenter-qu2ocI somewhat fixed this issue with tuning. The first career race you’ll get with is unbearable since you have no upgrades. Once you get it to a higher level (level 15 is good enough) you can unlock more tunes. Anti roll bars and vehicle center of roll (suspension geometry) is what I found best to fix that issue … I’m on thrust master t300rs btw
I put a full rolcage in my VW Golf, now in cockpit view my A pillars and roof are invisible... Definitely feels like cockpit view was not even properly tested.
That's what kills me. The fanboys ripped GT7 for not having endurance and content (which was a complaint of mine also) but absolutely praise FM23 as if it's the perfect sim experience and has no faults.
i feel like the carPG system is the opposite of what it should have been. Give us ways to experiment with a car and tune it to any class it realistically can reach, and restrict the purchases of new cars behind a leveling system.
I just don't understand leveling systems at all. Do one tutorial, intro series, show some basic tuning and upgrade paths. The race series for driver rating until you have enough to go race against your friends. Unskippable grinds aren't fun, they never were and they need to die
Yeah we had a system close to this in Forza motorspots 4 and it was amazing. Imagine being rewarded for showing brand loyalty and your time investment.
Yeah the grind of the cars already made me stop playing after about 4 days or so. The way I play is testing out a ton of cars and tuning them out, now I have to grind for 4-5 hours per car just to see if it is any good at a certain class level. What is the point?? I'll have to grind out 500 hours just to find my favorite car for a class.
@@boenbooth9772 Forza motorsport 4 did so much right, still my favourite in the series even if I probably remember it with rose tinted glasses.. I do enjoy 8 so far, but the variety and gamemodes leaves a lot to be desired. Really miss stupid stuff like doing custom F-class Fujimo Kaido downhill races (not drift) with my friends.
They should’ve locked upgrades to your driver xp level, that would’ve made it feel like your team can do more as you progress through your career. Then they should’ve used the car/manufacturer affinity levels to lower upgrade/car costs, to make you feel like you have sponsor backing almost. I think those changes would’ve made a more enjoyable experience for most players. Forza fans want a bit of a progression system, but managing to not turn it into a grind is fairly difficult.
You are one of the few popular sim racing content creators that was actually objective in the early reviews of the game even before it's launch. I was watching so many reviews that were glorifying the game pre-release that I had to frequently alt+tab back in to the game just to make sure I am playing the same title as they are...
@@jugee8 he used almost the same stupid video title shinyodd did because he has almost 500k views on his video. And no, forza is far from beeing a disaster. It has it flaws and need updates but it's already fucking fun and feels dope with a wheel.
@Gelangweilter Whatever version you're playing, please get Turn 10 to approve it for general release because the game, as it currently is, barely qualifies as functional.
@@overheatedeskim054sounds like you never played gt7. Also if you look at pretty much all Xbox first party games they always launch will lot of complaints and it’s customers expect them to fix it along the way. That’s how it was for sea of thieves, infinite, starfield , etc.
one pushed me off the track while coming out of the pitlane, just aimlessly wanders onto the racing line at 70mph while im going 150. not to mention them parking it on the curbs. you would think it was driving school simulator
8:26 if you look at the rear right camber reading when the tire goes over the kerb it rapidly goes from -1 to over -15 camber and does this multiple times. i think this might have something to do with the kerbs of death making the car lose grip. been this way since forza motorsport 4
The aero issue is an issue that I had since early access with the ultimate edition, though what many are doing is increasing the downforce in the front and rear and tuning the car so that it oversteers which allows for alot more control over the slides which is faster especially in R class lobbies. I've played Forza since Forza 3 and apart from Forza 4, this has to be my favourite Forza yet but DEAR GOD do they need to sort the upgrade system out because it's just so annoying. Road cars need hours and hours of racing before they can even be considered as competitive. Apparently the racing can be very inconsistent but at least at my driver rating (S - 4964), the racing especially in spec series races is very good and very fair so I'd say there's definitely potential in the game
S - 4800~ and a third of the players in lobbies still haven't even touched the brake once in their life. Not to mention i got these ratings already after the second introductery race, so the ratings are completely useless as they are now
@@Randomii666Yeah i started off at S-3100 and quickly got to 4.5k and proceeded to get violently rammed multiple times in the same race for about 10 races in a row. Below 2k lobbies appears to be the cleanest racing because they’re all shit
I get where they are going with the upgrade system but yeah it really discourages trying new cars and really makes it hard for multiplayer where I’m being graded and need to be in the development race
@@rs660alec yeah I understand they are wanting you to commit to buying a car and racing it for a long period of time to max it out but sometimes variety is nice, and the development race aspect of it is insane. As soon as you stop playing for a little bit, the moment you come back your car isn't as competitive so you have to tweak stuff which is fine for me cuz I enjoy that sort of thing but won't be for everyone
I believe there's easier way to level up your car, but then again you need to reach level 3 to buy some basic stuff, meaning you can never ever start with an upgraded car, and if you buy the same car again you have to grind again
This is a super small note that I think says a lot. When you start to try to just like free lap it starts you already speeding like 3rd gear into a corner. Like it's Forza 8 and you still can't start in the pits.
We live in a world where most games are realesed under done because they can update them later on and still make their deadlines for realese ( The ironic thing is you pay a premium when a game first comes out yet the gamers who pay the most for a game have too play threw the bugs and by the time the game is ready its on special) 😅
74 mins in, FFB dead on my Fanatec CSL DD - glossing over that I hated the handling sorry. Refunded , GT7 is epic - I am a hardcore PC sim racer as well.
I'm feeling the same way. I've got a csl dd as well and for some reason I just can't click with the handling/ffb. Finding it impossible to be consistent in most cars and just end up getting frustrated.
I had a similar experience on my 8nm CSL DD, but I was able to mess around with settings on the Fanatec PC app, and on the Forza advanced inputs section. The results have been pretty good but I just have to dial it in a bit more to make it feel like iRacing. This video helped me out a ton: th-cam.com/video/Rzas0m5_V80/w-d-xo.html&ab_channel=SimRacingSetups
@@aiv4873 the fact I never got the ffb to work let me purely focus on the handling, I have zero doubt this is a great game pad game, but I can feel its never going to match GT7 for raw dynamics, and frankly it even looks last gen compared to GT7 !!
@@PhantomMark you never got FFB to work? That’s interesting, idk why that would happen. But from dynamics, I agree that GT7 and Forza are very different, I don’t think GT7 is dynamic is any way whatsoever, and Forza is even less realistic. But on graphics I have to disagree with ray tracing on, and a capable pc, the game looks amazing.
I do hope Turn10 put focus towards tightening the experience where necessary. Me personally though, I'm really loving the game so far. I've got quite decent FFB dialed in for my CSL DD, and I've been having really good fun with the driving physics, even with it's quirks I think there's something very compelling about the driving on a wheel. The career is a bit uninspired but that too I'm having decent fun with, it's something to do compared to the sandbox nature of traditional sims. I can totally understand why this game isn't going to do it for some, but I dunno, I kinda love it right now.
That's how it is. Unfortunately, the person making this video does not even know how to configure a steering wheel, nor has he delved into the different configuration options of the game and allows himself to criticize something that is precisely a virtue.
It really makes you wonder for sure...A game that wants itself to be considered as 'a serious sim-racing game' does not have the most iconic race track at launch. Can a racer gamer actually even take a product like that seriously?
What I dislike about the "CarPG" system is, instead of it being like a proper "rpg-like" system, where you choose a vehicle and then build that car up through multiple levels over multiple races and championships until you've built the ultimate race car, it doesn't work like that. Instead, you get a car, do a single championship with it and unlock some parts, then throw the car aside and pick a new one when you start another championship... I also think the AI problem is down to the AI "learning" it's behavior from how the driver that each AI car is named after races. So since everyone who plays multiplayer on this game treats every race as a destruction derby, the AI behaves the same way.
Before playing FM I was hoping you were just being a bit overly negative but sadly you are spot on. I can live with the RPG like levelling up but the game is just not great using a wheel and pedals. I'll come back to gamepass in 6 months or so and see if they improve it. I'm routing for FM to succeed as I'm a big fan of the series, but this one is a swing and a miss for me at the minute.
@@evp159 see that's the thing. Forza was my first driving series that introduced me to the world of cars and racing as a kid and I've played every single one except the very first one. As someone who also does "real" sim racing on my PC this should be the Forza I like the best. The driving does feel slightly better than fm7 (except abs off braking which feels really strange). But in fm7 there's is no carpg, there is no blurry mess of taa, and I can play online at 4k 120hz not locked to 60. As a veteran of the series I have never had less fun building cars in any other Forza from fm2 to fh5.
I’m running this with a TM TSXR racer and Sparco Mod 300 wheel and it feels great IMO. The only thing I had to significantly adjust was the steering saturation. The default level hardly applies any steering!
@@jimbo992 glad your enjoying it with your wheel set up bud. I’ll carry on trying setting changes but right now I can’t get it to feel how I want it to with my dd pro set up. FM seems quite polarising at the minute, there’s clearly a good split of people enjoying it and others struggling to adjust to it. Hopefully more time and maybe a patch or 2 gets me into it more.
If FM8 actually have overwhemly positive reviews, AI's behind you or next to you, wouldn't treat you like bumper cars, and getting to buy cars with credits, and after finishing the race, you get XP and credits depends on the race positions and difficulty levels, and you able drive the car properly like GT7 ( something like that).
Motorsport is always more on arcade side, even if compared with GT7. And I'm fine with that. I always see the Motorsport series as an easy to jump, simple, arcade-sim style racing with emphasis on track racing. If want to play full fledged sim racing, I play ACC or iracing.
It is funny that they advertise: "Out-build the competition by earning over 800 performance upgrades and race our most advanced AI opponents yet in an all-new, fun and rewarding single-player campaign, the Builders Cup Career Mode." When majority of the time you won't even have access to the majority of the parts, as you will generally end up around level 20, give or take, once done with a tour. And maybe you picked one of the cars that can do multiple tours (Looking at you starting Mustang) and get to experience more of the "Intended" experience
It's such a relief to watch you bin that 911. The physics they seemed to employ for any RWD car being driven in cockpit view with a wheel goes as follows, "your rear wheels have broken traction by 5%....you must die now." One might retort, "but it was in a straight line, I counter-steered a few degrees and lifted just enough to regain traction while maintaining forward momentum and balance. Surely we are good like in 95% of real-world RWD cars?".... to which the game says, "oh no sir, you will now tank slap your way through the tires or just insta-snap yourself a one-way ticket into the tires. Either way, you have a date with the tires and to your impending death."
This is the Game Pass effect (I guess subscription effect...Netflix have already done this in the video media space). It's about just getting content out, and making it grindy enough to hold people until the next major first-party release or content pack. It's not about craftsmanship.
Thank you for the video. I started with a controller and then switched to wheel too. The driving experiences are night and day. I am grateful for creators like you because as you stated, videos like yours explaining the settings for wheel setup probably saved a lot of players from quitting altogether. The default settings were horrible and not sure who decided it should be like that. I have also felt the same with the content. It took a lot of fiddling with the graphics to even make them look and run properly on a very good PC setup. Nothing really seems optimized, Motorsport 7 looked a lot better than this did on release without all the fiddling. What the PR team praised over and over again throughout the PR run NEVER even made it to game. The beautiful Ray Tracing they kept showing....where is it? There is some, but nothing like what they kept showing.... This game really fell short of what THEY made us expect.
A this point basically nothing the devs were so loudly proud of turned out to be true. Graphics are nowhere near next gen, "from the ground up" frase is already a well deserved meme, and that builders cup concept is just a total misunderstanding. I've played the game and I'm sincerely surprised how much they fucked it up and simply lied to their customers. Advertisement at its worst. Pozdro666
I’m really enjoying this so far. Edit - I didn’t realise there were no race cars in the career mode though! I thought they would appear midway through. That’s a bit weird, given its based around motorsport!
