Forzaˈfɔːrtsə/ FORT-sə, .mw-parser-output .IPA-label-smallfont-size:85%.mw-parser-output .references .IPA-label-small,.mw-parser-output .infobox .IPA-label-small,.mw-parser-output .navbox .IPA-label-smallfont-size:100%Italian: [ˈfɔrtsa]; Italian for "force"[1] and "strength") is a racing video game series for Xbox consoles and Microsoft Windows published by Xbox Game Studios.[2][3][4]
The franchise is primarily divided into two ongoing titles. The original Forza Motorsport series developed by American developer Turn 10 Studios focuses on primarily simulation racing around a variety of both real and fictional tracks, and seeks to emulate the performance and handling characteristics of many real-life production, modified, and racing cars.[5][6][2] The Forza Horizon series developed by British developer Playground Games features more arcade-style racing while maintaining a toned down version of Motorsport's simulation physics. Horizon revolves around a music festival called the "Horizon Festival" and features open world environments set in fictional representations of real-world areas in which players may freely roam and participate in racing events.[4][7][8]
Turn 10 Studios was established in 2001 by Microsoft, under its Microsoft Game Studios division, to develop a series of racing games, which later became known as Forza,[12] as the Xbox rival to Gran Turismo for PlayStation. At the time of the studio's establishment, most staff had experience in publishing games, such as Project Gotham Racing and Golf 4.0, but had not been involved in game development.[13] The first Forza Motorsport was designed to showcase the technological capabilities of Microsoft's first console, the original Xbox, including its Xbox Live online multiplayer network. From the start, Turn 10's approach to the series has been to broaden its appeal to the general audience and not limit it to racing enthusiasts, passionately highlighting car culture along the way. Also integral to the series' development is the considerable amount of research put into the race cars' handling, sometimes involving professional race teams as of Formula One and NASCAR.[14]
Every Forza title includes an artificial neural network used by its AI racers, called Drivatars, a portmanteau of driver and avatar. Drivatars were developed and designed by Microsoft Research Cambridge to learn and adapt to the player's driving. In early Forza titles, the Drivatars ran on a Bayesian neural network, which calculates possible solutions to a problem and their probabilities based on player data collected from previous races before selecting the one with the highest confidence value. Such a problem may be reaching a certain turn, at which point the appropriate angle at which to turn and the amount of pressure on the accelerator must be determined. Initially, the only way to share the learned Drivatars was to copy them onto Xbox Memory Units for use by other Xbox consoles. Since Forza Motorsport 5, the Drivatars have used a reinforcement learning paradigm, and have recorded racing data of all players connected to the cloud as part of the Xbox Network. In this paradigm, the Drivatars track the player's car position and speed and the consistency of the behavior and guess their turn angle and speed for a given segment, enabling the Drivatars to infer solutions for courses the player had not yet raced on and input for cars the player had not yet raced with. The data is then uploaded to the cloud to update the Drivatar behavior, and the new Drivatars are then downloaded to other Xbox consoles. Each upload is timestamped, and older uploads are treated with less confidence. There have been concerns that players could abuse the system to rubber-band the Drivatars' AI back to them, but Turn 10 has stated that the only thing that is rubber-banded are their cars, whose performance is slightly modified based on how far they are ahead of or behind the player. Turn 10 inserted a layer of control between player and AI inputs that allows for the developers to modify Drivatar behavior so as to prevent unexpected results.[15]
Initially, Turn 10 designed models for cars and tracks using commercial off-the-shelf software such as 3D Studio Max. Today, it develops and uses a proprietary 3D modelling software called Fuel that allows multiple artists to work on the same model simultaneously, primarily those for cars and racing tracks. Due to increasing complexity of video games, it took six months for four people to design a single car model for Xbox One versions of Forza, so Turn 10 came to rely on car manufacturers to share CAD files, scan real-life cars, or send out a photographer to take hundreds or thousands of photographs of newly launched cars.[13]
Until 2019, each installment of the franchise series had alternated on a biennial basis; the Motorsport entries were released in odd-numbered years, while the Horizon entries were released in even-numbered years. This pattern was altered due to the absence of a new Motorsport game in 2019.[19]
