Like its predecessor, this game feels extremely bogged down by the overly-generous rewards and the open world which sits between each event. There's a lot to do, but there's not a lot which it feels like you need to do.

Rewards are even thicker and faster than before, with the series' "Wheelspin" gachapon evolving to include a three-slot slot machine over the predecessor's single slot, though mostly further bogged down by the inclusion of cosmetic items for your in-game driver character.

The driving remains fantastic, and this version includes a significant upgrade to the game's compatibility with racing wheels, at least on PC, which is a welcome inclusion. The addition of an interior view which hides the wheel is also a fantastic inclusion for this play style, as the disconnect between the physical wheel and virtual one (whose rotation animations are somewhat limited by comparison) is fixed by this view, and it gives a slightly wider-feeling field of view given how close you are to the dash.

The UK is an alright new locale, and the season changes are interesting, but the seasons changing on a set schedule feels jarring when you only play sporadically.

I played this on Game Pass, and with a sequel out now, I think that's how I'll try that one too. The game feels like it has no real intention of making me stick around, so I might as well treat it as fleetingly as it cares for.

I have extremely mixed feelings about the Forza Horizon series. I love the driving, the driving is great. Perfect blend of forgiving and serious, great differentiation of different cars' feels, good physics, and generally well-designed tracks.

Then there's the open-world, constant-gachapon glue that strings them together. I feel like I am fast running out of energy for it. The game gives you so many cars, so much money, and so many options, that it almost always feels unfocused to the point of waning interest. Forzathon was, while it still ran, an interesting attempt to add some focus to this otherwise almost entirely self-driven mess of options, but it was limited in this game.

I sorely wish for a more restrained version of this where it feels like you're earning things as you go along, as opposed to just constantly being showered with rewards for even middling performances. Forza's game feel but with classic Gran Turismo-style progression.

This review contains spoilers

I feel like I must've started out as the most boring and paranoid Colt though given I got the “kill literally everyone in an area” achievement in my first loop

It’s very funny to me how this game completely justifies the weird video game thing (well, several of them, but) of there being a whole load of food just sitting around everywhere given the whole event takes place over the course of a single, forever looping day, nobody needs to worry about it going bad out there lmao

The little details about this fucked up little community are so good

I can appreciate how some people may find the repetition a little too much but I really got a kick out of gradually getting to refine my approach to a given area and time period as I progress through the storyline and nudge ever closer to the goal

I pretty thoroughly enjoyed getting owned repeatedly by apparently pretty high level Juliana players a couple of times on the way to the finale, those explosive rounds she can unlock are rough

Overall I really like the game, though I think it might’ve oversold me on the idea that the player was piecing together a series of ways to group visionaries rather than just the one possible set, so that felt a bit deflating once I cottoned on to the format of the finale. It was still real fun getting there, though!

I also re-did the ending to see the other choice - I initially figured Colt would stick to his guns and broke the loop, which was a pretty bleak ending! I speedran a loop and made the other choice, and that seems… like perhaps the more cared-for ending, what with how different it is.