Really? Honestly I’ve touched the campaign the least. Put in a few hours in rivals mode with a couple races in multiplayer and it’s not too bad, pretty fun actually
"from the ground up" This looks like Forza Motorsport 7.5. The handling is blanantly obvious from the previous games, and its the lack of over-hand steering animations is the give away to me. I have (like many others who watched this video) have been playing Motorsport since the first Xbox games and I feel like Turn 10 capped at Forza Motorsport 4. They dialed that engine in so well on the Xbox 360 that Motorsport 4 became the best feeling racer on that console generation. But ever since they tried to port the engine over with Motorsport 5 to the newer generation, it has felt like a stagnant experience and a buggy mess. The fact that I've been able to jump in MS 6 and 7 and tune cars the same way I did in MS 4 lets me know that its simply gamepad feedback changes that make the cars feel "heavier" and "responsive". The wheel has always been unplayable for me, but for the couch experience, its been the closest thing to a perfect sim-cade racer that we can get. I'm more fed up by the marketing tricks that get our hopes up instead of being honest and saying its the same Motorsport physics we're used too with a different gameplay loop. But no.... ...we were told its "from the ground up". Yeah, okay.
I've recently been replaying all the Forzas on 360 and it's been blowing my mind how little the driving changes. I've been complaining about lack of down force for 4 games 😂
The snap oversteer was the reason why I switched from Simulation Steering to Normal, even on the controller. It's like the game doesn't simulate aerodynamics.
I never really understood the hate with this game, granted I've only played for maybe like 10 hours over 3 days. But the graphics look great to me, never had a game breaking glitch, after tinkering a bit my Fanatec feels good. The multiplayer is the most fun I've ever had on any simcade game. Only iRacing can come close to how fun these current lobbies are. Also I really like the Penalty system opposed to any other racing game I've played. It needs more tracks, and more cars, some more wheel support, but its a pretty damn good package from the start.
I've had pretty much the same experience as you. It's certainly not unplayable or a disaster as some people are making out. Obviously there are fair criticisms, but some of the things said in this video were ridiculously out of line. I think hard-core sim racers were always going to be biased against this game, they see it as for the casuals and they need to feel that they're above that.
I think ermz has focused on the campaign experience, at least thus far, which is somewhat fair since that is what these simcade games are generally about. All of his b roll is against ai, and I don’t think I’ve seen a single mp clip yet. Not saying that it changes things one way or another because I’d need to hear his perspective on Mp first, but it does at least provide some clarity about where he’s coming from.
I'm experiencing such a disconnect between how much fun I've been having, and all the b*tching by TH-cam racing nerds. Maybe that makes me a filthy casual, oh well.
@@lindigj that’s fair and that’s why I mentioned my hours. I play primarily multiplayer, I don’t even do career mode in most games. So for me the game is great.
It's a total shambles. Unless you have a super high end card. And even then, there are so many non GPU related issues. No wonder the majority are seriously p****d off.
7:25 So GT3 cars kind of like the ones that compete in Lemans DO use TC and SC???? If so, then why in the past video did you recommend turning all assists off??
Because games employ simplified renditions of these systems. In real life, TC and ABS are governed by computers running extremely complex routines. This allows them to actually improve car performance and lap times. Conversely, their simplistic rendition in simcades means that driving without them is often faster.
Shouldn't be the case but I'm sure the concerns raised here around wheel use will be sorted with a patch. Glad I'm not the only one who struggled with the wheel in the Mustang!!
I agree, but at the same time it worries me because for years playing FM7 with a wheel felt god awful. The unfortunate reality is that 90% of FM players are playing on a controller, meaning that devs focus will be on controller
& I'm sure they won't be sorted... FM7 had the same issues on a wheel: RWD Snap oversteer that cant be corrected, horrendous floaty/unresponsive physics with anything GT3 & above. The same issues persist. Its a core issue with a game that is 'built from the ground up' for pad users.
My opinions align near identically with yours here. Your FFB settings were the 7th "setup" I tried, and definitely what I landed on as a "best feel". That mixed with GREATLY decreasing the brake power on every car I use (15-40%), make Forza feel dramatically better. But its also insane to me that FFB strength also needs tuned on a per-car basis. In total, it feels like motorsport was never intended to be enjoyed with a wheel. GT7 launched with marketing and product lineups from both Thrustmaster and Fanatec, and the in-game settings directly recognize lots of options, even showing a diagram and button labels for each. Forza Motorsport has a fairly good configuration for my DD Pro, yet every single in-game button prompt is related to the keyboard, there are no diagrams, and no ways to configure my axis ranges further.
As much as I hate to day it, This game sucks.... I've had every Forza game since the first (2005), and love every one of them, for different reasons. Even forza 5,6 & 7. But this one is a complete departure from what made Forza great. It's boring, soulless, grindy (purely for the sake of being grindy), unfinished, the polish is spotty at best, the A.I. is completely unpredictable and often so dumb to the point that it's aggressive, the sheer amount of car models that have been recycled from the early Forza games is baffling (especially when they lied through their teeth about the game being built from the ground-up), no way to manually adjust race length in career mode, the damage model is somehow worse than it used to be, the car upgrade system got old after the first hour or so of game play, the graphics (on XSX at least) are not that great, the lack of events for ACTUAL RACE CARS is also baffling... etc... I could go on for days. Do they not play test games anymore? Who signed off on this? 6 years of waiting, delays, hyped up marketing, and THIS is what we get? Someone should sue Microsoft/Turn 10 for false advertisement. What we were shown, is simply not what we got.
Agreed, and the lack of race car events becomes a bigger problem when you're basically forced to use factory stock cars most of the time, as by the time you unlock upgrades you have moved on to the next series.
Agreed it’s atrocious on the wheel, sadly I paid $100 for the whole thing, thinking it would be a gran turismo alternative. I mainly play iracing and AC
There’s also an issue that me and some of my friends are having where the wheel rotation doesntmatch up to the cars in game so you’ll barely turn the wheel and the cars will turn more than what your actual input on the wheel is
I had commented on your initial review that I felt I was spoiled on the experience of AC, Dirt Rally, and BeamNG. I received a reply on that comment from a gent that offered to share his wheel settings, however, you (Ermz) released the wheel settings video before I saw his reply. After bothering with the settings for a couple days, I feel the reason the game needs so many wheel settings is due to Turn10 devs thinking, "I dunno what to do here, so just give the players all the options and let them sort it out." I also feel that this game is far closer to the "arcade" of a "simcade" experience due to how well the controller works in chase cam, as if I can do no wrong on a controller (lest there be any AI weirdness). Which leads me to believe all the fancy "new" car physics mechanics are for marketing only - in addition to what you mentioned about the cups/cars not lasting long enough to _feel_ these systems - and those systems do not seem to add anything to an actual simulation experience. It's not a bad game, it's just not fitting to market is as a racing sim, and barely even qualifies as a simcade; _Arcade Enhanced_ would be the way I'd perhaps describe it.
Dear Ermz, you are completly right with your review, but...one thing: Turn on Stability assist, with that all race cars are much easier to drive without being such drifty and "swimy". ABS off, Traction control off, simulated steering all right, but don't turn the stability assist off! Greetz
Then there's no point in using a wheel at all and you might as well just use a gamepad. The physics are just as poor as they where in FM5 and wheel user are just not catered for. The annoyance is really the marketing BS pretending it works with a wheel and if they just admitted that it's pure arcade people wouldn't be disappointed by it not meeting expectations.
@@truantray I don't want a sim from Forza. I know where to get them. What I'm getting at is the unnecessary grind to unlock upgrades for cars, racecars not even being featured in the campaign in a RACING game, and a lackluster amount of cars and tracks. The development cycle of content production before release for FM5, 6 and 7 was much better. Even when they were on a 2 year schedule. And after not releasing a motorsport game for 6 years, all the developers really have to show for it are some updated physics that still seem to be built on the previous games, and solid online multiplayer.
This is exactly what i felt like and why i got a refund ! I got angry about the weird wheel feeling even after tuning and the AI ... my lord ! Once i got angry and annoyed i told myself what am i doing here lets try and refund. ( i was 4 hours in on steam ) I was lucky they gave me my money back.
Really? On my Moza R9 I actually prefer default settings, and it’s miles better than let’s say Project Cars 2 (even after spending hours trying to make it feel right), cars behave better than in Automobilista 2 (only thing slightly less pronounced is road fidelity). The only clearly superior FBB and physics is ACC.
@@MarcoVeraccio I'm trying to figure out what people are complaining about as well, honestly. Sure, the game has problems and some of them are with the wheel support: I stated previously that the game does not dial the settings to the wheel on a "per car" basis, like most others - including direct simcade competitor GT7 - have been doing for years; All of which results in ok handling for road cars, but incredibly slow response from race cars which are supposed to have much more direct steering. Also, there's absolutely no feedback from kerbs, for whatever reason. That said however, I don't find the rest to be the unmitigated disaster everyone is talking about, it's not "completely unusable" out of the box; If anything, I've tried many of the settings proposed by various websites and even youtubers and they all essentially dampen the feel quite a bit, making the wheel response a mushy, spongy affair that ends up being completely detached from what the car is doing on screen. For the record, I'm on PC with a Fanatec DD Pro.
As a controller user, I've enjoyed this game as much as any racing game I've played. I've been controller "sim" racing since the 1st Gran Turismo. Not to mention I didn't have to purchase the game since it's free with the Xbox game pass. For me personally, the overhead view is what I want the game to be made for. I don't spend much time in the career mode, but I do agree they dropped the ball by not having more race cars and even F1 cars closing out the career mode. However for me, my favorite part is shaving off tenths of a second on my lap times in Rivals. I don't have the space or the money for a nice racing rig, so having a game designed for controller users like me to compete against others like myself is a wonderful thing. This game does what it's supposed to IMHO, and it does it well.
Sorry for the long comment in advance. I'd disagree with gamepad driving being great in this game. It's serviceable, but not much more. The steering is very sluggish and over-dampened to begin with, which is basically their idea of making it more "accessible", but it just removes so much of the car feel you could otherwise have. For example when you give full steering input on your stick, it takes the car's steering at least half a second (or sometimes more) to actually reach the desired steering angle. This is enough delay that I consciously have to turn in earlier than I'd like, so that the car would actually be steering enough by the time I reach my desired turn-in point. This is a shame because the underlying car physics are plenty responsive, but this level of input smoothing won't let you connect with that very well, and it makes the driving feel needlessly heavy and numb. Simulation steering sort of helps with this, as it gives you more responsive steering when turning in. However, countersteering is extremely touchy on the sim steering setting (on gamepad), which most of the time will make the car whip around in the other direction as soon as you try to countersteer a slide. To be fair, the sim steering setting wasn't really intended for gamepad afaik, so it's fair enough I guess, but sadly it's the only way to get more responsive steering on a gamepad. A simple steering rate slider would be very much appreciated here instead of having to choose the lesser evil of the two steering modes. Now, there are other issues here too. The input smoothing is more sluggish when the steering is increasing (away from the center), while re-centering is much quicker. This can often make mid-turn corrections awkward. For example if you realize that you've turned in too much and you back off, the steering will reduce pretty quickly, however, when you get back on the steering again, it will take ages for the car to start turning again. This can often put you on a wider line than you intended, making it feel like the car understeers when it's really just the steering filter doing that. Basically releasing the stick for 0.1s will have a much bigger effect than giving full input for 0.1s, and it's pretty unintuitive to have this asymmetry in the steering rate. Next, the deadzone settings are weird. Not many people seem to have noticed this, but if you change the inner deadzone for the steering from let's say 0 to 20, the actual deadzone doesn't change much, however, your curve / linearity does. I suspect they tried to combine the deadzone and linearity setting into one slider, which is an awful idea and just hides important information from the user. Also, there's still a considerable amount of deadzone even with the slider set to 0, which again is one of these "we know what's best for you" things that I wish I could properly configure myself but I can't. Finally, they added a self-alignment option for the steering (at the bottom of the advanced tab), which is a great idea for gamepad, but it doesn't work as well as I'd like. It's very slow to respond in a slide, and the mechanics of it are not communicated very well in the settings menu either. This is basically meant to emulate the caster-effect of the car, but the implementation is not great. Besides, it's still active even when you set it to 0, similar to what the deadzone slider does. I do appreciate that they realized the game needs this though, but I wish they improved how it works and how it can be configured or even fully turned off if someone wants that. Ultimately it comes down to the lack of options for me. Sure, maybe some people prefer the way the steering feels out of the box, but myself and many others I know don't. I would love to be able to adjust the steering rate, have a deadzone slider that actually does what you think and doesn't have hidden functions and values, a separate linearity slider, and better ways to configure the self-alignment including it's speed. As it is, the steering on gamepads is pretty much locked-down to this overly smoothed out and numb style of input that may or may not be more "accessible", but at the end of the day it prevents many players from getting a good feel for the driving physics or to control the cars to the degree they would like. I say all of this as a game dev who's been pretty deep in driving mechanics in games and sims for years, and as someone who's spent months implementing steering input systems for BeamNG drive and Assetto Corsa in the form of mods. Of course this doesn't mean I'm any more entitled to give my opinion than anyone else, but just to explain why I have a keen eye for these things. And for the record, there are hardly any driving games out there that hit the mark for me in this regard, so me being critical of steering input is pretty much the norm with most games. But still, more options in Forza really wouldn't hurt anyone.
