The Forza Horizon series has always been about fusing realistic driving mechanics with the freedom and quirks of exploring open environments. One of the biggest changes coming to the franchise with Forza Horizon 4 is that its open world will be populated with actual players, in hopes of making it feel more lived in–hence the ‘shared world’ designation. So long as you’re online, real players will be cruising around the world at all times instead of drivatars (AI cars simulating real player behavior) seen in past entries. But the goal isn’t just to fill the game with actual people going about their business, the shared world also functions to induce new multiplayer experiences.
Entering races alone or as a group (or Convoy, as the game calls it) is said to work seamlessly as you’re temporarily put into a parallel server outside the shared world, and immediately put back in afterward. There’s also hourly events called Forzathon Live where anyone can jump in for cooperative challenges to earn rewards. This doesn’t mean that you’re required to be online to play the game, though. Forza Horizon 4’s campaign can be played entirely solo and will include drivatars to fill in the gaps.
We spoke with the creative director Ralph Fulton and principal designer Mike Brown from developer Playground Studios to get a more detailed explanation of how Forza Horizon 4’s shared world operates and how it mixes up the series formula. Note that the following interview has been editorialized for clarity and readability.
GameSpot: To kick it off, could you explain how the shared world is different from past Forza Horizon games?
Ralph Fulton: To frame how we got to where we are now you’re going to need to look back at the history of [Forza] Horizon. We have four pillars in the Horizon series that we constantly refer back to when we are making a new game. We talk about fun, freedom, beauty, and community being our fourth pillar. And obviously with every game we’re trying to up the limit in each of those areas, but I think community has probably been the area where we’ve found the most headroom. And we’ve been really start pushing to give our fans and our players new ways to interact with each other. That just seems to be the thing that they enjoy doing, that they really value in Horizon games because they’re just really social by nature.
Different vehicles are at your disposal in Forza Horizon 4, from exotic supercars and rally cars to motorbikes and all-terrain trucks.
So, in Horizon 2, we brought in seamless multiplayer and player clubs. In Horizon 3, we brought in co-op for the first time. We’ve made this huge step forward with Forza Horizon 4, now where everyone will play in a shared world. So, it’s not really about single-player or multiplayer anymore so much as everybody just doing what they want in a world that’s populated with other real players doing whatever they want to do at that given moment.
GS: To be in the shared world, you have to be connected online all the time. But what does it mean for someone who only plays offline in single-player by themselves?
Mike Brown: That was something we discussed a lot right at the start of the project on Forza Horizon 4. We wanted to make it a shared-world game because we know that there are countless benefits to that. It’s also has much richer community interactions. It brings with it loads of immersive gameplay.You have all this vibrancy of other people in your world doing stuff that you might never expect to see or you might never otherwise see.
But equally, we’re not deaf to the fact that there are a lot of players out there who just don’t want to play with other people, or who can’t play with other people for reasons out of their control. Servers may go down or any multitude of other reasons. So for that reason, as much as we call it a shared world game for type before is totally playable offline.
You can play through the entire thing, the entire campaign, offline, without internet connection, if that’s how you want to play. And you can click a button and you’ll drop into an offline world and then your open world is populated with driver files, similarly if you’re playing and your internet goes down or something to that effect. The game will simply transition to a solo world where those real life people you were playing with will be replaced with drivatars, and you just carry on as you were. It doesn’t drop you out to the main menu or anything, any of the nasty scenarios like that. It just keeps you playing and having fun.
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GS: Would you say Forza Horizon 4 shares similarities with how MMORPGs function where you have this big world where players can connect and group up or do their own missions simultaneously?
MB: Sure, yeah you’re connected just driving around the world, you’ll see people zooming around, going about their own business. Anybody you meet, you can drive up to them, connect and invite them to join you on what we call a Convoy, which is just a persistent group that exists for up to 12 players—then you can play together. And you have a Convoy leader who chooses tasks for that group to do.
