Expectations for Forza 7 going from FM6.

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If you have to exaggerate to prove a point, it means you don't have one.
As far as I can tell, all DLC released for the game so far totals $145 plus the cost of a Standard edition game, and admittedly minus the cost of a Car Pass. So while Max may be exaggerating considerably, he does have a point. $145 ain't cheap for a lot of people.
 
As far as I can tell, all DLC released for the game so far totals $145 plus the cost of a Standard edition game, and admittedly minus the cost of a Car Pass. So while Max may be exaggerating considerably, he does have a point. $145 ain't cheap for a lot of people.

Buying a system isn't cheap for a lot of people. So no, there isn't much of a point, beyond "things cost money".

(7 x 6) + (20) + (20) + (10) = $92
(Car Packs) + (VIP) + (PEP) + (F&F Pack)

That cover all of the DLC cars for the game so far*, and that's *if* somebody wanted to be especially bad with their money and didn't buy the Car Pass, instead opting to buy every car pack individually for some reason. It's also skewed by the VIP pass: that only brings you 5 cars, so if someone is judging it on a car/dollar ratio, it does look particularly bad value (though it offers other in-game perks). Another $20 for the Porsche pack – pretty typical for expansion packs – and $10 for the F&F pack. So, $80.

* - It's missing Dom's Charger (which apparently was only available to US folks that bought Furious 7), and the Fallout-tie-in Rocket, which requires a user to have played Fallout 4.

So, thank you for further proving my point about exaggeration.
 
1. Car list: The entire Forza series has 1361 cars in total, including hidden pre-order cars, the Null Car and the Fallout Chryslus Rocket 69 2077 (as of now), might as well re-model the rest of the missing ones from previous games into Forza Motorsport 7 while adding the new ones coming from Forza Horizon 3. Apparently more diversity in terms of historic race cars, rally cars (WRC, Group B, Hillclimb and rallycross) as well as the Blancpain Endurance Series, touring car leagues such as the WTCC, BTCC, etc., the European Truck Racing Championship, other open wheel leagues such as US F1600, Indy Lights, IndyCar, classic, retro and modern Formula One, the Bondurant Formula Mazda series, NASCAR, drift (D1GP and Formula Drift), JGTC/Super GT, Group C prototypes, DTM and several concept cars should come. With plenty of rallycross, WRC and hillclimb cars, it would make sense for rally tracks as well. Obviously all cars must be available in the Dealerships and as rental cars in Arcade/Free Play. So far, count all the cars that made it to Xbox One and you'd be looking at around 580-600 cars. My copy of Forza 6 seems to have 606 cars already. Hopefully, if all the cars in the series are returning, people who desperately want the S14 can finally keep their mouths shut and just call it a day. Believing the fact that in every Forza game, as graphics get slightly better, tessellation should be part of the game on every car. Considering Forza's inspiration from Enthusia, car diversity is king.

2. Tracks: The entire Forza series so far also has 272 tracks within 50 environments (as of now). This could also increase with Forza 7's release. Forza 6 so far has 112 tracks within 28 environments. That is more than twice as much as GT6 in terms of tracks, and if all real-life tracks are laser scanned and every single track in the game receives dynamic weather and time settings, that would be really great. Tracks I would personally want to see are Autodromo Enzo e Dino Ferrari Imola, Circuit de Nevers Magny-Cours, Autopolis, Willow Springs, Circuit Paul Ricard and Fuji Speedway, as well as two well-known WTCC tracks such as Hungaroring and Slovakia Ring.

3. Arcade/Free Play mode: Forza 6's arcade/free play mode is no doubt the best in the series as you can recreate races from the career mode, but it has some flaws, hot lap mode isn't there and drag racing is no longer available. Would make sense for them to return, as well as warm-ups, practice and qualifying before a race, as well as a serious, separate drifting mode similar to GT6 as opposed to a simple, yet boring Drift HUD. Penalties should come in a similar vein to F1 2015 with an option to turn on penalties and the severity of them, which could teach these Drivatars a lesson never to mess with you, and to add elimination as an aspect of the racing in Forza. Car Soccer and Tag (Virus) must return in a similar manner to Forza 4, but also available as a single player mode a There should also be an ability to randomize every selection. 2-player split-screen should also be supported on PC, whether it's a desktop or a laptop, considering future Forza games starting from Forza 6: Apex would also be on PC through Windows 10. And with that, LAN multiplayer should also be on the PC version of Forza Motorsport 7. Just like in the previous games (2, 3 and 4), you should be able to create tuning set-ups for cars in Free Play mode and to choose the color in a similar manner to Forza 6 Apex, like you can select the manufacturer's factory colors on a car, choose any color from the game's entire color palette like in the livery editor or even use saved and downloaded liveries onto any car you've used them on.