Nevermind no lap counter online in practise so you can gauge tire wear etc. Or quali in private lobbies for setting up leagues etc. It’s all a bit too mish mash. They didn’t go enough towards the sim, but then cut all the meat down (story / arc / variety or SP) to try make it feel like a sim. Relying too much one variable weather etc to make it feel exciting when really it is just a grind. It’s definitely missing something the rounding off of the game into a whole even if it is going to be live service, it doesn’t feel fully thought out. Yet saying that I’ve been playing it a lot. I just haven’t done any tuning whatsoever because it just seems to ruin the cars haha. So my upgrades are - brakes, a bit of power etc, tires and weight reduction. Don’t touch the suspension or roll bars because immediately ruin it. Also there’s no reset to default on set up if you just change on the fly and not use the manager so you can ruin a car and not recover it haha
So all the shit that people wanted like a meaningful career and progression that they failed to realize just doesn't matter? Yay, the broken physics game has a nice multiplayer component so let's give the other 90% of shit a pass.
Dafuq are you lot bitching about. He’s being honest….. this review said it was a disaster, when the game is globally only 2 days old and tons of people are enjoying the online. He ignored a MAJOR positive like that’s not biased af.
FFB Guide - you absolute legend. Cheers my good Sir. EDIT: It sounds like they've implemented the "Jim Clark" tin-top driving experience, the man was an absolute legend in practically everything he drove. So when he was driving the latest Lotus Cortina/Escort on tarmac tracks he would be throwing them around like he was on dirt, and he was spectacular. Now we are all aware that isn't the fastest way to get around on tarmac, but somebody forgot to tell both him and physics so every corner was taken 'sliding' sideways with the inside front wheel well off the ground and leaving the rest of the field to fight amongst themselves. Now the reason I mention this is because of the way you showed the GT cars with those wee wings on the back sliding through the corners while driving doggy style. Anyway keep the reviews and livestreams coming mate, drive recklessly and stay safe. 🙃👍
I’ve been a PlayStation user for a long time and always had an eye on Xbox, especially with the anticipation for Starfield and Forza. Had high hopes for Starfield but was disappointed with its release. Thought Forza might redeem it, but was let down again. With all the resources, talent, money, and time these publishers have, I just can’t understand the outcome. It feels like some in the gaming industry have become overly greedy. Despite having everything they need, they still push out underwhelming products. I long for the good old days of gaming, but with the current state of corporate greed, it seems like those days might be gone. They’re exploiting our hopes and milking products, and it’s disheartening. Was hoping these titles would compel me to get an Xbox, but I’ve lost trust in Microsoft’s direction. Wish it was different.
You know, the problem is that these modern gaming companies don't get punished as hard as they should when they release games in bad states. One thing you said that really stuck out to me is (paraphrasing) "some guy in a board room really gave himself a pat on the back when relaying this feature to the investors". The issue is the *incentive* and quota goals. For some reason, a lot of thought is given to certain metrics that matter to games, like player retention, time invested, and overall sales, and not enough thought is given to player experience, game design, reduction of bugs and glitches, optimization, and other small but critical things that make up a great game. It's like it's a totally backwards way of selling a product--a bait & switch routine that's been happening almost constantly in gaming for quite a few years now. They can nail things like multiplayer but starve other parts, and outright lie about others. I just wonder what happens behind the scenes in these investor meetings. Why does this keep happening when development cycles keep getting longer?
The only problem I have with this game is the curbs not being as “useful” as they claimed. They said you could go over curbs now without them sucking you in but that’s a lie. Only some curbs seem to let you go over them and others you can’t even touch them on exit or else the car gets all unbalanced and loose. It seems to happen more often with the GT3 cars which doesn’t make sense. The touring cars are by far my favorite cause they feel pretty good and can really use up all the curb except on exit at some tracks but the racing seems to be a lot closer than gt3.
@@dejay20001 I have a DD wheel to moza R9 try doing Hakome in the Audi R8 the part where your going down hill hit the exit curb and tell me your car doesn’t spin out.
@dbzcollector9963 my bad I was busy and just read the beginning of your comment. Didn't see you mentioned the GT3 cars. Yeah I agree. You literally lose all grip with the GT3 cars on most curbs it's pretty rough. I also hate how much those cars oversteer. It feels like a road car with forza aero has more downforce than the GT3s.
@@dejay20001 I mean the touring cars I can go on the curbs all day without issue it isn’t till I get into a gt3 and the curbs suddenly become death lol. They’re also way harder to catch if you have a moment, more than half the time I spin out but in a touring car I catch it all the time. I think the GT3 cars need to be fixed cause right now they just don’t feel right for cars that are supposed to have a lot of down force.
@dbzcollector9963 yeah they absolutely need to be fixed. The road cars feel amazing, along with the touring cars. But anything with high downforce feels way too disconnected from the road and tail happy. Hopefully they assess this!
I was thinking about buying Forza. Until a week before launch, it was obviously an upcoming disaster. So, I used the money that was for it and bought some cars and tracks for rfactor 2 instead.
The global driving aids are a thing also in GT7 unfortunately. It would be such a easy thing to do, to just enable or disable them individually based on what the real car has or has not
The physics arent bad, its just the weird understeer and the crazy snap oversteer you get sometimes that does me. The absolute worst thing is the AI though, that is god awful. They randomly brake, constantly crash into you and seemingly have no awareness of you next to them on a corner!!
I don't agree my experience with the ai has been wonderful, mine have not rammed me and raced at a decent pace when their only on 5-7 (I change it occasionally) ai is a strong point for this game from my experience because their fast.
I played as part of my Gamespass for one day, and I'm returning to iRacing and ACC... It's so sad, I grew up playing Forza and was a driver IRL for the launch events of Forza 2-5. I hope they fix things, but I don't think they will or care.
Everyone started on Forza as kids, and enjoyed it because it was an arcade game for kids. You are not the target demo for this game any more. I cannot believe people thought this toy would be comparable to actual sims. If they did that for Christmas 2023, they would have record returns by New Year.
Outside of numerous performance/visuals I've had numerous issues with "tuning" the game for the type of racer I play. The game by default is designed for casual entry level racers. When you have to tune basic gamepad settings it's an issue. I'm not sure why they chose to make the game for everyone when they should've targeted people that look for a sim like experience. If you want an arcade racer play Horizon. The career mode is extremley frustrating and the grind is real. As stated in the video some cars look great and some look like Xbox One Forza launch. I'm not sure what people are looking at when they say it's the most realistic looking racer they've seen. There's so many issues with lighting, wheels, paint, and material look. This game can be fun for casual racers but people looking for Sim or Sim like it's very frustrating
Because that's where the money is, there are far more casuals playing as opposed to hardcore Sim racers. You cater more towards the larger audience and if the sim racers have an issue they can and will adjust it as opposed to the casuals who will not.
I have played every Forza Motorsport that has been launched. Some things that always seem to carry over are the same tired old tuning possibilities. For years Forza had needed to include variable tire pressure tuning. By that I mean being able to hand tune tire pressure instead of front and back but left to right. The have added some different tuning capabilities into the game but I feel like once your able to actually use those all your trying to do is shave time off of rivals lap times. Now, on to the driving physics. I feel like the creators of this new version wanted to make the racing gameplay a touch more realistic than in previous games. In the career you have weather patterns that take place during qualifying that I think vastly improving the experience. The race might be under different conditions form which you qualified but it’s really interesting to qualify with a light rain, then start the race in a downpour where traction is severely limited. Then to see how much speed the track picks up once the track has started to dry off after the rain in the final laps. I feel like turn10 has tried to include differences in traction on track. For example sand on track and legions seca is going to create a loss of traction. I don’t feel any amount of tuning can account for this but driving experience will. I will leave with this I think that turn10 created this game well. With the changes to multiplayer for sure. I personally like the practice and qualifying capability. I also like how the tracks are cycled. Instead of just jumping into a lobby with an imminent first turn crash looming. Rolling starts on multiplayer is also something that Forza has lacked for a long time. I only have about ten hours maybe invested into this game and I have been enjoying it so far. But it is a game that is made for tuners and people that are going to grind out on rivals. I logged 600,000 miles on fm7 before I really got bored.
some great points. I will say for the cockpit view there is a rearview mirror. There is an option to turn it on and off, and you may not see it if your FOV is too low which is a problem in and of itself, but there is one there.
Your problem might be your wheel settings… I agree with almost everything you said about the game. And you know what you’re doing. But I’ve tried your wheel settings, and while they feel really good, the logic of letting the fanatec do more of the tuning and turning the games Ffb effects off might be an issue (maybe). I’ve played with your settings and they inspired mine but I have come to find that turning the dd GT pros setting off (mostly) and relying on the in game native tuning, produces more fidelity in the wheel and remove some of the over steer and loss of grip issues, plus it allows the game to express the car models better. Not sure about all of the race cars, but some of the newer car models are excellent and so are the physics. I find myself reacting with real like driving mannerisms that I have at the track. And I’ve driven a lot of these newer models in real life (cayman GTS and 992 GT3, G80s, Ferrari 812, a few others). Most at the track. They are great models. And the physics is pretty realistic actually. Much better than what GT7 had at launch. And still better than GT7 now as far as weight physics. This game has so much potential to be the best sim ever for track enthusiasts like myself. Assetto corsa is too outdated, and competizione and iracing don’t have the models that you’ll actually drive on at the track.
Agree with you completely. I turned off and down most of the driver settings and it feels much better. His settings had to much driver sluggishness in them.
Seems like Motorsport is a good example of the maxim "...If you are going to tell a lie tell a big lie... ". From the style of the marketing before release this was always looking likely. As a software developer myself for over 50 years, I never employed any marketing people because I wanted customers to know exactly what they were buying. I would rather have a small but happy customer base. I realize that this attitude will never make you rich but, even a big company like Turn10 should have had enough common sense to tone down their bs marketing. Not that it caused me any loss. Because of the tone of the marketing, I had absolutely no intention of buying a copy to replace my copy of FM7.
They have removed more content than they have added. Where are the wheel spacers, semi slick tires, lettered tires, drift tires. The rims need to be sorted a different way other than alphabetically. The screen is way to dark in the paint booth and upgrade menu. Used to be able to move the camera around when picking new rims. Track layouts missing. Whole tracks missing, Road Atlanta, Sebring, C.O.T.A., Brands Hatch... The upgrade menu doesn't present information as easily as it used to like h.p. and weight of parts.Where is the storefront and the auction house. Yeah the graphics look good but I've had freezing and crashing on my XSX. It's bad when previous versions of Forza had much more content and features and were on older consoles like 360 and X one. At one point there was even racing clubs in game and you could drive peoples cars that were in the club garage and build a car and send it to one of your friends. The list just goes on and on.
No Bathurst, Daytona, Monza, Nordschleife or Abu Dhabi. The track list is way less than optimal, I find myself playing Motorsport 7 just to feel those tracks or popping on GT7
The career is just a shit ton of short ass races with no race cars. And the progression system is just an artificial way of padding out player engagement. None of the great console sims from yesteryear had the shitty, cheap, and monotonous carpg shit and progression was great.
Sure they did but that didnt mean they wanted a boring grind with no payoff. Its like putting all season 205 width tires on a super car and saying "I heard you wanted tires so TADAAA I gave you tires have fun!"
Veteran sim racer here. The multiplayer is good not gonna lie. But many short comings from FM7 are still around. Plus you need to be basically an expert on sim rigs to get your FFB and control settings right if you use a wheel. Game very low fps even on low settings. Needs optimizing.