As I’ve mentioned, we introduced co-op in Forza Horizon 3. And now the entire game [Horizon 4], you can just go meet a person in the open world—maybe you’re both drifting around the same area of Edinburgh—and say, “hey, wanna come and join my Convoy?” Now they’re in a little mini party. You’re still in the open world, you’ll still see other people buzzing around, but you two are in an assisted group, so you can go and do races or Horizon Stories, which is a new gameplay feature. You’ll basically play together for how much you want to play together.
So yeah, it is kind of MMO-ish, although in the sense that there is a shared world in which you team up with people and take part in activities together. It doesn’t have any of that sort of rules of MMO systems.
RF: And what we think is the real value in this shared world isn’t so much, “hey, everybody, play together”, we’re not trying to force anyone into doing something that doesn’t come naturally to them. We think the value is, like Mike said, this world becomes much richer, so much more interesting and spontaneous through the presence of real people doing real people things. In Horizon 3, our world was populated with drivatars, that does a pretty decent job of approximating how real players drive. But honestly, it can never come close to the variety and the unpredictability that real people have. You can’t program that kind of variety. And I think that’s going to be the real joy for players. Not necessarily going and playing with other people, just seeing other people going about their games.
GS: In Horizon 3, when you’re almost in contact with drivatars, they would ghost so they don’t get in your way. How are you handling collisions now that there all these people in a shared world?
RF: It probably falls into the category of questions that we asked ourselves a lot at the start of this project. Almost kind of troubleshooting shared worlds before we set about making our own. One of the first things you run up against when you start talking about shared worlds, that everybody lives together and, “alright, there’s gonna be some asshole that crashes into me, spoils my game,” and we felt that we had to find a solution for that.
The way we solved it is that, by default, other players in your world won’t collide with you, they’ll just ghost right through you. They’ll still appear solid, so you can still get that cool sensation of admiring their car, as they drive past you, or their parked up. But they can’t come and deliberately, or even inadvertently, spoil your game by driving into you.
It changes by teaming up with somebody, going into a Convoy together. By default, when you’re in a Convoy, you suddenly have collisions with the other people within your Convoy. You have that sort of physicality, you can drive and into each other and collide. There’s a ton of people in there who actually get a kick out of that, crashing cars into each other. It’s kind of a fun thing to do. We allow that in the context of a Convoy where, again, everybody has signed up for that.
GS: For example, if I jump into a circuit race in the world, does that take me then to a separate realm? Will I also see drivers within the world who are doing circuit races or just driving about?
MB: It depends on which options you choose. When you go into any race in the game, they can all be played solo, where it’s just you against AI drivatars. You can play co-op, where it’s you and a team of other human players, against a team of AI drivatars. Or it’s PvP, where you can play against a whole field made from groups of human players.
If you do choose solo, then at that point you’ll silently kind of pull out of the online server, do your race, and then you’re brought back there [to the shared world]. You can play with the entire campaign, with every race being a PvP race, if you wanted to. If you’re against, other real people, then again, you’d be in a kind of parallel realm whilst you do your race, and then you’d go back into the shared world. You won’t ever have a random person who wasn’t involved in race, driving across while you’re in there.
GS: Will there be any exclusive events or specific features for those who do interact with actual people within the world? Maybe, special quests or races that revolve around grouping up?
RF: Obviously, it’s up to you how you play, but we think the game is more fun, more rewarding when you play with others. We have exactly that kind of system, which is called Forzathon Live, which is designed to do just that. It’s a kind of public event that happens every hour, on the hour somewhere within the game world. It’s pretty well advertised when it’s happening. There’s a big blimp that floats above the start point that everyone congregate around to join up.
What happens after that is basically a sequence of challenges and events in which all of the participants in the shared world who opt into Forzathon Live, will go do cooperatively. Basically, that group that signed up at the start of Forzathon Live, their score will be accumulative across the whole group. And if you meet certain thresholds, you’ll earn certain awards for the whole group.