4. Physics: The physics in Forza, to be honest is a little bit slippery and a little bit arcade-like despite being derived from simulators, thus resulting in a strange hybrid. It's time they changed and overhauled it, as there are three common ingredients for a racing game's physics: drivability, car specs and damage. Some car specs are a bit incorrect (but there are plenty to name). If they re-programmed the specs into realistic versions, added compatibility for KERS and DRS on most cars as well as beefed up the damage model a little bit (similar to Forza 2, but with the ability to totally destroy car systems and get eliminated, similar to Project CARS and the Grid series) and made the physics like Enthusia/Assetto Corsa, but also user-friendly, everyone's gonna love it, from the average gamer to the typical, seasoned pro, or "Forzisti". There should be an option to use the realistic driver aids on every car (for those who don't have them, then they won't be used) and with the simulation of realistic automatic transmissions as a separate option.

5. Forzavista: Forzavista must go back to its Forza 4 roots where it was so detailed and would actually give you a sense of how that car really works and interesting facts about it, and with Forza 5 and 6's new functionality. Yes, that would mean that the narrator would have to provide a speech for over 1400+ cars to keep us entertained. Or probably a text description instead as that would take a lot of development time. Forzavista should also have a museum mode with the history of every manufacturer in the game. I mean even Forza 4's Forzavista even shows some components of the car depending on which aspect you view Forzavista from. That's how detailed it was but only had around 20-30 cars available in Forza 4's Forzavista mode where it was still called "Autovista".

6. Online: There should be an Open Lobby mode which is exactly like Arcade/Free Play mode, where all the cars in the game can be used as well as garage cars, although online, and keep the rest of the online features from Forza 6 although with the return of the Storefront and Auction House from the previous games.

7. Customization: This would mean having to return all visual customization parts (everything from custom wheels, aero and appearance parts as well as all livery editor items) back to the game and bring in more advanced ones, as well as the fact that tuning the performance must be the same as in Forza 4/Horizon/Horizon 2 for most cars to get the most power, handling, weight reduction as possible from these cars. Air restrictor mods should just be part of tuning set-ups instead of a purchasable upgrade ( and the tuning set-up creator should just be like that of Project CARS. Nitrous must make it to the game, although portrayed realistically like in GT6 (Forza Horizon 2's Fast and Furious standalone game featured nitrous, but was unrealistic, considering nitrous in reality won't produce a sound and thruster flames from the exhaust).

8. In-game player character: Considering the fact that Forza 6 allows you to play as either a male or female character, you should at least be given the ability to customize your racing attire individually from the racing suit to gloves, shoes, and helmet (a la GT6), or play as your own Xbox Avatar (despite the fact that it will look weird, but fun.)

9. Levelling and rewards: I think returning to the Forza 4 in-game rewarding system (where you level up, you get Credits and one free car out of a selection of certain cars) as well as Affinity where not only where it will earn you money, but will also give you discounts on parts (down to the fact that almost all performance modification parts are free) and one new added bonus: you can get car discounts (down to the point where the price is 50% lowered), making it easier to build a collection especially if you're going to make a lot of custom builds, considering that Forza 6's in-game currency and economy is good enough.

10. Home spaces: The home space in Forza 5, which looks like the garage of a mansion, as well as the home spaces in Forza 6, the one in the penthouse in Rio and the race paddock, should return as home spaces along with new ones for enhanced photo mode. This is like Forza's version of GT's Photo Travel mode.

11. Menu music: Main menu soundtrack in Forza 3, 4 and 5 were composed by Lance Hayes (a.k.a. DJ Drunken Master), whose menu music in Forza 3 and 4 were really good, but then in Forza 5, the menu music he composed is weak techno/lounge with an orchestra singing something that goes like a lot of "AAAAAHHHH" and there's one with "KAMEHAMEHAMEHA". The menu music in Forza 6 is composed by someone else and is a little bit livelier, but still puts you to sleep. The main menu music should go back to its Forza 3/4 roots where it is both lively and would make you enthusiastic to play the game, or just used licensed music as menu music again like in Forza 2. Either way that is better than having menu music that would put you to sleep.