Ray Tracing takes a lot of resources. I was able to get 4k 70 fps in their benchmark (80-100+ in clear weather races). It took a lot of testing to get there, but I agree, it needs a little more optimizing, but Ray Tracing kills most of the FPS.
Hi mate. I'm using a Thrustmaster T300rs and T3PA pro pedals and it all feels fantastic. The best Forza by a mile. I like to grind as well so the career mode is ok for me....a.i. is not the best though, lol....
@@Psnsouls it must be so difficult for you to accept that someone else might have a different opinion, so you resort to insults. Two can play at that game, Karen :p
It's a bummer to hear. I have a sim racing rig but all of the sim racing games out there are hyper focused on the mechanics of professional racing. I like that, but I also really liked building up stock cars and adjusting the set of mods for tracks in Forza 1 and 2. I just want a game that marries the two.
The steering/physics are way off to me vs driving a real porsche. I drove on a race track over the summer......if i were to use the physics of this game in my real time experience......i would have smashed the wall on the first turn. I continually tweak the steering setting per vehicle to dial something manageable. Did any of the folks design'n this game actually test drive real cars......i doubt it. Somethings wonky with this title release.
Completely different experience for me. Best racing game I have played in a long time. Absolutely loving it. Edit: I’m on a wheel too. I did had to adjust the settings tho.
FINALLY SOMEONE SHITTING ON THE AGILE PROJECT MANAGEMENT METHOD. I work as a software dev and holy shit I dislike it, rarely seems to work well and it has only minor (although arguable) benefits over other project management methods. I've heard you mentioning that you own a software dev company and finally I feel understood lol.
Honestly this game was made for a controller, so if I want a real sim I play AC or ACC, not adding a wheel on a simcade and then bitching about the performance. I cannot see downloading a game with over 100gb of storage needed on my ssd with very little content in so much room needed when ACC and AC don't use nowhere near that with every dlc..so just move on and play something else not stating the obvious and going on TH-cam and ranting like a child.
Well... To be honest both Kunos titles have more customisation option for a gamepad that this game made from the ground up for console/gamepad first has... It is quite a shame... I have over 2500 hours combined on Kunos titles and have spend all of them on gamepad, without issues. I cannot for the life of me adapt to Forza, as it lacks come basic features such as steering speed linearity (that you find in all F1 games since 2011, games that do have a similar target audience).
This is literally THE video to explain the first and only hour in this game. It was terrible, from having to set up the entire wheel to getting forced into some unskippable tutorial like I'm some bloddy car driving beginner. Its just exhausting to play, as you said, car engineer, and being forced into ordinary road cars which feel like some weird boat sliding on asphalt. I hope they rework this game otherwise I will stick to Assetto and Horizon 5 because these games have some...lets say...constant wheel steering without having to spend hours of hours just in the settings menu
I have a full Thrustmaster setup with shifter, E-Brake, and Rally Pedals, and it works fine with some adjusting. There are also new anti-dive and anti-squat spring settings in the tuning menu that help with some of the spin-out issues you had. Tuning works rather well, for those that want to at least try it. It's explained well enough, and interesting to learn. The game is designed to work well with the controller like you said. It's far better than Motorsports 7, which I really enjoyed at the time. I've tried other racing games, including the more realistic ones, and I just don't enjoy them. I prefer the more relaxed feel. I admit I'm over 50 yrs old, and I just don't have the reflexes like I used to. The game is good enough for me to enjoy myself with a more relaxed experience. Some people actually want that, and they know what they will get with a Forza game. I've got more than a hundred hours into it already, and haven't experienced a crash yet. I find the A.I. passable for casual racing. The multiplayer is really good, though, with some odd bugs. I used to play I-Racing back in the day, and that game had bugs from the start, so not sure why bugs at launch of this is a big shocker. My favorite part of the game is creating my own liveries. It's fun. When you buy a Forza game, expect Forza. Expecting it to be I-Racing, then complaining about it, makes zero sense. You do you.
A lot of valid criticism. Calmly explained. I was never fan of Forza. What is more in each Forza game I played (Motorsport or horizon) I had issues with the wheel. I was never able to configure it to my liking. To this day I play project cars 2 and while not perfect I find it better than Forza. I also play original assetto corsa. I fully agree based on my experience with Gran Turismo 5, 6 and Sport that for these games you plug the wheel and it simply works good. My problem with Forza 6, 7 and 2023 is the steering in general. Which feels off. Example based on telemetry while standing still I can rotate the wheel with set degree of rotation, but while driving even at 80km/h if it turn the wheel to the max game seems not do propagate this information to the wheels. I get it the higher the speeds in a road car the heavier the steering but here I have impression game simply does not allow to rotate the wheel beyond some artificial bounds. And based on my experience with regular road cars this is not the case in real life. Other games when you try to do it simply will reduce or fully break the point of traction for front wheels. Will I play FM sure as sometimes having break from other games is nice and I can jump do one or two races and that is it. I also agree that leveling each car is a mobile like grind. In some games we have all the cars available from the start and the challenge is where is should be so in driving them and racing. If they wanted more gamification what would made more sense is to have levels per class the more you drive cars in particular cars the better you get and can do more upgrades. On the other hand again in more sim approach you only have tuning, but cars are not upgradable at all. And if they are I still prefer a simple shop with parts (like it was in FM 6). Final words I’m rather a casual enthusiast of racing games. Meaning I like to play them, but often I lack the knowledge on tuning (except for basics), I have t300rs (far from sim rig). I simply like to enjoy the power fantasy of driving various cars on various tracks.
Overall great video but I disagree about the gamepad support. It's actually horrible. (Just for some context: I played all forza games that ever came out [except FM5 and 6] and I constantly rank in the top 200 on all on road races in rivals in Forza Horizon 5) Turn10 has a fundamental misunderstanding of the differences between a controller and a keyboard. The input assist that is on the steering and is IMPOSSIBLE TO TURN OFF was made for keyboards for some reason. If you want to drive fast with a controller you need to almost always go full lock left or full lock right, and all the driving experience turns into is - 1. Timing braking - 2. Timing turning - 3. Modulate throttle. This is actually just the fastest way to drive in forza. If you increase the outside deadzone on the stick massively so you have less "range" on your left thumb stick, you can become a much faster driver. Every millisecond you spend not giving full turning input you are wasting available grip. This is because the game limits how fast and how much the car turns based on the grip available, and maps your steering input range in a way that the absolute turning input possible corresponds with the maximum turning allowed by the grip of the car. (This value gets recalculated every engine tick) It's a system that feels nice for people who don't have much experience in playing driving games with controller, but it's also one that is easily abusable and limits the skill ceiling and skillgap in the game massively. This has been the case since forza horizon 1. A better way of doing controller support is like what you have in AC, ACC, or Beamng where you can have the steering wheel turn exactly where your stick is pointed (with some time delay that is called a filtering amount) and so the input range is constant. It takes much more skill to drive like that but is much more fun.
First night I played I turned it off. I got the wheel controls set a little better now, but this game is terrible. They ruined the progression system, the customization system, and a few more things.
I noticed some behaviors about the AI in this game regarding the presented difficulties: Apparently, to compensate for the issues mentioned in the video (sudden braking at the apex and a lack of awareness of your position on the track), they increase the top speed. In Le Mans, with the same car, on the straight, the bot without the aerodynamic advantage managed to catch up and overtake me (maximum difficulty) as if I were standing still. Playing at level 5, the first 3 bots will always race at a similar pace to your lap time, but regardless of the number of laps in the race, it seems that as you get closer to the end, it becomes easier for you to reach the front of the race. When passing the bot, even at difficulty level 5, it's as if it gives up on life. You struggle for 4 laps to catch up to it, and the moment you pass it, it falls WAY behind. Did anyone else notice something similar?
You hit the nail on the head. By the time you can tune the damn car or customize it, you don't need it anymore. Which if completely backwards from what makes Forza interesting in the first place. It used to be "here's the restrictions, now buy your car and customize it to your liking within the restrictions"... now it's "here's the car, deal with it."
Exactly. That is why I was always a fan of Forza games to begin with. Heck I always had a system where I would buy a car, do a few laps with it stock, determine what I wanted to improve, and instantly go about building my ideal version of it for racing. The way they have it now, it's just stupid. It also ruins the immersion of a racing experience, because nobody goes out and races a factory stock car, they always modify them.
The sad thing for me is - even though I am a sim racer at heart with some love for GT, FM, and Horizon series, I recently played Need For Speed Unbound, and that title was more fun in general and felt like way less of an intentional grind. You would get the cars, build them, and then USE them. In FM in almost every case I would have to actually go in quick play with the car after I finished whatever cup I was using the car in to finish building it how I liked… only to never touch the car again in campaign.
Whoever designed this system doesn’t actually play the game.
this is my BIG issue. By the time you drive a car and start getting to upgrade it, BOOM, new series new car... So youre just constantly driving shitty cars...
@@timothykeller9419 THat's my issue with it. Then I have to go back and upgrade the cars I really want to upgrade.
RIGHT? That's the first thing that stood out to me. The goddamn dev was hyping up this whole idea of sticking with your car and progressing with it throughout the career. In reality, you buy it for one cup, do 5 races and you basically never need it again, since the next cup will force you to buy another car.
I’m so glad I’m not the only one experiencing unrealistic snap oversteer… felt like a chump with a wheel 😅
If you hit a curb the wrong way in a FRONT WHEEL DRIVE Hyundai Veloster N it loses the rear end and you fight with it to stay straight as it fish tails and then suddenly snaps back to driving realistically.
the fact you bought the game makes you a chump already lol
The game physics are perfect for me, really enjoy the gameplay, but everything else is a meh for me
@@RandomCommenter-qu2ocI somewhat fixed this issue with tuning. The first career race you’ll get with is unbearable since you have no upgrades. Once you get it to a higher level (level 15 is good enough) you can unlock more tunes. Anti roll bars and vehicle center of roll (suspension geometry) is what I found best to fix that issue … I’m on thrust master t300rs btw
Seriously noticed it many times the cat just like super grips the front tires it feels like and throws the whole car
I put a full rolcage in my VW Golf, now in cockpit view my A pillars and roof are invisible... Definitely feels like cockpit view was not even properly tested.
Its still a better cockpit view than any previous forza games...
plus the golf r never gets out of 5th gear yet the real car has 7 speed box
This game's campaign is more than hundred 5-15 minutes races with zero tire and fuel strategy 🤦
That's what kills me. The fanboys ripped GT7 for not having endurance and content (which was a complaint of mine also) but absolutely praise FM23 as if it's the perfect sim experience and has no faults.
sounds like just a showoff of the game's looks
What do you think, how long to unlock all in the campaign hidden cars like the LFA? Like maximum how many hours? I wonder of I should invest the time.
Yeah I'm super disappointed you can't make the races longer. They probably didn't want to program the AI to make their own strategies
Even F1 despite release over year has tyre fuel pitstop in career
i feel like the carPG system is the opposite of what it should have been. Give us ways to experiment with a car and tune it to any class it realistically can reach, and restrict the purchases of new cars behind a leveling system.
I just don't understand leveling systems at all. Do one tutorial, intro series, show some basic tuning and upgrade paths. The race series for driver rating until you have enough to go race against your friends. Unskippable grinds aren't fun, they never were and they need to die
Yeah we had a system close to this in Forza motorspots 4 and it was amazing. Imagine being rewarded for showing brand loyalty and your time investment.
Yeah the grind of the cars already made me stop playing after about 4 days or so.
The way I play is testing out a ton of cars and tuning them out, now I have to grind for 4-5 hours per car just to see if it is any good at a certain class level.
What is the point?? I'll have to grind out 500 hours just to find my favorite car for a class.
@@boenbooth9772 Forza motorsport 4 did so much right, still my favourite in the series even if I probably remember it with rose tinted glasses.. I do enjoy 8 so far, but the variety and gamemodes leaves a lot to be desired. Really miss stupid stuff like doing custom F-class Fujimo Kaido downhill races (not drift) with my friends.
They should’ve locked upgrades to your driver xp level, that would’ve made it feel like your team can do more as you progress through your career. Then they should’ve used the car/manufacturer affinity levels to lower upgrade/car costs, to make you feel like you have sponsor backing almost. I think those changes would’ve made a more enjoyable experience for most players. Forza fans want a bit of a progression system, but managing to not turn it into a grind is fairly difficult.