ForzaTech is the proprietary video game engine created by Turn 10 Studios. It is the main engine used for the Forza series.[20] The game engine was trademarked by Microsoft in 2015[21] and has since been used to develop current Forza games, as well as the upcoming Fable reboot.[22]
Forza Motorsport 3, released on October 27, 2009, includes more than 400 cars from 50 manufacturers and about 100 race track variations. Sport utility vehicles and stock cars make their debut in this game's car roster. The game introduces more optional assists aimed at making driving less challenging for less-experienced players. One of them is the rewind feature, which allows the player to turn back time to fix any previous mistake made on the track. Auto-braking brakes the player's car to prevent it from skidding off the track at turns, and the auto-tuner automatically tunes the car's aspects. The career mode has been revised for this edition of Forza Motorsport to contain 250 events, some of which involve two new modes: drag racing and drifting. It is also the first game in the franchise to feature a cockpit camera, as well as the ability to capture, edit, and share clips of gameplay. The Audi R8 is the cover vehicle.[24][29][30]
For Forza Motorsport 4, which was released on October 11, 2011, Turn 10 Studios partnered with BBC's Top Gear to get Jeremy Clarkson to provide commentary for the new Autovista mode, which allows players to explore a certain selection of cars in great detail. The game is also the first in the franchise to utilize the Kinect sensor. Players can utilize the sensor to turn their head to either side, and the game dynamically follows in a similar motion, turning the game camera to the side. It is the final Forza Motorsport released for Xbox 360. The 2009 Ferrari 458 is the cover vehicle.[31][32]
Forza Motorsport 5, the fifth installment in the Motorsport series and the sixth in the Forza series, was released as an Xbox One launch title on November 22, 2013. The game expanded on the Top Gear partnership by having Richard Hammond and James May provide commentary alongside Clarkson.[33] The Autovista mode was renamed Forzavista, and new to the series are open-wheel cars and integrated cloud computing, which collects and uses driving data from connected players to shape Drivatar behavior and through which user-generated paint jobs can be downloaded. Responding to inquiries about the amount of content featured in the game, Turn 10 Studios' Dan Greenawalt explained that the company emphasized quality after determining that the cars and tracks it had designed needed improvement in advance of the next generation of consoles. The result was a decrease to 203 cars (excluding three from the Limited Edition Day One Version) and 14 tracks and the two inventories being redesigned, some entirely, using laser-scanning technology. The 2013 McLaren P1 is the cover vehicle.[24][34]
Forza Motorsport 7 was developed for Windows 10 and Xbox One. The game was released on October 3, 2017.[38] This game includes many tracks, including the return of Maple Valley Raceway, the fictional track last included in Forza Motorsport 4. Forza Motorsport 7 has the largest set of playable vehicles of any Forza game to date, at 830 cars. 700 cars are included in the base game, while 130 were later added as downloadable content.[39] The 2018 Porsche 911 GT2 RS is the cover vehicle.
The eighth Forza Motorsport game serves as a reboot of the Motorsport sub-series.[40] It was first announced during Microsoft's Xbox Games Showcase on July 23, 2020,[41][42] and was eventually released on October 10, 2023.[43] The 2023 Cadillac V-Series.R and the 2024 Chevrolet Corvette E-Ray are the cover vehicles.
Forza Horizon was developed for the Xbox 360 and is the first open-world game in the series. It is based around a fictitious festival called the Horizon Festival, set in the U.S. state of Colorado. The game incorporates many different gameplay aspects from previous Forza Motorsport titles, like the large variety of cars, realistic physics, and high-definition graphics. The aim is to progress through the game by means of obtaining wristbands by driving fast, destroying property, winning races, and other driving antics. Horizon features the physics of Forza Motorsport 4, which have been optimized to work on the more than 65 variants of terrain said to be present in the game. Players can drive off-road in select areas, while others are limited by guardrails or other means. Horizon allows the player to modify the car that is selected from the garage by changing numerous features both internally and externally on a car. One can also obtain cars by winning races with random drivers on the street, by winning larger competitive races, and by finding barns housing hidden treasure cars that cannot otherwise be bought through the game's "Auto-show" or through racing. The 2013 Dodge SRT Viper GTS is the cover car.[44][45] The game is backward-compatible with the Xbox One and the Xbox Series X/S.
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