12. Pitting: Making pit-stops for both the player and the AI should also have pit crews and an interactive way of pitting in, like in GT6.

13. DLC Scheme: The DLC scheme must be similar to Driveclub where it lasted a long time and with a season pass that lasts for about a year that will be able to deliver the best of the goods, as well as abundant car and track expansions with varying amounts of content per pack (as opposed to only seven cars per monthly pack), probably a little bit more but it's always good to add in extra stuff. In some cases according to some people, the DLC scheme of Forza (especially with 5, Horizon 2, 6 and possibly, Horizon 3) may feel like a bit of a steal.

14. Some stuff in the Forza games that must die:
a. "Unicorns" (a.k.a. "community bounty cars"): Not a lot of people can use Xbox Live Gold or actually play online, or may have trouble reaching a certain limit to get them, so these must be ruled out and must be released as free cars as part of a game update. The worst may have to be buying Furious 7 on Xbox Video to get Dominic Toretto's Charger from Furious 7 or actually having a save of Fallout 4 to get the Fallout Chryslus Rocket 2077. And it's a shame that the Lamborghini #63 Squadra Corse Huracan LP 620-2 Super Trofeo '15 is one of them and yet it's a new car. And possibly even the Ford Escort Mk.1 RS1600 '72 as well. All the unicorn cars or "community bounty cars" from all the previous titles should return as regular cars and this system of bringing in certain cars every month should die.

b. Tokens: Microtransactions in Forza, especially in 4, Horizon, 5, Horizon 2 and 6 are a pain despite it being a full, premium game. The cars and items in the game are cheap enough already and the fact that it is easier to earn money, considering if you have the VIP DLC.

c. Removal of VIP: The VIP DLC stuff must end. In Forza 6 all it does is add double your cash and XP if I'm not mistaken, and also access to VIP-exclusive Rivals (Forza's version of seasonal events). Not a lot of people would be interested with this, and some think of this as an incentive to get the best benefits of the game for just a price. At least the Car Pass, free cars and the expansions can stay. With the VIP DLC removed from the Forza series for good, the economy of both credits and XP will have to be increased quite a lot to maintain the player's needs of levelling up for improved perks and buying cars and customizing them. However, this will result in equality for all players.

d. Horribly evil and idiotic Drivatars: This has been one of my complaints playing Forza 6. Even with the "Limit Aggression" setting, Drivatars are like wild zoo animals that are actually driving and are still as bankrupt in terms of aggression. Like I said, with the aggressive AI, wanting to smash your car off the road or blocking you like crazy, they will tend to piss you off. And in the earlier versions of Forza 6, the front of the pack are seen to be cheating and driving like in a capability that you cannot imitate or even perform better while in the car they're driving, which is unrealistic. They also tend to drive like idiots as well if you'd put a lot of pressure or if you rewind a lot. The Drivatar system needs to be completely overhauled, and with a setting to return the typical Forza AI with generic names of drivers like in the previous games. Drivatars should also be able to drive DLC cars as well, but then this will only let them drive the Null Car if not installed, and considering that in my opinion, that I want the Null Car to be part of the car list as a useable car like all the other cars in the series, maybe it should be an invisible generic car silhouette for AI cars driving uninstalled DLC cars.

Put all of this together and now what we need left is proper wheel support and probably a good career mode to go with that. Porsches since EA's license could be expiring this year would probably result in Forza 7 having Porsches at launch, I guess. This would ideally outclass GT6 and Project CARS in every way if this happened for Forza 7. I'd say the car sounds are good already, in fact. In my honest opinion, starting with Forza 5, the Forza series had really clear and almost realistic graphics out of any game I've played, so that should not be a problem.
 
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As far as I can tell, all DLC released for the game so far totals $145 plus the cost of a Standard edition game, and admittedly minus the cost of a Car Pass. So while Max may be exaggerating considerably, he does have a point. $145 ain't cheap for a lot of people.
Nor is $145 dollars worth of optional DLC mandatory to play the game. Like mentioned, its basically early access, so if you don't want that just wait for the next game. It would hold a point if these are necessary for the core functions of the game, but it's not, they are just extra's.