You are one of the few popular sim racing content creators that was actually objective in the early reviews of the game even before it's launch.
I was watching so many reviews that were glorifying the game pre-release that I had to frequently alt+tab back in to the game just to make sure I am playing the same title as they are...
They're trying to not piss off the publisher and maintain early access to future titles.
@@Ermzand you are trying to get clicks by these ridiculous video titles.
@@Gelangweilterbut he proved the titles point in the video...
@@jugee8 he used almost the same stupid video title shinyodd did because he has almost 500k views on his video. And no, forza is far from beeing a disaster. It has it flaws and need updates but it's already fucking fun and feels dope with a wheel.
@Gelangweilter Whatever version you're playing, please get Turn 10 to approve it for general release because the game, as it currently is, barely qualifies as functional.
The AI get so aggressive in practice i remember getting hit when i was doing my outlap😂
i start in last now and watch the AI dummy each other into T1 on every track
That's that Xbox premium customer experience.
@@AudfileStill better than the Pony customer experience that had to take full year to fix the physics......soooooo
@@overheatedeskim054sounds like you never played gt7. Also if you look at pretty much all Xbox first party games they always launch will lot of complaints and it’s customers expect them to fix it along the way. That’s how it was for sea of thieves, infinite, starfield , etc.
one pushed me off the track while coming out of the pitlane, just aimlessly wanders onto the racing line at 70mph while im going 150. not to mention them parking it on the curbs. you would think it was driving school simulator
8:26 if you look at the rear right camber reading when the tire goes over the kerb it rapidly goes from -1 to over -15 camber and does this multiple times. i think this might have something to do with the kerbs of death making the car lose grip. been this way since forza motorsport 4
The aero issue is an issue that I had since early access with the ultimate edition, though what many are doing is increasing the downforce in the front and rear and tuning the car so that it oversteers which allows for alot more control over the slides which is faster especially in R class lobbies.
I've played Forza since Forza 3 and apart from Forza 4, this has to be my favourite Forza yet but DEAR GOD do they need to sort the upgrade system out because it's just so annoying. Road cars need hours and hours of racing before they can even be considered as competitive.
Apparently the racing can be very inconsistent but at least at my driver rating (S - 4964), the racing especially in spec series races is very good and very fair so I'd say there's definitely potential in the game
S - 4800~ and a third of the players in lobbies still haven't even touched the brake once in their life.
Not to mention i got these ratings already after the second introductery race, so the ratings are completely useless as they are now
@@Randomii666Yeah i started off at S-3100 and quickly got to 4.5k and proceeded to get violently rammed multiple times in the same race for about 10 races in a row. Below 2k lobbies appears to be the cleanest racing because they’re all shit
I get where they are going with the upgrade system but yeah it really discourages trying new cars and really makes it hard for multiplayer where I’m being graded and need to be in the development race
@@rs660alec yeah I understand they are wanting you to commit to buying a car and racing it for a long period of time to max it out but sometimes variety is nice, and the development race aspect of it is insane. As soon as you stop playing for a little bit, the moment you come back your car isn't as competitive so you have to tweak stuff which is fine for me cuz I enjoy that sort of thing but won't be for everyone
I believe there's easier way to level up your car, but then again you need to reach level 3 to buy some basic stuff, meaning you can never ever start with an upgraded car, and if you buy the same car again you have to grind again
This is a super small note that I think says a lot. When you start to try to just like free lap it starts you already speeding like 3rd gear into a corner. Like it's Forza 8 and you still can't start in the pits.
It sent me me into a tire wall at 162 on a rolling start test drive on LeMans
We live in a world where most games are realesed under done because they can update them later on and still make their deadlines for realese ( The ironic thing is you pay a premium when a game first comes out yet the gamers who pay the most for a game have too play threw the bugs and by the time the game is ready its on special) 😅
74 mins in, FFB dead on my Fanatec CSL DD - glossing over that I hated the handling sorry. Refunded , GT7 is epic - I am a hardcore PC sim racer as well.
I'm feeling the same way. I've got a csl dd as well and for some reason I just can't click with the handling/ffb. Finding it impossible to be consistent in most cars and just end up getting frustrated.
I had a similar experience on my 8nm CSL DD, but I was able to mess around with settings on the Fanatec PC app, and on the Forza advanced inputs section. The results have been pretty good but I just have to dial it in a bit more to make it feel like iRacing. This video helped me out a ton: th-cam.com/video/Rzas0m5_V80/w-d-xo.html&ab_channel=SimRacingSetups
@@aiv4873 the fact I never got the ffb to work let me purely focus on the handling, I have zero doubt this is a great game pad game, but I can feel its never going to match GT7 for raw dynamics, and frankly it even looks last gen compared to GT7 !!
@@PhantomMark you never got FFB to work? That’s interesting, idk why that would happen. But from dynamics, I agree that GT7 and Forza are very different, I don’t think GT7 is dynamic is any way whatsoever, and Forza is even less realistic. But on graphics I have to disagree with ray tracing on, and a capable pc, the game looks amazing.
Crazy how forza went down after fm4..
I do hope Turn10 put focus towards tightening the experience where necessary. Me personally though, I'm really loving the game so far. I've got quite decent FFB dialed in for my CSL DD, and I've been having really good fun with the driving physics, even with it's quirks I think there's something very compelling about the driving on a wheel. The career is a bit uninspired but that too I'm having decent fun with, it's something to do compared to the sandbox nature of traditional sims. I can totally understand why this game isn't going to do it for some, but I dunno, I kinda love it right now.
Same here
Same! I almost didn’t download it due to all the hate but I tried it and I’ve been really enjoying it.
That's how it is. Unfortunately, the person making this video does not even know how to configure a steering wheel, nor has he delved into the different configuration options of the game and allows himself to criticize something that is precisely a virtue.
The major failure- why i refunded until spring 2024- is their lack of Nordschleife.
It really makes you wonder for sure...A game that wants itself to be considered as 'a serious sim-racing game' does not have the most iconic race track at launch. Can a racer gamer actually even take a product like that seriously?
What I dislike about the "CarPG" system is, instead of it being like a proper "rpg-like" system, where you choose a vehicle and then build that car up through multiple levels over multiple races and championships until you've built the ultimate race car, it doesn't work like that. Instead, you get a car, do a single championship with it and unlock some parts, then throw the car aside and pick a new one when you start another championship...
I also think the AI problem is down to the AI "learning" it's behavior from how the driver that each AI car is named after races. So since everyone who plays multiplayer on this game treats every race as a destruction derby, the AI behaves the same way.
That is precisely the problem. After a single championship, a car is practically worthless, as you then have to start all over again with a new car.
“built from the ground up” should be a meme.
R/forza
Built from the ground up, like a pile of manure.
Before playing FM I was hoping you were just being a bit overly negative but sadly you are spot on. I can live with the RPG like levelling up but the game is just not great using a wheel and pedals. I'll come back to gamepass in 6 months or so and see if they improve it. I'm routing for FM to succeed as I'm a big fan of the series, but this one is a swing and a miss for me at the minute.
But it's better with the wheel and pedals than f7. You liked f7?
@@evp159 FM7 pre-dates me using wheel and pedals. Only played it with a controller back then.
@@evp159 see that's the thing. Forza was my first driving series that introduced me to the world of cars and racing as a kid and I've played every single one except the very first one. As someone who also does "real" sim racing on my PC this should be the Forza I like the best. The driving does feel slightly better than fm7 (except abs off braking which feels really strange). But in fm7 there's is no carpg, there is no blurry mess of taa, and I can play online at 4k 120hz not locked to 60. As a veteran of the series I have never had less fun building cars in any other Forza from fm2 to fh5.
I’m running this with a TM TSXR racer and Sparco Mod 300 wheel and it feels great IMO. The only thing I had to significantly adjust was the steering saturation. The default level hardly applies any steering!
@@jimbo992 glad your enjoying it with your wheel set up bud. I’ll carry on trying setting changes but right now I can’t get it to feel how I want it to with my dd pro set up. FM seems quite polarising at the minute, there’s clearly a good split of people enjoying it and others struggling to adjust to it. Hopefully more time and maybe a patch or 2 gets me into it more.
Thank you for being truly honest, such a refreshing change from the affiliate biased reviews crawling over TH-cam right now.
The marketing machine has been going strong with this game, paid reviews and shills everywhere trying to pump up it's feedback.
Not only that. There are reviews that just hate on the game and have unrealistic expectations for the game
If FM8 actually have overwhemly positive reviews, AI's behind you or next to you, wouldn't treat you like bumper cars, and getting to buy cars with credits, and after finishing the race, you get XP and credits depends on the race positions and difficulty levels, and you able drive the car properly like GT7 ( something like that).
Motorsport is always more on arcade side, even if compared with GT7. And I'm fine with that. I always see the Motorsport series as an easy to jump, simple, arcade-sim style racing with emphasis on track racing. If want to play full fledged sim racing, I play ACC or iracing.
It is funny that they advertise:
"Out-build the competition by earning over 800 performance upgrades and race our most advanced AI opponents yet in an all-new, fun and rewarding single-player campaign, the Builders Cup Career Mode."
When majority of the time you won't even have access to the majority of the parts, as you will generally end up around level 20, give or take, once done with a tour. And maybe you picked one of the cars that can do multiple tours (Looking at you starting Mustang) and get to experience more of the "Intended" experience
It's such a relief to watch you bin that 911. The physics they seemed to employ for any RWD car being driven in cockpit view with a wheel goes as follows, "your rear wheels have broken traction by 5%....you must die now." One might retort, "but it was in a straight line, I counter-steered a few degrees and lifted just enough to regain traction while maintaining forward momentum and balance. Surely we are good like in 95% of real-world RWD cars?".... to which the game says, "oh no sir, you will now tank slap your way through the tires or just insta-snap yourself a one-way ticket into the tires. Either way, you have a date with the tires and to your impending death."
Lose the rear at all
*_omae wa mou shindeiru_*
This is the Game Pass effect (I guess subscription effect...Netflix have already done this in the video media space). It's about just getting content out, and making it grindy enough to hold people until the next major first-party release or content pack. It's not about craftsmanship.
Thank you for the video. I started with a controller and then switched to wheel too. The driving experiences are night and day. I am grateful for creators like you because as you stated, videos like yours explaining the settings for wheel setup probably saved a lot of players from quitting altogether. The default settings were horrible and not sure who decided it should be like that.
I have also felt the same with the content. It took a lot of fiddling with the graphics to even make them look and run properly on a very good PC setup. Nothing really seems optimized, Motorsport 7 looked a lot better than this did on release without all the fiddling. What the PR team praised over and over again throughout the PR run NEVER even made it to game. The beautiful Ray Tracing they kept showing....where is it? There is some, but nothing like what they kept showing.... This game really fell short of what THEY made us expect.
Thank you for the comment, I unboxed my Xbox x last night and thinking about getting this game. I will put my xbox away again 😁
A this point basically nothing the devs were so loudly proud of turned out to be true. Graphics are nowhere near next gen, "from the ground up" frase is already a well deserved meme, and that builders cup concept is just a total misunderstanding. I've played the game and I'm sincerely surprised how much they fucked it up and simply lied to their customers. Advertisement at its worst. Pozdro666
I do love the game. I like the rpg element for each car so i can enjoy the vehicles upgrades as i see improvement into my times.
"Built from the ground up" sounds like God Todd's "It just works" 😂😂
Manchild detected.
I’m really enjoying this so far.
Edit - I didn’t realise there were no race cars in the career mode though! I thought they would appear midway through. That’s a bit weird, given its based around motorsport!
My thoughts exactly
Really? Honestly I’ve touched the campaign the least. Put in a few hours in rivals mode with a couple races in multiplayer and it’s not too bad, pretty fun actually
Pretty sure they did this to inspire people to race each other online and build a community rather than just racing in career
"from the ground up"
This looks like Forza Motorsport 7.5. The handling is blanantly obvious from the previous games, and its the lack of over-hand steering animations is the give away to me. I have (like many others who watched this video) have been playing Motorsport since the first Xbox games and I feel like Turn 10 capped at Forza Motorsport 4.
