E3 2018: Forza Horizon 4 Interview: Seasons of Change

Spring, summer, winter, and fall promise to change the way you drive in Forza Horizon 4. We speak with one of the game’s design directors about what the changing weather brings to the race.

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The Forza series began its life as Microsoft’s attempt to compete with Polyphony Digital’s Gran Turismo franchise, a longtime jewel of the Playstation brand. While Forza failed to match the experience in its formative years, by the end of the seventh console generation, the series was every bit as revered as its Sony rival. The franchise expanded in 2012 with the release of Forza Horizon, an arcadey spin-off that turned the serious racing into a festival celebrating everything automotive. During Microsoft’s E3 2018 press briefing, Forza Horizon 4 made its world premiere in a stunning reveal. We were able to speak with John Knowles, Design Director at Turn 10 Studios about what Forza Horizon 4 brings to the table.

After the wild success of Forza Horizon 3 back in 2016, the team dug in and began work on the follow-up. The action moves from the lush, sun-drenched landscapes of Australia to the United Kingdom. In Forza Horizon 4, the development team has introduced seasons and their effects of gameplay have the chance to make the game the most diverse in series history.

Knowles goes on to talk about the advantages of developing for the Xbox One X and how it lets console players have the chance to experience the series in 4K, like PC users were first able to play with Forza Horizon 3. He also talks about the team’s search for unique British cars to create for fans to find during the sprawling campaign mode. The rubber meets the road when Forza Horizon 4 races onto Xbox One and Windows 10 PCs October 2.

Contributing Tech Editor

Chris Jarrard likes playing games, crankin' tunes, and looking for fights on obscure online message boards. He understands that breakfast food is the only true food. Don't @ him.