1$ per car seems to be an average across the industry, it's just that some companies are able to produce more than others. What baffles me is that people will shell out hundreds of dollars for consoles, pads, wheels, headsets, yet a $7 pack at $1 per car is the end all for most. You're in the wrong hobby if you're worried about your wallet :lol:
 
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Dynamic weather and time. T10 should learn from both FM6's static night & rain and Horizon 2's (perhaps 3 as well) dynamic system and build on that feature so as not to pad out the track list.

Yes please, dynamic time and weather please.
 
Forza 7 will have dynamic day and night and rain, it is already in Horizon 2, just at 30 fps.


The overall car roster will expanded in the usual process, add some of the latest models, put in some classics and add the rest via DLC.

Some classic forza tracks will surely return too. Maybe there even will be more tracks for Forza 6.
 
I would like Turn 10 to keep the game locked at 60 fps, but lower the resolution a tad on XB1 if that was the difference between dynamic time of day and weather, or keeping the time of day and weather static.

Fixing track surfaces and adding bumps to the tracks is needed. Even Sebring feels smoothened out in FM6.

Allowing field of view adjustments and driver position adjustments is needed as well. At times I feel like I am driving from the back seat, or I am looking at a fish eye lens effect.

Add qualifying.

Fix wheels and tire fitment. Why does the brakes move inboard when different wheels are placed on the vehicle? And why does the tire width grow towards the inside of the vehicle when selecting wider tires? I would prefer wheels not to fit than to have this unrealistic representation. The same goes for bolt diameters and number of lugs. If it's not accurately depicted, then it shouldn't happen. Right now the way wheels are handled in Forza, comes across as if Turn 10 doesn't care about accuracy. Just as long as they get the license for the wheels, then its good enough.

Tires needs more attention. They seem to absorb all bumps, but never rebound. Also they still float above the ground and don't appear to show signs of being loaded with the vehicles weight.

Water puddles needs work. Your tires don't sink into them. They don't pool in low areas of the track correctly and in some areas they aren't level. I thought they were supposed to be 3D?
 
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I would like Turn 10 to keep the game locked at 60 fps, but lower the resolution a tad on XB1 if that was the difference between dynamic time of day and weather, or keeping the time of day and weather static
Agreed. pCARS looks good at 900p and with my eyesight I reckon T10 could get away with 720p :lol:

I just can't see (lol) them lowering the resolution though. Their mantra is 60fps @1080p
 
1. Dynamic Weather and Time. 60FPS if T10 can. They have the technology to improve :)
2. More comprehensive online lobbies. Real honest, GT6 style were quite decent with free practice before race, etc.
3. Actual drift events instead of being just an optional score HUD.
4. More tracks outside US.
5. More comperhensive tire selection.
6. Missing link cars. (ex. BMW M5 E60)
7. More creative driving challenges (Instead of Top Gear Bowling)
8. Forza 4 style game modes (Car soccer included :P)
9. Immersion improvement (Wind noise, etc)
10. Better photo mode.
 
Heard there is a "replay limit" with the amount you can save in FM6. Thats kinda disappointing, I currently have 130 replays daved in GT6. Cheers this gets fixed in FM6...or at the very least remedied for FM7.

Is there a photo limit for the photomode in FM6?? I sureeee hope not! I have 2000+ photos saved in GT6!
 
Heard there is a "replay limit" with the amount you can save in FM6. Thats kinda disappointing, I currently have 130 replays daved in GT6. Cheers this gets fixed in FM6...or at the very least remedied for FM7.

Is there a photo limit for the photomode in FM6?? I sureeee hope not! I have 2000+ photos saved in GT6!
I think it's limited to 100 photos I'm afraid.
 
Honestly, the photo limit bothers me a lot less than the replays. Keeping images in-game serves little purpose: I just go and save them off the site so I can have them on my laptop instead.

But 10 replays? That's just stupid.
 
I think it's limited to 100 photos I'm afraid.

Ugh...thats a MAJOR bummer...I have 2000 in GT6. Is it possible to save the photos to the xbox home screen and view them? I am sure the xbox can handle more then a miesly damn 100 photos. Unbelievable.
 
Ugh...thats a MAJOR bummer...I have 2000 in GT6. Is it possible to save the photos to the xbox home screen and view them? I am sure the xbox can handle more then a miesly damn 100 photos. Unbelievable.
The limit is a bit odd, but it's really not necessary to have them on there once you get them onto a computer. It'll just end up taking up too much space and end up as a chore to sort through them onwhat I would imagine the system would be if it where there. What they really need is a multiple selection option, to be able to remove them faster
 
Alright, I wouldn't mind giving a go at what I found flawed about FM6.