They dialed that engine in so well on the Xbox 360 that Motorsport 4 became the best feeling racer on that console generation. But ever since they tried to port the engine over with Motorsport 5 to the newer generation, it has felt like a stagnant experience and a buggy mess. The fact that I've been able to jump in MS 6 and 7 and tune cars the same way I did in MS 4 lets me know that its simply gamepad feedback changes that make the cars feel "heavier" and "responsive".
The wheel has always been unplayable for me, but for the couch experience, its been the closest thing to a perfect sim-cade racer that we can get. I'm more fed up by the marketing tricks that get our hopes up instead of being honest and saying its the same Motorsport physics we're used too with a different gameplay loop.
But no....
...we were told its "from the ground up".
Yeah, okay.
Ingame ffb setting, thats all it takes. It hangs with the big boys like raceroom and AC.
@@abuelb ac got WAY less settings and you dont even need to alter them to just play the game at ALL.
I've recently been replaying all the Forzas on 360 and it's been blowing my mind how little the driving changes. I've been complaining about lack of down force for 4 games 😂
The ai drives like you aren't there. Until they fix it I'm turning penalties and damage off so I can run them off the road
A new generation of developers who hate cars or never drove one. More likely, both.
Let us rename this one Project Cars 3.1
Yeah this feels like it was created by generic corporate hires who have zero passion for what they're doing.
The snap oversteer was the reason why I switched from Simulation Steering to Normal, even on the controller. It's like the game doesn't simulate aerodynamics.
Spot on review , 6 years waiting for this lol , where’s the improvements
I played Forza 7 again right after playing this and was amazed by how much better it looked and played.
LOL those race cars look as though they drive like a boat 🤣
I never really understood the hate with this game, granted I've only played for maybe like 10 hours over 3 days. But the graphics look great to me, never had a game breaking glitch, after tinkering a bit my Fanatec feels good. The multiplayer is the most fun I've ever had on any simcade game. Only iRacing can come close to how fun these current lobbies are. Also I really like the Penalty system opposed to any other racing game I've played. It needs more tracks, and more cars, some more wheel support, but its a pretty damn good package from the start.
I've had pretty much the same experience as you. It's certainly not unplayable or a disaster as some people are making out. Obviously there are fair criticisms, but some of the things said in this video were ridiculously out of line. I think hard-core sim racers were always going to be biased against this game, they see it as for the casuals and they need to feel that they're above that.
I think ermz has focused on the campaign experience, at least thus far, which is somewhat fair since that is what these simcade games are generally about. All of his b roll is against ai, and I don’t think I’ve seen a single mp clip yet.
Not saying that it changes things one way or another because I’d need to hear his perspective on Mp first, but it does at least provide some clarity about where he’s coming from.
I'm experiencing such a disconnect between how much fun I've been having, and all the b*tching by TH-cam racing nerds. Maybe that makes me a filthy casual, oh well.
@@lindigj that’s fair and that’s why I mentioned my hours. I play primarily multiplayer, I don’t even do career mode in most games. So for me the game is great.
It's a total shambles. Unless you have a super high end card. And even then, there are so many non GPU related issues. No wonder the majority are seriously p****d off.
I hate that every "crash" contact sounds exactly the same, no matter how hard the contact.
7:25 So GT3 cars kind of like the ones that compete in Lemans DO use TC and SC???? If so, then why in the past video did you recommend turning all assists off??
Because games employ simplified renditions of these systems. In real life, TC and ABS are governed by computers running extremely complex routines. This allows them to actually improve car performance and lap times. Conversely, their simplistic rendition in simcades means that driving without them is often faster.
@@Ermz thanks for the reply. Subscribed 👍
This game is literally not ready for release. Even if you look past all the bugs and crazy ai there is absolutely no excuse for the graphics...
FM7 looks better lol
Shouldn't be the case but I'm sure the concerns raised here around wheel use will be sorted with a patch. Glad I'm not the only one who struggled with the wheel in the Mustang!!
That was a pain to steer. Bloody heavy
I agree, but at the same time it worries me because for years playing FM7 with a wheel felt god awful. The unfortunate reality is that 90% of FM players are playing on a controller, meaning that devs focus will be on controller
That mustang was literally hard mode. If you didn't have sport tcs good luck taking corners
@NickTerry1 Pretty sure a similar amount of GT7 players only use gamepad, but their wheel settings were just about perfect from the start.
& I'm sure they won't be sorted... FM7 had the same issues on a wheel: RWD Snap oversteer that cant be corrected, horrendous floaty/unresponsive physics with anything GT3 & above. The same issues persist. Its a core issue with a game that is 'built from the ground up' for pad users.
My opinions align near identically with yours here.
Your FFB settings were the 7th "setup" I tried, and definitely what I landed on as a "best feel". That mixed with GREATLY decreasing the brake power on every car I use (15-40%), make Forza feel dramatically better. But its also insane to me that FFB strength also needs tuned on a per-car basis.
In total, it feels like motorsport was never intended to be enjoyed with a wheel. GT7 launched with marketing and product lineups from both Thrustmaster and Fanatec, and the in-game settings directly recognize lots of options, even showing a diagram and button labels for each. Forza Motorsport has a fairly good configuration for my DD Pro, yet every single in-game button prompt is related to the keyboard, there are no diagrams, and no ways to configure my axis ranges further.
As much as I hate to day it, This game sucks.... I've had every Forza game since the first (2005), and love every one of them, for different reasons. Even forza 5,6 & 7. But this one is a complete departure from what made Forza great. It's boring, soulless, grindy (purely for the sake of being grindy), unfinished, the polish is spotty at best, the A.I. is completely unpredictable and often so dumb to the point that it's aggressive, the sheer amount of car models that have been recycled from the early Forza games is baffling (especially when they lied through their teeth about the game being built from the ground-up), no way to manually adjust race length in career mode, the damage model is somehow worse than it used to be, the car upgrade system got old after the first hour or so of game play, the graphics (on XSX at least) are not that great, the lack of events for ACTUAL RACE CARS is also baffling... etc... I could go on for days.
Do they not play test games anymore? Who signed off on this? 6 years of waiting, delays, hyped up marketing, and THIS is what we get? Someone should sue Microsoft/Turn 10 for false advertisement. What we were shown, is simply not what we got.
Agreed, and the lack of race car events becomes a bigger problem when you're basically forced to use factory stock cars most of the time, as by the time you unlock upgrades you have moved on to the next series.
Agreed it’s atrocious on the wheel, sadly I paid $100 for the whole thing, thinking it would be a gran turismo alternative. I mainly play iracing and AC
online racing in this game is spectacular. all they need to do is iron out the bugs and refine things a little more.
Well if you like Destruction Derby
@@lilivierit’s not a full sim game da
There’s also an issue that me and some of my friends are having where the wheel rotation doesntmatch up to the cars in game so you’ll barely turn the wheel and the cars will turn more than what your actual input on the wheel is
I had commented on your initial review that I felt I was spoiled on the experience of AC, Dirt Rally, and BeamNG. I received a reply on that comment from a gent that offered to share his wheel settings, however, you (Ermz) released the wheel settings video before I saw his reply. After bothering with the settings for a couple days, I feel the reason the game needs so many wheel settings is due to Turn10 devs thinking, "I dunno what to do here, so just give the players all the options and let them sort it out." I also feel that this game is far closer to the "arcade" of a "simcade" experience due to how well the controller works in chase cam, as if I can do no wrong on a controller (lest there be any AI weirdness). Which leads me to believe all the fancy "new" car physics mechanics are for marketing only - in addition to what you mentioned about the cups/cars not lasting long enough to _feel_ these systems - and those systems do not seem to add anything to an actual simulation experience. It's not a bad game, it's just not fitting to market is as a racing sim, and barely even qualifies as a simcade; _Arcade Enhanced_ would be the way I'd perhaps describe it.
Dear Ermz,
you are completly right with your review, but...one thing:
Turn on Stability assist, with that all race cars are much easier to drive without being such drifty and "swimy". ABS off, Traction control off, simulated steering all right, but don't turn the stability assist off!
Greetz
Then there's no point in using a wheel at all and you might as well just use a gamepad. The physics are just as poor as they where in FM5 and wheel user are just not catered for. The annoyance is really the marketing BS pretending it works with a wheel and if they just admitted that it's pure arcade people wouldn't be disappointed by it not meeting expectations.
I'm amazed that so many marks were missed even after all the years of development
You guys want a sim. FM is an arcade game for 12-18 year olds. If you want a sim, buy a sim, there are many good ones.
@@truantray I don't want a sim from Forza. I know where to get them. What I'm getting at is the unnecessary grind to unlock upgrades for cars, racecars not even being featured in the campaign in a RACING game, and a lackluster amount of cars and tracks. The development cycle of content production before release for FM5, 6 and 7 was much better. Even when they were on a 2 year schedule. And after not releasing a motorsport game for 6 years, all the developers really have to show for it are some updated physics that still seem to be built on the previous games, and solid online multiplayer.
Great video man, but the dualsense GT7 experience is still better than FM when it comes to gamepad imo.
This is exactly what i felt like and why i got a refund ! I got angry about the weird wheel feeling even after tuning and the AI ... my lord ! Once i got angry and annoyed i told myself what am i doing here lets try and refund. ( i was 4 hours in on steam ) I was lucky they gave me my money back.
Really? On my Moza R9 I actually prefer default settings, and it’s miles better than let’s say Project Cars 2 (even after spending hours trying to make it feel right), cars behave better than in Automobilista 2 (only thing slightly less pronounced is road fidelity). The only clearly superior FBB and physics is ACC.
@@MarcoVeraccio I'm trying to figure out what people are complaining about as well, honestly. Sure, the game has problems and some of them are with the wheel support: I stated previously that the game does not dial the settings to the wheel on a "per car" basis, like most others - including direct simcade competitor GT7 - have been doing for years; All of which results in ok handling for road cars, but incredibly slow response from race cars which are supposed to have much more direct steering. Also, there's absolutely no feedback from kerbs, for whatever reason.
That said however, I don't find the rest to be the unmitigated disaster everyone is talking about, it's not "completely unusable" out of the box; If anything, I've tried many of the settings proposed by various websites and even youtubers and they all essentially dampen the feel quite a bit, making the wheel response a mushy, spongy affair that ends up being completely detached from what the car is doing on screen.
For the record, I'm on PC with a Fanatec DD Pro.
As a controller user, I've enjoyed this game as much as any racing game I've played. I've been controller "sim" racing since the 1st Gran Turismo. Not to mention I didn't have to purchase the game since it's free with the Xbox game pass.
For me personally, the overhead view is what I want the game to be made for. I don't spend much time in the career mode, but I do agree they dropped the ball by not having more race cars and even F1 cars closing out the career mode.
However for me, my favorite part is shaving off tenths of a second on my lap times in Rivals. I don't have the space or the money for a nice racing rig, so having a game designed for controller users like me to compete against others like myself is a wonderful thing.
This game does what it's supposed to IMHO, and it does it well.
Sorry for the long comment in advance.
I'd disagree with gamepad driving being great in this game. It's serviceable, but not much more. The steering is very sluggish and over-dampened to begin with, which is basically their idea of making it more "accessible", but it just removes so much of the car feel you could otherwise have. For example when you give full steering input on your stick, it takes the car's steering at least half a second (or sometimes more) to actually reach the desired steering angle. This is enough delay that I consciously have to turn in earlier than I'd like, so that the car would actually be steering enough by the time I reach my desired turn-in point. This is a shame because the underlying car physics are plenty responsive, but this level of input smoothing won't let you connect with that very well, and it makes the driving feel needlessly heavy and numb.
Simulation steering sort of helps with this, as it gives you more responsive steering when turning in. However, countersteering is extremely touchy on the sim steering setting (on gamepad), which most of the time will make the car whip around in the other direction as soon as you try to countersteer a slide. To be fair, the sim steering setting wasn't really intended for gamepad afaik, so it's fair enough I guess, but sadly it's the only way to get more responsive steering on a gamepad. A simple steering rate slider would be very much appreciated here instead of having to choose the lesser evil of the two steering modes.
