I’ve found that all the Forza Motorsport titles since FM5 suffer from understeering cars in standard tune (or even homologated), which is odd in cars notorious for terminal oversteer in real life.
The Horizon games used to be more forgiving, but a good RWD tune worked superbly wet or dry. Off-road events just needed rally suspension and tyres, some times 4WD.
The snow added in FH3 needed snow tyres, which worked as off-road tyres in the mainland, but RWD rally cars still were effective and fun.
But the introduction of seasons and weekly Forzathon series events in FH4 made 4WD essential on every car for me to have any chance in them. FH5 repeats that, and adds some more changes. The ones I’ve noticed are:
• Long jumps stop you dead (but not the AI, who can also jump further in unmodified cars).
• Some cars are more nose heavy, so drop like a stone and often cartwheel. Great if this was a gymnastics sim, but not helpful in a 3 minute race. Naturally, the AI cars aren’t afflicted.
• Brakes seem like drums not discs. Braking distances from the 1950s.
• ABS doesn’t always give the pulsing feedback as per real life, and doesn’t stop lock up. Doesn’t help steer while braking either, because still locking up, so pretty useless now.
• The need to have 4WD exacerbates the understeer, so I guess that’s realistic, but real cars have the torque split front to rear based on their brand characteristics.
• Turbo lag is now a thing, excessively so. Perhaps more realistic, but means turbo cars need engine swaps or a supercharger.