Forza Motorsport 5 might be one of the only launch titles across the board for next-gen that I'm actually excited about in a genuine, I WILL BUY THIS fashion. I've been a fan of the series since Microsoft started packaging the second game in with Viva Pinata and an Xbox 360 controller at the advent of that console's lifespan, and it's easy to see why. Turn 10 have never subscribed to the binary choice between arcade and simulation racing, instead preferring to see things as a spectrum and offering players the choice of defining (and then re-defining) the Forza experience that they want to have.
And if you've read anything I've written over the past year or so, you'll that my perspective on things is very simple: choice rocks!
But there's a lot riding on Forza 5. The next-gen race is set to be the closest one yet -- enormously similar PC architecture, near-parallel release windows, increased connectivity and openness -- and Forza 5 is leading the charge for Microsoft. It's looks big, bold, and beautiful, but what's actually changed? What does the new tech afford Turn 10 that hasn't been the case before? What the hell does Drivatar even mean?
I sat down with creative director Dan Greenawalt at EGX this year to ask him all of this and more, and you can check out our discussion in the video below: