Iagree with the OP.
I have a PC and I can play multiplayer if I need to, if I play on that. However, I am not a fan of multiplayer to begin with, so I am disappointed that FH5 has placed more emphasis on multiplayer than FH4.
In FH4, they stopped adding new exclusive cars to the 80% prizes each week/month due to negative feedback from the community.
But with FH5, they have retracted that again and they are actively adding new exclusive cars to the 80% prizes.
And the prizes, although achievable in single-player, have deteriorated more than in FH4.
Super Wheel Spin is now normal Wheel Spin. And the Season Championship prizes have changed. Before, we could get a good amount of wheelspin exclusive cars as well as new exclusive cars. But in FH5, that space is more aggressively utilized for useless emotes, horns, and clothing.
Once in a while there a special offers for Xbox Live Gold where you can get a month for a buck. I have got them about three times as I own a xbox 360 and xbox one s for the older Forza Horizon and Motorsport titles. Just waited for the special offers to unlock some multiplayer xbox awards and doing some credits grinding through custom mulitplayer races with ki opponents.
Got even the xbox ultimate pass with xbox live gold for november and december this year for 1 euro per month. I wanted to be sure that the loyaltiy bonus cars in FH5 would be unlocked so I played all the games in the week before the release of the new one.
I use gamepass ultimate, I only pay for half the year because I earn enough Microsoft rewards points to get every other month for free. If I was to only use Xbox live gold it would be free all year as it costs 5500 points and Xbox gamepass ultimate is 12000 points. So I guess my point is if you buy the first month you can keep going for a lot less money than you would think, it just takes a little effort.
The Xbox network, formerly known and commonly referred to as Xbox LIVE, is an online multiplayer gaming and digital media delivery service created and operated by Microsoft Gaming for the Xbox brand. It was first made available to the original Xbox console on November 15, 2002.[5][6][7][8] An updated version of the service became available for the Xbox 360 console at the system's launch in November 2005, and a further enhanced version was released in 2013 with the Xbox One.[9][10] This same version is also used with Xbox Series X and Series S. This service, in addition to a Microsoft account, is the account for Xbox ecosystem; accounts can store games and other content.
Xbox network service is available as both a free service and a subscription-based service known as Xbox Game Pass Core. In 2021, Microsoft renamed Xbox Live as simply the "Xbox network" to cover all of its services related to Xbox, and began slowly phasing out all "Live" branding until it was fully removed in 2023.[14]
Users from other countries are not officially supported, although it is possible for them to access Xbox network if they provide an address located in a country where Xbox network is officially available. The country selected during account creation affects the payment options, content, and services available to the user.[16] Previously, users were unable to change their account region, but in October 2012, Microsoft introduced an account migration tool as a pilot project, which allows the user to change their region and maintain their Xbox network profile. Subscriptions, such as that for Xbox Music, cannot be transferred with this method.[17]
On May 18, 2011, Microsoft announced that it planned to launch Xbox network in the Middle East within the next twelve months,[18] but it never occurred during that time period. However, on October 20, 2012, Microsoft officially announced the service will be launching in the United Arab Emirates and Saudi Arabia in three days time.[19]On November 4, Microsoft announced that the service would be launched on November 29 in Argentina and Israel.[20] The service also appeared in the following month in Slovakia and Turkey. The service was launched in China in late 2014.[21]
As Microsoft developed the original Xbox console, online gaming was designated as one of the key pillars for the greater Xbox strategy. Sega had made an attempt to capitalize on the ever-growing online gaming scene when it launched the Dreamcast video game console in 1999, including online support as standard, with the SegaNet service in North America and Dreamarena in Europe.[22] Nevertheless, due to lack of widespread broadband adoption at the time, the Dreamcast shipped with only a dial-up modem while a later-released broadband adapter was neither widely supported nor widely available. Downloadable content was available, though limited in size due to the narrowband connection and the size limitations of a memory card.[23] The PlayStation 2 did not initially ship with built-in networking capabilities.
