In the racing game genre, Forza Horizon is now second only to Mario Kart. In the driving game genre — which you can loosely define as racing games set in the real world — it is second to none. Its ascendancy is confirmed by the runaway success of Forza Horizon 6, which has seen explosive growth on Steam alongside the series’ traditional audience on Xbox and Game Pass, and has a PlayStation 5 version yet to come.
It’s amazing how far the series has come since 2012, when it launched as a spinoff of Xbox circuit-racer Forza Motorsport — itself chasing the tails of PlayStation’s Gran Turismo — and a humble challenger to EA’s then massively popular Need for Speed. All those games now lie in Forza Horizon’s rear-view mirror. (Though the venerable Gran Turismo isn’t to be underestimated; Sony hasn’t reported sales figures for Gran Turismo 7, but Polygon understands it has sold very well and continues to do so.)
Forza Horizon’s appeal isn’t hard to understand. It offers technically polished, accessible, entertainment-first racing in beautiful open-world settings, with a huge quantity and variety of stuff to do, and a vast but well-curated catalog of real-world cars. Developer Playground Games (now assisted by Forza Motorsport studio Turn 10) has formidable quality control, and has just achieved the rare feat of four consecutive games with a 90-plus Metacritic rating.
At this point, it’s tough to see how Forza Horizon can be challenged. But it will be, because there’s one thing the series doesn’t really do. It doesn’t innovate.
While Playground is constantly refining and adding to its formula, it has arguably only made two substantive changes to it (both very successful): the addition of complete off-road free-roam in Forza Horizon 2, and the shift to a kind of live-service-lite structure with seasonal weekly playlists introduced in Forza Horizon 4.
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