It actually felt similar in terms of line and positioning. I even held my breath a little as I floored off No Name Straight and onto the uphill. And sure enough, around another corner was the Lime Rock Driver’s Club sign.

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Until another Gran Turismo or Project Cars comes out, this is probably the best way to experience racing without actually racing or getting a huge Sim rig in your basement. It’s a platformer so there are limitations to how real it feels, but it at least looks right and the tire physics continue to be annoying more realistic (i.e., if you cook them too hard you’ll end up in a wall).

Alas, after the novelty of racing the exact same car at the exact same track I’d recently been to, I realized I was stuck with the Golf R for the next three tracks. It’s not a huge deal as I actually quite like the Golf R, but in all these first races you’re stuck for the full series in the car you chose at the beginning. This isn’t the case for the rest of the races if you exit out.

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There Are So Many Cars

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The best feature of the racing, though, was not the verisimilitude. In fact, quite the opposite for me. Usually when I’m on track it’s in a situation where there aren’t that many cars around (open lapping days, press events) and yet, in the latest Forza, there are up to 24 “Drivatar” drivers based on people I know running on the track.

There’s a definite thrill to having that many cars on track and, while my XBOX Live friends are all apparently all jackasses like me and tend to lump up in a Rat King of cars at the beginning, it’s more fun passing 23 vehicles than 11.

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The Weird Features

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The weirdest thing about the experience is the “Mod Packs” that they’ve added to the game. Rather than just buying upgrades to your car, you now buy these card packs and you can randomly use whichever ones you like.

One upgrade, for instance, was for a Grip Expert that adds 6% grip and 6% extra power on Yas Marina. Another one was for a “Dare” card where the suggested line is off and it’s only Cockpit Camera only but you earn 20% more credits. Another one is a “boost” that includes things like turning your car into a Ghost that can’t collide in the first lap.

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You can ignore these entirely if you like and, generally, I like to. They also give you the ability to adjust your tuning setups for the races (including aero, gearing, braking, damping, et cetera), which I also generally ignore. If you want to tune the vehicle yourself it’s now a sub-menu but it’s there.

These are extra features and, for the most part, don’t distract from racing itself, which remains fairly good. The game is clearly made for and by people who love racing. There’s a nice thud when you hit a puddle at Silverstone and there’s BBQ smoke coming out of the Bog at Watkins Glen.

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It’s hard to complain about anything when you’re racing the IDx Nismo Concept in full BRE livery around Indy or lapping Daytona in a Ford GT during a “passing challenge” that’s basically you trying to avoid planting your nose in the back of a slow moving vintage Beetle.

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The big question for me is: Will I keep playing it? I’m way more likely to pick up Horizon and tool around in a Baja-ized RX-7 than Forza 5, will I still feel the way about Forza 6?

I’m only a few hours into the game so it’s probably too early to tell, but for now it’s worth going back to. I want to race old Trans-Am Mustangs and Camaros. I still want to hear the ferocious high pitched wail of a flat-12 NART Ferrari 512 BB.

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Contact the author at matt@jalopnik.com.