Microsoft, however, hoped that the Xbox would succeed where the Dreamcast had failed. The company determined that intense online gaming required the throughput of a broadband connection and the storage space of a hard disk drive, and thus these features would be vital to the new platform. This would allow not only for significant downloadable content, such as new levels, maps, weapons, challenges and characters, to be downloaded quickly and stored, but also would make it possible to standardize bandwidth intensive features such as voice communication. Steve Ballmer and Bill Gates both had a vision of making premium download content and add-ons that would attract many new customers. Based on this reasoning, the console included a standard Ethernet port (10/100) in order to provide connectivity to common broadband networks, but did not include a modem or any dial-up support, and its online service was designed to support broadband users only. Critics scoffed at it, citing poor broadband adoption at the turn of the century.[24][25]
Leading up to the launch, Microsoft enlisted several waves of beta testers to improve the service and receive feature feedback. The first wave of beta testers were given Re-Volt! (which was never released officially) and NFL Fever 2003 to beta test. Once beta testing concluded, Microsoft sent these beta testers a translucent orange memory card, a headset carrying case, and a beta tester t-shirt with the slogan "I've got great hands". When the service debuted, it lacked much of the functionality that later titles included, but Xbox Live grew and evolved on the Xbox and many aspects of the service were included with the Xbox 360 console out of the box, rather than through a later update. Microsoft granted Live-related patent that gives Xbox 360 users access to watch other gamers compete against each other over Xbox Live.[28]
The packaging for playable Xbox Live titles on the original Xbox console featured a trademark luminescent orange-gold bar underneath the Xbox header. Tom Clancy's Splinter Cell and Brute Force sported a Live "bubble" design, as they only featured downloadable content. It was changed later, wherein all Xbox Live titles included the universal orange-gold Live bar. By the time of the Xbox 360, all titles were required to provide at least a limited form of Xbox Live "awareness".[clarification needed] In July 2004, Xbox Live had reached 1 million online users.[29] In July 2005, Xbox Live had reached 2 million online users.[30]
On November 15, 2007, Microsoft celebrated Xbox Live's 5th anniversary by offering its then over 8 million subscribers the title Carcassonne free of charge and awarding gamers who had subscribed to Live since its inception 500 free Microsoft Points. Due to intermittent service interruptions during late December 2007 and early January 2008, Microsoft promised to offer a free Xbox Live Arcade game to all Xbox Live users as compensation, in an open letter to all Xbox Live members from Marc Whitten, Xbox LIVE General Manager.[31] Increased demand from Xbox 360 purchasers (the largest number of new user sign-ups in the history of Xbox Live) was given as the reason for the downtime.[32] On January 18, 2008, Microsoft announced Undertow would be offered free to both Gold and Free members for the week starting January 23 through January 27 as compensation.[33]
On November 12, 2009, Dennis Durkin, COO of Microsoft's interactive entertainment business, announced that November 10, 2009, the release of Call of Duty: Modern Warfare 2 marked the busiest day ever on Xbox Live, with over two million active users simultaneously.[34]
On February 5, 2010, Marc Whitten announced that Xbox Live had reached 23 million members.[35] On the same day, Larry Hyrb, Xbox Live's Major Nelson, announced on his blog that Xbox Live support for the original Xbox would be discontinued on April 15, 2010, including online play through backwards compatibility on the Xbox 360 and all downloadable content for original Xbox games.[36]
In August 2010, Microsoft announced an increase to the cost of Xbox Live Gold in several countries by 20%, for the first time since its inception.[37][38][39] The basic service was also renamed. Prior to October 2010, the free service was known as Xbox Live Silver.[40]
In February 2013, Yusuf Mehdi, corporate vice president of Microsoft's Interactive Entertainment Business, shared that Xbox Live members now number 46 million, up 15 percent from a year ago, during the Dive into Media conference in Southern California.[43]
In June 2014, Microsoft retracted the Xbox Live Gold requirements to access streaming media apps (including Netflix, Hulu, YouTube, Internet Explorer, Skype, and others), though various rental or subscription fees may still apply.[44][45]
On December 25, 2014, both PlayStation Network and Xbox Live suffered network disruption after a denial-of-service attack.[46] Functionality was restored on December 28, with some users experiencing difficulties in the days that followed.[47][48] A group called, "The Phantom Squad" has threatened to disrupt the Xbox Live network through a denial-of-service attack on December 25, 2015.[49]
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