So, it’s very much a collaborative thing. All the players will work together and share their awards that they collect and win. The last 15 minutes of it changes, so you can spend that time doing Forzathon Live with different players. And there’s some cool rewards for that, as well as the fun of jumping in very frictionlessly playing with others in a collaborative non-adversarial way. That whole thing, collectively succeeding and then sharing the rewards with everyone.
Microsoft’s Xbox Insider broadcast from Gamescom 2018 in Cologne, Germany included a look at the inner-workings of PUBG Soeul’s offices in Korea. This lead nicely into the announcement that PUBG will see its 1.0 release on the console on September 4, and that Microsoft would be releasing a specially designed controller to celebrate the milestone.
Microsoft’s Limited Edition PUBG controller can be pre-ordered now, and while it’s in most ways the same controller Xbox One users have used until now, there are obvious cosmetic details and a subtle physical difference that set it apart. The controller is covered a digital-camo pattern, and this finish is accented by a blue ring around the left analog stick (a throwback to the game’s shrinking blue circle that limits the battlefield,) a sight scope on the right analog stick, and a red X on the right trigger.
Appearances aside, it’s the new triggers that could make a tangible if small difference in the way you play. In order to prevent your trigger fingers from slipping during tense moments, Microsoft has implemented rubberized triggers–a first for an official Xbox controller.
A close-up of the new rubberized triggers.
Microsoft also revealed new customization options for anyone who wishes to create a personalized Xbox One controller on its website. In addition to being able to change the color of the body of the controller and various buttons, you can now apply one of five new camo patterns, or a shadow finish, which puts a gradient color transition from top to bottom. For a limited time, until September 30, you also have the option of picking a silver shadow option.
In addition to its new controller announcements, Microsoft had plenty more to share during its Xbox Insider broadcast. For all of those stories and more from Gamescom 2018, head over to our event page to catch everything we’ve covered so far.
Microsoft today announced at Gamescom 2018 Halo: The Master Chief Collection will be added to Xbox Game Pass on September 1.
Halo: The Master Chief Collection contains Halo: Combat Evolved Anniversary, Halo 2 Anniversary, Halo 3, and Halo 4 and a full compliment of multiplayer suites making it the best way to get into, or caught up on, the Halo saga in one easy package. Though troubled with early issues at launch, the Halo: MCC has since course corrected and offers a ton of content with continued support from 343 Industries.
Xbox Game Pass is Microsoft’s subscription service that grants unlimited access to a number of third party games, and all recent and future first-party exclusives like Sea of Thieves, State of Decay 2, and the upcoming Forza Horizon 4 for a $10 USD per month subscription. And for a limited time, new subscribers can get their first month for $2 USD, and their second month will be free.
A new trailer has appeared and a release date announced for Devil May Cry 5. Like the announcement trailer, the new one mostly features Nero wielding a sword and gun to fight back the forces of hell. The trailer ends with a glimpse of Dante joining the fray, using his motorcycle as a weapon. The game is scheduled to release on March 8, 2019 for PS4, Xbox One, and PC.
The trailer shows Nero using the series’ fluid combat moves to fight back standard demonic enemies on a bridge. Then it shifts and shows him battling against massive boss-like enemies, including one who can float through the air while swinging massive curved swords and others the size of buildings. At one point he rides on a flying skateboard, but that’s soon outdone by the arrival of Dante on his weaponized motorcycle, which can split in half to become a sort of dual-wield chainsaw.
This upcoming installment was first announced during Microsoft’s E3 2018 presentation. “Years have passed since the legions of hell have set foot in this world,” read an accompanying press release, “but now a new demonic invasion has begun, and humanity’s last hope will rest in the hands of three lone demon hunters, each offering a radically different play style.” So far we’ve seen Nero and Dante in action, but the third hero has yet to be revealed.
The Devil May Cry series kicked off in 2001 with the release of the PlayStation 2 original. The series continued through 2008’s Devil May Cry 4, at which point it came to a halt. Several years passed before DmC: Devil May Cry came out in 2013, acting as a series reboot. Devil May Cry 5 will be a sequel to the 2008 game.