Now, there are other issues here too. The input smoothing is more sluggish when the steering is increasing (away from the center), while re-centering is much quicker. This can often make mid-turn corrections awkward. For example if you realize that you've turned in too much and you back off, the steering will reduce pretty quickly, however, when you get back on the steering again, it will take ages for the car to start turning again. This can often put you on a wider line than you intended, making it feel like the car understeers when it's really just the steering filter doing that. Basically releasing the stick for 0.1s will have a much bigger effect than giving full input for 0.1s, and it's pretty unintuitive to have this asymmetry in the steering rate.
Next, the deadzone settings are weird. Not many people seem to have noticed this, but if you change the inner deadzone for the steering from let's say 0 to 20, the actual deadzone doesn't change much, however, your curve / linearity does. I suspect they tried to combine the deadzone and linearity setting into one slider, which is an awful idea and just hides important information from the user. Also, there's still a considerable amount of deadzone even with the slider set to 0, which again is one of these "we know what's best for you" things that I wish I could properly configure myself but I can't.
Finally, they added a self-alignment option for the steering (at the bottom of the advanced tab), which is a great idea for gamepad, but it doesn't work as well as I'd like. It's very slow to respond in a slide, and the mechanics of it are not communicated very well in the settings menu either. This is basically meant to emulate the caster-effect of the car, but the implementation is not great. Besides, it's still active even when you set it to 0, similar to what the deadzone slider does. I do appreciate that they realized the game needs this though, but I wish they improved how it works and how it can be configured or even fully turned off if someone wants that.
Ultimately it comes down to the lack of options for me. Sure, maybe some people prefer the way the steering feels out of the box, but myself and many others I know don't. I would love to be able to adjust the steering rate, have a deadzone slider that actually does what you think and doesn't have hidden functions and values, a separate linearity slider, and better ways to configure the self-alignment including it's speed. As it is, the steering on gamepads is pretty much locked-down to this overly smoothed out and numb style of input that may or may not be more "accessible", but at the end of the day it prevents many players from getting a good feel for the driving physics or to control the cars to the degree they would like.
I say all of this as a game dev who's been pretty deep in driving mechanics in games and sims for years, and as someone who's spent months implementing steering input systems for BeamNG drive and Assetto Corsa in the form of mods. Of course this doesn't mean I'm any more entitled to give my opinion than anyone else, but just to explain why I have a keen eye for these things. And for the record, there are hardly any driving games out there that hit the mark for me in this regard, so me being critical of steering input is pretty much the norm with most games. But still, more options in Forza really wouldn't hurt anyone.
Nevermind no lap counter online in practise so you can gauge tire wear etc. Or quali in private lobbies for setting up leagues etc. It’s all a bit too mish mash. They didn’t go enough towards the sim, but then cut all the meat down (story / arc / variety or SP) to try make it feel like a sim. Relying too much one variable weather etc to make it feel exciting when really it is just a grind. It’s definitely missing something the rounding off of the game into a whole even if it is going to be live service, it doesn’t feel fully thought out. Yet saying that I’ve been playing it a lot. I just haven’t done any tuning whatsoever because it just seems to ruin the cars haha. So my upgrades are - brakes, a bit of power etc, tires and weight reduction. Don’t touch the suspension or roll bars because immediately ruin it. Also there’s no reset to default on set up if you just change on the fly and not use the manager so you can ruin a car and not recover it haha
Did you even try the Multiplayer ? No mention of the best part of the game, the one part that people are actually enjoying.
so its just another Forza Horizon, or Gran Turismo Sport/7, where its built essentially for multiplayer?
So all the shit that people wanted like a meaningful career and progression that they failed to realize just doesn't matter? Yay, the broken physics game has a nice multiplayer component so let's give the other 90% of shit a pass.
Dafuq are you lot bitching about. He’s being honest….. this review said it was a disaster, when the game is globally only 2 days old and tons of people are enjoying the online. He ignored a MAJOR positive like that’s not biased af.
@@aaronsmith7143 Broken physics ?
It should have a solid career mode over multiplayer, but I’m glad that’s good.
FFB Guide - you absolute legend. Cheers my good Sir.
EDIT: It sounds like they've implemented the "Jim Clark" tin-top driving experience, the man was an absolute legend in practically everything he drove. So when he was driving the latest Lotus Cortina/Escort on tarmac tracks he would be throwing them around like he was on dirt, and he was spectacular. Now we are all aware that isn't the fastest way to get around on tarmac, but somebody forgot to tell both him and physics so every corner was taken 'sliding' sideways with the inside front wheel well off the ground and leaving the rest of the field to fight amongst themselves.
Now the reason I mention this is because of the way you showed the GT cars with those wee wings on the back sliding through the corners while driving doggy style.
Anyway keep the reviews and livestreams coming mate, drive recklessly and stay safe. 🙃👍
I’ve been a PlayStation user for a long time and always had an eye on Xbox, especially with the anticipation for Starfield and Forza. Had high hopes for Starfield but was disappointed with its release. Thought Forza might redeem it, but was let down again.
With all the resources, talent, money, and time these publishers have, I just can’t understand the outcome. It feels like some in the gaming industry have become overly greedy. Despite having everything they need, they still push out underwhelming products.
I long for the good old days of gaming, but with the current state of corporate greed, it seems like those days might be gone. They’re exploiting our hopes and milking products, and it’s disheartening.
Was hoping these titles would compel me to get an Xbox, but I’ve lost trust in Microsoft’s direction. Wish it was different.
You know, the problem is that these modern gaming companies don't get punished as hard as they should when they release games in bad states. One thing you said that really stuck out to me is (paraphrasing) "some guy in a board room really gave himself a pat on the back when relaying this feature to the investors". The issue is the *incentive* and quota goals.
For some reason, a lot of thought is given to certain metrics that matter to games, like player retention, time invested, and overall sales, and not enough thought is given to player experience, game design, reduction of bugs and glitches, optimization, and other small but critical things that make up a great game. It's like it's a totally backwards way of selling a product--a bait & switch routine that's been happening almost constantly in gaming for quite a few years now. They can nail things like multiplayer but starve other parts, and outright lie about others.
I just wonder what happens behind the scenes in these investor meetings. Why does this keep happening when development cycles keep getting longer?
Yup, well stated. This feels like a corporate product created by people in suits pointing to graphs.
Well, I'm enjoying it.
Me too dude.
I turned on invert force feedback and it fixed everything that hours of tuning couldn't. It instantly felt right with that one adjustment.
The only problem I have with this game is the curbs not being as “useful” as they claimed. They said you could go over curbs now without them sucking you in but that’s a lie. Only some curbs seem to let you go over them and others you can’t even touch them on exit or else the car gets all unbalanced and loose. It seems to happen more often with the GT3 cars which doesn’t make sense. The touring cars are by far my favorite cause they feel pretty good and can really use up all the curb except on exit at some tracks but the racing seems to be a lot closer than gt3.
I have no issues with curbs on my direct drive wheel base
@@dejay20001 I have a DD wheel to moza R9 try doing Hakome in the Audi R8 the part where your going down hill hit the exit curb and tell me your car doesn’t spin out.
@dbzcollector9963 my bad I was busy and just read the beginning of your comment. Didn't see you mentioned the GT3 cars. Yeah I agree. You literally lose all grip with the GT3 cars on most curbs it's pretty rough. I also hate how much those cars oversteer. It feels like a road car with forza aero has more downforce than the GT3s.
@@dejay20001 I mean the touring cars I can go on the curbs all day without issue it isn’t till I get into a gt3 and the curbs suddenly become death lol. They’re also way harder to catch if you have a moment, more than half the time I spin out but in a touring car I catch it all the time. I think the GT3 cars need to be fixed cause right now they just don’t feel right for cars that are supposed to have a lot of down force.
@dbzcollector9963 yeah they absolutely need to be fixed. The road cars feel amazing, along with the touring cars. But anything with high downforce feels way too disconnected from the road and tail happy. Hopefully they assess this!
I agree 100%. 45 Hours in my Sim Rig = Pain
The recent 5 hours in chase view with an Xbox controller = Happy
I was thinking about buying Forza. Until a week before launch, it was obviously an upcoming disaster. So, I used the money that was for it and bought some cars and tracks for rfactor 2 instead.
Wise choice.
The global driving aids are a thing also in GT7 unfortunately. It would be such a easy thing to do, to just enable or disable them individually based on what the real car has or has not
The physics arent bad, its just the weird understeer and the crazy snap oversteer you get sometimes that does me.
The absolute worst thing is the AI though, that is god awful. They randomly brake, constantly crash into you and seemingly have no awareness of you next to them on a corner!!
I don't agree my experience with the ai has been wonderful, mine have not rammed me and raced at a decent pace when their only on 5-7 (I change it occasionally) ai is a strong point for this game from my experience because their fast.
In my experience at lv 5 the AI is decent once they're spaced out but useless in a pack
I played as part of my Gamespass for one day, and I'm returning to iRacing and ACC... It's so sad, I grew up playing Forza and was a driver IRL for the launch events of Forza 2-5. I hope they fix things, but I don't think they will or care.
Everyone started on Forza as kids, and enjoyed it because it was an arcade game for kids. You are not the target demo for this game any more. I cannot believe people thought this toy would be comparable to actual sims. If they did that for Christmas 2023, they would have record returns by New Year.
Outside of numerous performance/visuals I've had numerous issues with "tuning" the game for the type of racer I play. The game by default is designed for casual entry level racers. When you have to tune basic gamepad settings it's an issue. I'm not sure why they chose to make the game for everyone when they should've targeted people that look for a sim like experience. If you want an arcade racer play Horizon. The career mode is extremley frustrating and the grind is real. As stated in the video some cars look great and some look like Xbox One Forza launch. I'm not sure what people are looking at when they say it's the most realistic looking racer they've seen. There's so many issues with lighting, wheels, paint, and material look. This game can be fun for casual racers but people looking for Sim or Sim like it's very frustrating
Because that's where the money is, there are far more casuals playing as opposed to hardcore Sim racers. You cater more towards the larger audience and if the sim racers have an issue they can and will adjust it as opposed to the casuals who will not.
I have played every Forza Motorsport that has been launched. Some things that always seem to carry over are the same tired old tuning possibilities. For years Forza had needed to include variable tire pressure tuning. By that I mean being able to hand tune tire pressure instead of front and back but left to right. The have added some different tuning capabilities into the game but I feel like once your able to actually use those all your trying to do is shave time off of rivals lap times.
Now, on to the driving physics. I feel like the creators of this new version wanted to make the racing gameplay a touch more realistic than in previous games. In the career you have weather patterns that take place during qualifying that I think vastly improving the experience. The race might be under different conditions form which you qualified but it’s really interesting to qualify with a light rain, then start the race in a downpour where traction is severely limited. Then to see how much speed the track picks up once the track has started to dry off after the rain in the final laps. I feel like turn10 has tried to include differences in traction on track. For example sand on track and legions seca is going to create a loss of traction. I don’t feel any amount of tuning can account for this but driving experience will. I will leave with this I think that turn10 created this game well. With the changes to multiplayer for sure. I personally like the practice and qualifying capability. I also like how the tracks are cycled. Instead of just jumping into a lobby with an imminent first turn crash looming. Rolling starts on multiplayer is also something that Forza has lacked for a long time. I only have about ten hours maybe invested into this game and I have been enjoying it so far. But it is a game that is made for tuners and people that are going to grind out on rivals. I logged 600,000 miles on fm7 before I really got bored.
some great points. I will say for the cockpit view there is a rearview mirror. There is an option to turn it on and off, and you may not see it if your FOV is too low which is a problem in and of itself, but there is one there.
This was a blatant asset flips created in the last year. They can't make motorsport into horizon so it's not worth spending any money on.
Like I just want a decent casual racing game that I didn't need a thousand dollar wheel for.
Your problem might be your wheel settings… I agree with almost everything you said about the game. And you know what you’re doing. But I’ve tried your wheel settings, and while they feel really good, the logic of letting the fanatec do more of the tuning and turning the games Ffb effects off might be an issue (maybe). I’ve played with your settings and they inspired mine but I have come to find that turning the dd GT pros setting off (mostly) and relying on the in game native tuning, produces more fidelity in the wheel and remove some of the over steer and loss of grip issues, plus it allows the game to express the car models better. Not sure about all of the race cars, but some of the newer car models are excellent and so are the physics. I find myself reacting with real like driving mannerisms that I have at the track. And I’ve driven a lot of these newer models in real life (cayman GTS and 992 GT3, G80s, Ferrari 812, a few others). Most at the track. They are great models. And the physics is pretty realistic actually. Much better than what GT7 had at launch. And still better than GT7 now as far as weight physics. This game has so much potential to be the best sim ever for track enthusiasts like myself. Assetto corsa is too outdated, and competizione and iracing don’t have the models that you’ll actually drive on at the track.