1. While I think the car selection is amazing, I do think that Turn 10 needs to tweak it a bit. More normal cars such was the Honda Fit and Ford Fusion would be a welcomed return imo. Not only that, but I want Turn 10 to stop only putting the highest performing trim of a car per generation. I like the Shelby GT500, but I would love to have the 2013 Boss 302 Mustang back aswell. The same can be said about other cars. Don't just give me the Honda NSX-R, I would like to drive the NSX Type S aswell. I'm not asking for 30 different variants of one car like it is in Gran Turismo 6, but I would like to see 2 or 3 trims of a car.

2. I can't think much on how to change the track selection than just bringing back some more fantasy tracks such as Alpine Ring or Maple Valley. For real world tracks; I would just love to see Turn 10 keep adding more real courses from other parts of the world and maybe even recreate older variants of existing tracks in the game. I.E. Classic Spa.

3. The customization still clearly needs work. Some cars that had multiple body kit options in FM4 have lost those options in FM6 and some cars just weren't given any visual body mods at all other than the Forza spoiler and splitter. I would love to see Turn 10 finally do some updating to the customization and give more options for other cars in the game. I.E. Acura Integra Type R with normal integra parts, 2000 Mustang Cobra R with 2003 Cobra bumpers or Saleen bumpers, Nissan Skyline GT-R R33 with GTS bumpers and nismo ones, and etc. Not only this, but I would also like to see more rim options or being able to put smaller wheels on a car.

4. More options for free play. From what it seems to me, Turn 10 already a bit has allowed their free play mode to allow players to create their own races by giving options such as lap count, division, and class. I want to see more options added such as being able to choose the exact cars I race against; so I can't have my own special races. For example; I want to race a Plymouth Fury against a 3rd gen Trans Am (Christine vs Kitt) or every Mustang is given the ability to race against each other.
 
I'm relatively new to the Forza franchise. I started with Forza 3 which I played for a couple of months, then I really got into it with Forza 4 last year, putting in at least 500 hours, bought all the DLC, finished most of the game and so on. I skipped Forza 5.

Now. With Forza 6, there are a few things I didn't like that I preferred in Forza 4. Mainly the campaign. It is fairly long (for someone who only has time to play once a week), but it really doesn't give you much options or variation. Same tracks over and over, not too many car options, and overall a bit too linear to my taste. Forza 7 needs to have a campaign closer to what Forza 3 and 4 had. I also don't like that there is no option to disable limitations, which, well... limits the cars that you can use. In Forza 4 you could and that let you pretty much choose any car in any race. With this I'm not saying I want to race a Veyron against Civics, but that there's a lot of cars not eligible in certain events that could somewhat qualify for it and be nose to nose with the competition. However, the quasi Event generator in Arcade mode compensates.

Physics, I really don't care. I can't use my G27 on the Xbox and I'm not spending another $400 on a wheel that its the exact thing, so I'm stuck with the controller. The game is playable even with all assists off, using dual analogs like I've used in GT ever since the first Dual Shock came out. It's a lot better than Forza 3 and 4, and that's enough for me. It's not close to Gran Turismo in terms of controller physics, but I attribute to the Xbox piece of trash controller design. With a Dual Shock, this game would play a lot better. As for realism in the physics, if you want Forza for realism, then you're in the wrong game. It's a game, and as long as it's playable, it's good. That doesn't mean they can tweak the physics a bit better for Forza 7. There is always room for improvement, and even if I've only played three Forza games, I can feel drastic improvement in the two newer ones.

Car list is absolutely fabulous. any car lover's dream. They should keep this trend on Forza 7. I expect they will and that some of the old cars will be brought back. It's the only reason why I feel they held on to some of the cars we saw in previous Forza titles.

The DLC practice of Forza is a bit extreme on the $$, but it's great nonetheless. Packs every month is something I haven't experienced before and I'm in love. Sure it's a lot of money, but these kind of games have a very long life. People complain, but really, if you can spend 10 bucks on a meal that you'll only have for a few minutes, then why not for something that will last you months or years? Don't mind spending another 100 bucks solely on Forza DLC. I know it will add hours to my enjoyment. These kind of games are more like a expandable platform. Just think about it... 15 bucks for the Porsche expansion and you get all those cars, plus a track, plus more events. I've seen full games with less cars that are more expensive than that.

