Jesus Fucking Christ. Watching the UX Devs attempt to drive a car was fucking painful. Blowing multiple corners, not upshifting past 3rd gear, not downshifting below 3rd gear, completely blowing corners, getting passed on qualifying tracks.
Yeah, I get gaming and talking is hard... but it ain't that hard... especially when you're not talking. This is very Game Journo levels of gaming incompetence.
"I've noticed that better drivers [in ghost cars] take driving lines I would never normally take."
Bitch, the driving line is literally drawn on the road!
Bitch you went straight in a corner!
Anyways, I've been nervous about how this latest Forza would turn out simply because of how utterly fucking "Coachella Festival" Forza Horizon has felt. I'm hoping it turns out well, after all, these are just the UX devs. I'm hoping the competency crisis doesn't damage the franchise like everything else "the message" has touched.
I feel like this is a fundamental problem that a lot of the larger studios have, and I think a good example comes from "Most Graphics"
Giant Bomb used to split up their graphical awards between: "Best Graphics" and "Most Graphics"; and the truth is that "Most Graphics" is a huge waste of time. A good, well designed, aesthetic will hold up longer than details will. "Most Graphics" will age, very badly within 5 years. Younger people will look at games older than 5 years old and call it "physically unplayable". I remember the first time one of my room mates actually said that about Halo when the MC Edition let you split between the old version and new one.
Nowadays, I kind of see that attitude as completely childish. It's just a power move to see how much money and resources you can blow on shit that isn't related to the gameplay or quality. I've been around long enough to remember when every "ultra-detail' game had it's day and faded after wards: Edith Finch, Crysis, Supreme Commander, Half Life 2, Halo, Final Fantasy 7, Mario 64.
I actually listened to Markiplier gush about a AAA game that he was playing simply because of the details in the background.
I want my games to be good games. Not good shows. The problem was that there were a lot of autists in tech who just saw more polygons as more better because they really didn't have a good creative streak, and in the corporate world, that's fine because if you can quantize it, then you can argue for funding based off of it.
However, creativity isn't a quantifiable measurement, and aesthetics can't be accounted for on a spreadsheet.
These Corporations are just finding interchangeable normies to try and fulfill checklists to make a profit, while having no understanding of the actual creative expression that is needed to make a good game or story. Worse, the creatives in and around the tech sector are horrific Leftists; which means the aesthetic they do create is cynical, malicious, bitter, resentful, and anti-moral. They'd rather watch a hero knight get raped to death by an ogre, than let him rescue the princess.
If it's not the corporatist normies telling us what and how to like, it's the Leftists telling us to kill ourselves.