A Sunday Drive With Forza Horizon 2 -- IGN First - IGN

A great deal of Horizon 2’s beauty on Xbox One comes from its wonderful new setting. Southern Europe forms the basis of Horizon 2, specifically the South of France and parts of Northern Italy.
We saw but a small sliver of the world that will feature in Horizon 2 but the difference between it and Colorado from the original is stark. The few parts of Horizon 2’s we saw already display a huge amount of variety, ranging from quiet country roads framed by undulating pastures to narrow, cobblestone streets in a small European town. From dusty dirt tracks to concrete tunnels piercing through mountains.
“We believe next gen beauty isn’t about poly counts,” says Fulton. “It’s not about texture resolution. Those are last-gen concepts. Next-gen beauty is about light.
“It’s about light and how it plays on every surface in the world. How it reacts to them. How it scatters from them. It’s about the way sunlight glints on the bodywork of a car. It’s about the way the entire world reflects back at you from the surface of a puddle in a cobbled street.
Looking real is something Forza Horizon 2 is already excelling at. We’ll be going into more detail on the game’s weather effects at a later date but, in terms of just the lighting itself, after seeing it deconstructed in front of us it’s properly admirable just how authentically Horizon’s sun, streetlamps, and headlights illuminate the world.
“Light is a really big deal for us for this game, and the reference points we’ve chosen for this game are famous for their quality of light,” says art director Ben Penrose. “So on this game we didn’t want to leave anything to chance. We didn’t want to give you an impression of what the places are like that we visited and have tried to reproduce. We wanted to model it as accurately as possible and have all that stuff work with the physically based set-up that we’ve got from Forza 5.”
“So what we’ve settled on is a physically accurate model of Earth’s atmosphere,” Penrose grins.
“With Horizon we pushed dynamic lights with the headlights,” says Penrose. “Now every single light in a scene is dynamic, which is only something we’ve been able to achieve with the switch to a next-gen platform.
“The headlights themselves are no longer just standard dynamic lights; they’ve actually got modelled aberration and chromatic aberration from a proper headlight, which is why when drive around the scene and you see the headlights reacting to certain objects you’ll see a slight rainbowing on the edge. That’s all down to that particular part of the system.”
“We’ve taken the view that, if there isn’t a barrier in the real-world, if there isn’t a wall, there shouldn’t be one in our game,” says Fulton. “We want the player to be able to drive wherever he can in the real world.”
“So that means that not only is the world of Forza Horizon 2 bigger than the one in Horizon, it also has three times more driveable area; a three-times bigger play space. Which means that you’re no longer constrained to the road. You can take the road, or you can hoon off it, through a fence. Through a vineyard. Through a deep forest or up a hill. Suddenly we’rereally realising that sense of freedom that people feel is so important to Horizon.”
“So because we’ve got this unified system you can join your friend and carry on levelling towards what you were doing back in solo, and I find that one of the key things for keeping me playing online – that I don’t have to leave what I was doing before. And as I said, because of the dedicated servers it’s all instant. There’s no lobbies, there’s no loading; it’s just straight in, there and then.”
We’re shown a demo of this in action and, despite the obvious complexities of such a system beneath the surface, on screen it truly plays out as simple as described. We watch as a car eases along a road; the game is in solo mode and the map is packed with traffic, lighting and atmospheric conditions, and Drivatars that are all unique to this particular session. With the press of a button, the game camera shifts around the front of the car (which is still moving) while the game transitions from solo mode to online play. In the space of half a sentence, the Drivatars are replaced with real players, and conditions and traffic are synced with an online session-in-progress. All the while the car is still cruising down the very same road, exactly where it was seconds before. Seamless, indeed.