Another great thing I expect for Forza 7 is the magnificent livery editor we currently have. I just hope that they finally let us import images.

What I really dislike is the A.I. But again, this seems something that no developer can get right. they are either illogically fast, way too slow or too aggressive. races are too chaotic. There is no mid ground. I almost miss GT's on-rail A.I. At least they were predictable.

I expect an option to disable physical damage as well. I hate having to drive so carefully on the first laps or spamming Y just to avoid the A.I slamming into me.
 
Physics, I really don't care. I can't use my G27 on the Xbox and I'm not spending another $400 on a wheel that its the exact thing, so I'm stuck with the controller. The game is playable even with all assists off, using dual analogs like I've used in GT ever since the first Dual Shock came out. It's a lot better than Forza 3 and 4, and that's enough for me. It's not close to Gran Turismo in terms of controller physics, but I attribute to the Xbox piece of trash controller design. With a Dual Shock, this game would play a lot better. As for realism in the physics, if you want Forza for realism, then you're in the wrong game. It's a game, and as long as it's playable, it's good. That doesn't mean they can tweak the physics a bit better for Forza 7. There is always room for improvement, and even if I've only played three Forza games, I can feel drastic improvement in the two newer ones.

Had me until here. Are we playing the same game, or perhaps more pertinently, on the same controller? As someone that has to jump back and forth between GT6 and FM6 every week, it's no contest: the XB1 controller is massively better for a racing game. The DS3 feels insubstantial in my hand, and while PD might understand wheel integration better than most, it comes at the expense of the controller players. There's no feedback with GT6 on the pad: cars slide out without warning, and counter-steer is a game of chance.

The game runs the same physics regardless of input device. The only thing that changes is the number of assists that deal with said device.
 
Had me until here. Are we playing the same game, or perhaps more pertinently, on the same controller? As someone that has to jump back and forth between GT6 and FM6 every week, it's no contest: the XB1 controller is massively better for a racing game. The DS3 feels insubstantial in my hand, and while PD might understand wheel integration better than most, it comes at the expense of the controller players. There's no feedback with GT6 on the pad: cars slide out without warning, and counter-steer is a game of chance.

The game runs the same physics regardless of input device. The only thing that changes is the number of assists that deal with said device.
Dunno about anyone else but I find it hard to use the DualShock triggers for acceleration and braking. Xbox triggers are better for me. That difference alone is why I prefer playing racing games on Xbox even if there's a PlayStation version available. Everybody who came from Gran Turismo has had to adjust to using triggers instead of the right stick. I've never heard of someone wanting to go back before.

I thought Forza already featured an option to turn mechanical damage off by the way.
 
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To the conversation above, I honestly found it difficult to drive cars in GT6 with the triggers. The DS3 triggers were not a good design imo as it just looks like they took the R2 & L2 buttons and got rid of the casings around them. It's why I still was playing GT5 & 6 for a while with the x and square buttons to accelerate and brake. I also didn't ever like using the right analog stick to accelerate with. It wasn't until I got an aftermarket controller with better triggers that I would start using the triggers again. The Xbox one controller felt much better than the ds3 when it came to car control in racing games, it's more comfortable for my hands to grip on and the triggers are easier to hold onto when I have to hold one if I'm racing.
 
Is it possible to save the photos to the xbox home screen and view them?
While its not exactly what you're looking for, you can view any photos you or your friends(or the community) have shared through the Forzahub app on the dashboard. Another option would be to screen shot your photos, from either the in game gallery or while you are taking them, you can then use these as backgrounds for your dash.
 
I expect Turn10 finally allow the user to select AI cars in offline mode, like it was possible in FM4 but they remove it in FM5 and FM6.
 
I hope there's an update now(won't happen).
To me that's the proof that Turn10 finally reached... Poliphony Digital.
Which is not necessarily a good thing from a user point of view.

The amount of "visions" of these developers is too damn high! :)
 
Atleast they've deliver. Plus 2 years per franchise for this type of game is considered fast in any sense.
When you have 500+ cars but you can't select opponents ending up doing races against random race cars and some road cars out of nowhere what these devs both delivered is a huge pile of messy stuff.
 
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