Agree with you completely.
I turned off and down most of the driver settings and it feels much better. His settings had to much driver sluggishness in them.
Seems like Motorsport is a good example of the maxim "...If you are going to tell a lie tell a big lie... ". From the style of the marketing before release this was always looking likely. As a software developer myself for over 50 years, I never employed any marketing people because I wanted customers to know exactly what they were buying. I would rather have a small but happy customer base. I realize that this attitude will never make you rich but, even a big company like Turn10 should have had enough common sense to tone down their bs marketing. Not that it caused me any loss. Because of the tone of the marketing, I had absolutely no intention of buying a copy to replace my copy of FM7.
Forza has never managed to feel good on a wheel, any of them sadly. Good honest review Ermin, keep up the good work
Forza has never been at the same level with Gran Turismo...And it sure looks like it never will.
They have removed more content than they have added. Where are the wheel spacers, semi slick tires, lettered tires, drift tires. The rims need to be sorted a different way other than alphabetically. The screen is way to dark in the paint booth and upgrade menu. Used to be able to move the camera around when picking new rims. Track layouts missing. Whole tracks missing, Road Atlanta, Sebring, C.O.T.A., Brands Hatch... The upgrade menu doesn't present information as easily as it used to like h.p. and weight of parts.Where is the storefront and the auction house. Yeah the graphics look good but I've had freezing and crashing on my XSX. It's bad when previous versions of Forza had much more content and features and were on older consoles like 360 and X one. At one point there was even racing clubs in game and you could drive peoples cars that were in the club garage and build a car and send it to one of your friends. The list just goes on and on.
Forza Motorsport was designed for gamepad CASUALS
No Bathurst, Daytona, Monza, Nordschleife or Abu Dhabi. The track list is way less than optimal, I find myself playing Motorsport 7 just to feel those tracks or popping on GT7
People were asking for longer progression and career m8. And the Multiplayer is finally great.
Sure, but none of that matters if you play on a wheel and the physics feel like dog shit
The career is just a shit ton of short ass races with no race cars. And the progression system is just an artificial way of padding out player engagement. None of the great console sims from yesteryear had the shitty, cheap, and monotonous carpg shit and progression was great.
Sure they did but that didnt mean they wanted a boring grind with no payoff. Its like putting all season 205 width tires on a super car and saying "I heard you wanted tires so TADAAA I gave you tires have fun!"
Veteran sim racer here. The multiplayer is good not gonna lie. But many short comings from FM7 are still around. Plus you need to be basically an expert on sim rigs to get your FFB and control settings right if you use a wheel. Game very low fps even on low settings. Needs optimizing.
Ray Tracing takes a lot of resources. I was able to get 4k 70 fps in their benchmark (80-100+ in clear weather races). It took a lot of testing to get there, but I agree, it needs a little more optimizing, but Ray Tracing kills most of the FPS.
I think this game is rough now but is heading in the right way. I wish I would’ve waited a bit before purchase to see those updates
Gran Turismo needs a PC port so gamers can finally get over the "It's on a console, it's not a real sim" crap and fully respect the series.
Hi mate.
I'm using a Thrustmaster T300rs and T3PA pro pedals and it all feels fantastic.
The best Forza by a mile.
I like to grind as well so the career mode is ok for me....a.i. is not the best though, lol....
🤡
@@Psnsouls just cause he actually enjoys the game? Just proved you’re the only 🤡 around here.
@@Psnsouls it must be so difficult for you to accept that someone else might have a different opinion, so you resort to insults.
Two can play at that game, Karen :p
It's a bummer to hear. I have a sim racing rig but all of the sim racing games out there are hyper focused on the mechanics of professional racing. I like that, but I also really liked building up stock cars and adjusting the set of mods for tracks in Forza 1 and 2. I just want a game that marries the two.
I exclusively play online and love it. They just need to turn rammer penalty on and add a radar.
It took so long to develop not because it's a new game, but because it's an old game with a live service skeleton shoved inside.
It feels like they took Forza 7, removed a lot of content, made the graphics a bit worse, and created a bunch of awful new restrictions.
Love your FFB video it helped me out alot... Can't agree more with this video 👍
same, it's a completly different game with his settings
The steering/physics are way off to me vs driving a real porsche. I drove on a race track over the summer......if i were to use the physics of this game in my real time experience......i would have smashed the wall on the first turn. I continually tweak the steering setting per vehicle to dial something manageable. Did any of the folks design'n this game actually test drive real cars......i doubt it. Somethings wonky with this title release.
Completely different experience for me.
Best racing game I have played in a long time.
Absolutely loving it.
Edit: I’m on a wheel too.
I did had to adjust the settings tho.
FINALLY SOMEONE SHITTING ON THE AGILE PROJECT MANAGEMENT METHOD. I work as a software dev and holy shit I dislike it, rarely seems to work well and it has only minor (although arguable) benefits over other project management methods. I've heard you mentioning that you own a software dev company and finally I feel understood lol.
It's not even close to a disaster, these titles are so clickbait-y smh
Absolutely. These youtube clickbait negativity bias is insane and embarassing.
Sounds disastery to me. All points he brought up are deal breakers 👎🏽
@@728GT They're valid complaints in my experience.
wait there's no mirrors at all? in a racing game?
7:50 what's the background music?? sounds amazing. Also loved the video and the way u kept it real!
It comes from gran turismo sport. Pink flamingo - Lenny Ibizzarre. I went crazy trying to remember where I heard it.
Thank you very much brother!@@Elvec1o
Honestly this game was made for a controller, so if I want a real sim I play AC or ACC, not adding a wheel on a simcade and then bitching about the performance. I cannot see downloading a game with over 100gb of storage needed on my ssd with very little content in so much room needed when ACC and AC don't use nowhere near that with every dlc..so just move on and play something else not stating the obvious and going on TH-cam and ranting like a child.
Well... To be honest both Kunos titles have more customisation option for a gamepad that this game made from the ground up for console/gamepad first has... It is quite a shame... I have over 2500 hours combined on Kunos titles and have spend all of them on gamepad, without issues. I cannot for the life of me adapt to Forza, as it lacks come basic features such as steering speed linearity (that you find in all F1 games since 2011, games that do have a similar target audience).
This is literally THE video to explain the first and only hour in this game. It was terrible, from having to set up the entire wheel to getting forced into some unskippable tutorial like I'm some bloddy car driving beginner. Its just exhausting to play, as you said, car engineer, and being forced into ordinary road cars which feel like some weird boat sliding on asphalt. I hope they rework this game otherwise I will stick to Assetto and Horizon 5 because these games have some...lets say...constant wheel steering without having to spend hours of hours just in the settings menu
not to mention a break assist and sh*t like that. Like wth are we playing? Sleep simulator or arcade?
I haven’t stopped using a wheel it’s awesome sounds like a skill issue
I have a full Thrustmaster setup with shifter, E-Brake, and Rally Pedals, and it works fine with some adjusting. There are also new anti-dive and anti-squat spring settings in the tuning menu that help with some of the spin-out issues you had. Tuning works rather well, for those that want to at least try it. It's explained well enough, and interesting to learn. The game is designed to work well with the controller like you said. It's far better than Motorsports 7, which I really enjoyed at the time. I've tried other racing games, including the more realistic ones, and I just don't enjoy them. I prefer the more relaxed feel. I admit I'm over 50 yrs old, and I just don't have the reflexes like I used to. The game is good enough for me to enjoy myself with a more relaxed experience. Some people actually want that, and they know what they will get with a Forza game. I've got more than a hundred hours into it already, and haven't experienced a crash yet. I find the A.I. passable for casual racing. The multiplayer is really good, though, with some odd bugs. I used to play I-Racing back in the day, and that game had bugs from the start, so not sure why bugs at launch of this is a big shocker. My favorite part of the game is creating my own liveries. It's fun. When you buy a Forza game, expect Forza. Expecting it to be I-Racing, then complaining about it, makes zero sense. You do you.
A lot of valid criticism.
Calmly explained. I was never fan of Forza. What is more in each Forza game I played (Motorsport or horizon) I had issues with the wheel. I was never able to configure it to my liking.
To this day I play project cars 2 and while not perfect I find it better than Forza. I also play original assetto corsa.
I fully agree based on my experience with Gran Turismo 5, 6 and Sport that for these games you plug the wheel and it simply works good.
My problem with Forza 6, 7 and 2023 is the steering in general. Which feels off. Example based on telemetry while standing still I can rotate the wheel with set degree of rotation, but while driving even at 80km/h if it turn the wheel to the max game seems not do propagate this information to the wheels. I get it the higher the speeds in a road car the heavier the steering but here I have impression game simply does not allow to rotate the wheel beyond some artificial bounds.
And based on my experience with regular road cars this is not the case in real life.
Other games when you try to do it simply will reduce or fully break the point of traction for front wheels.
Will I play FM sure as sometimes having break from other games is nice and I can jump do one or two races and that is it.
I also agree that leveling each car is a mobile like grind. In some games we have all the cars available from the start and the challenge is where is should be so in driving them and racing. If they wanted more gamification what would made more sense is to have levels per class the more you drive cars in particular cars the better you get and can do more upgrades.
On the other hand again in more sim approach you only have tuning, but cars are not upgradable at all. And if they are I still prefer a simple shop with parts (like it was in FM 6).
Final words I’m rather a casual enthusiast of racing games. Meaning I like to play them, but often I lack the knowledge on tuning (except for basics), I have t300rs (far from sim rig). I simply like to enjoy the power fantasy of driving various cars on various tracks.
10 YEARS LATER and we still get Forza 5 with a new number on the end
Overall great video but I disagree about the gamepad support.
It's actually horrible.
(Just for some context: I played all forza games that ever came out [except FM5 and 6] and I constantly rank in the top 200 on all on road races in rivals in Forza Horizon 5)
Turn10 has a fundamental misunderstanding of the differences between a controller and a keyboard.
The input assist that is on the steering and is IMPOSSIBLE TO TURN OFF was made for keyboards for some reason. If you want to drive fast with a controller you need to almost always go full lock left or full lock right, and all the driving experience turns into is
- 1. Timing braking
- 2. Timing turning
- 3. Modulate throttle.
This is actually just the fastest way to drive in forza. If you increase the outside deadzone on the stick massively so you have less "range" on your left thumb stick, you can become a much faster driver.
Every millisecond you spend not giving full turning input you are wasting available grip. This is because the game limits how fast and how much the car turns based on the grip available, and maps your steering input range in a way that the absolute turning input possible corresponds with the maximum turning allowed by the grip of the car. (This value gets recalculated every engine tick)
It's a system that feels nice for people who don't have much experience in playing driving games with controller, but it's also one that is easily abusable and limits the skill ceiling and skillgap in the game massively.
This has been the case since forza horizon 1.
A better way of doing controller support is like what you have in AC, ACC, or Beamng where you can have the steering wheel turn exactly where your stick is pointed (with some time delay that is called a filtering amount) and so the input range is constant.
It takes much more skill to drive like that but is much more fun.
First night I played I turned it off. I got the wheel controls set a little better now, but this game is terrible. They ruined the progression system, the customization system, and a few more things.
Agreed. They ruined the experience.
I noticed some behaviors about the AI in this game regarding the presented difficulties:
Apparently, to compensate for the issues mentioned in the video (sudden braking at the apex and a lack of awareness of your position on the track), they increase the top speed. In Le Mans, with the same car, on the straight, the bot without the aerodynamic advantage managed to catch up and overtake me (maximum difficulty) as if I were standing still.
Playing at level 5, the first 3 bots will always race at a similar pace to your lap time, but regardless of the number of laps in the race, it seems that as you get closer to the end, it becomes easier for you to reach the front of the race.
When passing the bot, even at difficulty level 5, it's as if it gives up on life. You struggle for 4 laps to catch up to it, and the moment you pass it, it falls WAY behind.
Did anyone else notice something similar?