Australian T3

A NONE TRACK MIND

Traditiona­l racing games were split up into separate tracks, but why bother with fences when the world is your playground?

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Racetracks speak for themselves. Each of them is an individual unit, compartmen­talised by boundaries that physically and, for the people that race on them, conceptual­ly separate them from all other locations. It’s easy to find a favourite, discuss how one is better than another when you’re thinking about its undulation­s, sweeping bends, the scenery that flits past while you race through it. This is true for real-world tracks and for fictitious ones, from Gran Turismo’s gravel-laden Laguna Seca to Ridge Racer’s hyperactiv­e tunnels.

Forza Motorsport 5 goes all over the world to famous locations, every square inch it visits has been laser scanned, modelled and preened to recreate the locales as realistica­lly as possible. A loading screen is what separates you from the gorgeous road race in Prague from the legendary Mount Panorama, the sterile Yas Marina from the punishing Nurburgrin­g. The racetrack tarmac is encased in the environmen­t, a hermetical­ly sealed bubble that resets itself once you’re past the chequered flag, a collection of sharply polished gems so big that you can only hold them one at a time.

Now take that philosophy to an open world game where hundreds of kilometres of road wind and crash into one another, a twisted ribbon with loose ends peeling away from each other and back again. All of it needs to be created in a way so that when checkpoint­s are placed on (and depending on what you’re playing, off ) the roads, they make for captivatin­g routes. The gems knock against one another.

What’s just as important is the location. When I’m not writing about it, I’m spending my time in Forza Horizon 2’ s southern Europe, a compressed version of France and Italy that sprawls over vineyards, rolling hills and rugged coastal drives. The two countries bleed into one another, and geographic­ally they’re very similar: it’s a beautiful world, even when the sunny skies turn dark and a thundersto­rm rolls in. At dusk, fireworks pierce the star-studded heavens over the harbour and townships.

Forza Horizon 2 sets itself apart from other open world racers like, say, Need For Speed Rivals, as the world feels natural in its own right. Rivals goes through forest, snow-capped ranges, dusty outcrops in rapid succession. It’s flat-out action, the roster of cars incorporat­ing mean-looking muscular beasts and sharp exotic monsters that want to be driven with the accelerato­r flat to the floor.

In Horizon 2, there’s chance for finesse, to slow down and admire where you are as well as what you’re doing. Do that in Forza 5 and you’re left with a grid of drivers up your tailpipe. While icons pop up all over the screen, teasing you towards a new race or collectibl­e to find, you can ignore them all and simply go exploring. And that’s what I did. I went into the options and turned everything off – the speedomete­r, the points system, the map, the lot of it – jumped into a ’54 Mercedes-Benz 300SL Gullwing Coupe, and took off.

Here, I was a digital tourist, and the Merc was subject to more wanky screenshot­s of it gliding through the countrysid­e (and also tearing up well-laid out pastures) than an Instagram account featuring soy lattes and brioche in a hip inner-city café.

The world here is the gem. It changes from the countrysid­e to a highway, flowing hills that are carpeted by poppies, a dam, that glittering harbour and back again to the vineyards. Here, it doesn’t speak for itself, but instead maintains a steady conversati­on, where the words at the end of each sentences are simply, beautifull­y, ‘ignore the boundaries’. Paul is the editor of Official Xbox Magazine

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PAUL TAYLOR
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