lucidium said:
It's still a great use of cloud based services, however you look at it, because while the changes arent massive, they are there. The best way i could describe it is, imagine you enabled cloud saving for L4D2 on steam, and your player statistics were then used for other peoples games when not in full lobbies, your hit rate, accuracy, maybe even your route or how long you spend in each area being used to adjust the default ai, thats basically the same thing, the only difference is that with forza, when the client logs back in the performance of that players profile data is fed back to them as a gameplay mechanic. |
I believe you are right. I was thinking about this, and would like to know why previous racer sims arent as realistic in the behaviour of AI. The drivatar AI you race in Forza 5 is very realisitc. My friend who isnt great at these games and takes off raod excersions alot obviously has his Drivatar. If I race his Drivatar he plays just like him. Goes off track alot, brakes to late often and even blocks other cars aggressively like he actually does. Other friends I have are really good at Forza 5. And their Drivatars are equally impressive. They hold lines well, pass under braking, or power out of corners.
Its all very real and very impressive. Its the only racer in singlelayer that I have ever felt the need to stay inside a corner under braking to block off the AI. Like in real life if you cut across to late the guy undertaking you will hit you. But thats your fault not his. You have to position yourself like real motorsport. Position inside before the corner, and the AI behind will react and not run into you. Its a clever system, and one that makes singleplayer feel like online 90% of the time.
I am very impressed with it. very impressed.