Those in the market for an Xbox One will soon have some new options. Alongside a new Fallout 76 bundle, Microsoft’s Gamescom 2018 edition of Inside Xbox has brought word on new bundles that package the system together with Battlefield V. Notably, these include an Xbox One X featuring a special design.
The Xbox One X Gold Rush bundle, as it’s called, includes a 1 TB Xbox One X that sports a gradient, fading from gold on the left to black on the right. It also comes with a wireless gray controller, Battlefield V’s Deluxe edition, Battlefield 1943 (the Xbox 360 game, which is backwards compatible on Xbox One), one month of EA Access, one month of Xbox Game Pass, and a 14-day Xbox Live Gold trial. In the US, this will be priced at $499, the standard price of an Xbox One X on its own.
Battlefield V’s Deluxe edition gets you early access to the full game as well as various bonuses. That includes five paratrooper outfits, more starter assignments, and 20 weekly airlifts, which each provide you with a customization item.
Additionally, Microsoft mentioned that there will be standard Xbox One S and Xbox One X bundles that also come with Battlefield V’s Deluxe edition. Specific pricing and release details for those have not yet been confirmed.
Battlefield V’s release date is set for October 19 on Xbox One, PS4, and PC.
After debuting in Microsoft’s early access program, Game Preview, late last year, PUBG is finally set to hit 1.0. As part of a special Inside Xbox episode to kick off Gamescom 2018, Microsoft revealed details on what’s coming to the Xbox One version of the game very soon.
PUBG exits Game Preview with the release of the 1.0 update on September 4. That brings with it a variety of new content, the most significant of which is a new map. Sanhok is smaller than what players are accustomed to, measuring just 4km x 4km (as opposed to the standard 8×8).
Also coming on September 4 are Achievements, which will carry over from the Game Preview version. PUBG Corp. will also introduce support for custom games, allowing you to set up your own matches as you wish, and a special mode that PC players have seen before: War mode. This represents a major change from the usual PUBG formula, as it introduces respawns.
Another significant component of the 1.0 release is in-game currency. Among the things that can be purchased with it are cosmetics and the Sanhok event pass. The latter lets you unlock missions, rewards on Sanhok, and more. More details on how this will work on Xbox will be shared “closer to 1.0 launch.”
The 1.0 release will come with a new DLC pack, the Xbox #1.0/99 set, which comes with exclusive clothing and accessories. If you already own the game, you’ll receive this for free.
Hitting 1.0 won’t mark the end of development on PUBG for Xbox One. With that milestone reached, PUBG Corp. says it will focus on bringing over other content from the PC version as quickly as possible.
Alongside news of 1.0, Microsoft announced a special PUBG-themed Xbox One controller is on the way. It sports a custom design and, for the first time ever, grips on the triggers.
Rare has revealed, Sea of Thieves’ next update dubbed Forsaken Shores will be opened for plunder on September 19.
During Microsoft’s Inside Xbox show at Gamescom 2018, the developers revealed the next update will bring a volcanic world to the Sea of Thieves called the Devil’s Roar. This new island will periodically erupt and shake the world with tremors, launch geysers, fling rocks, and heat the water around the island to the point you can be boiled to death, as well. To combat that heated water, Rare is introducing a row boat for players to safely get from one point to another.
Finally, a new kind of merchant mission will be introduced in Forsaken Shores called Cargo Runs which will bring a new way for players to progress by moving a number of different supplies from one place to another.
Undead Labs has revealed the next piece of State of Decay 2 DLC, called Daybreak, will come to Xbox One and Windows 10 PC on September 12.
Daybreak will add an entirely new mode in Sate of Decay 2 playing as a well-equipped Red Talon soldier in a siege defense style mission. Your goal is to defend a well-fortified location from increasingly difficult waves of zombies.
Daybreak will not rely on your own community, instead you spawn in as a Red Talon soldier and when dying, you’ll respawn as a new soldier in around 13 seconds. There are lots of new weapons and items included in Daybreak, as well as a brand-new freak called “the Blood Plague Juggernaut” because that’s something that we all wanted to see charging at us.