Forza Horizon 1 Colorado location in FM

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Forza Horizon 1 Colorado location

This suggestion is to bring the Forza Horizon 1 Colorado fantasy routes into Forza Motorsport (Red Rock, Carson, Gladstone etc)

It seems a bit grey in the sense of what you’re looking for as of tracks and locations, but what about some of the road courses/circuits from Horizon 1 or 2? Since those games are completely offline now, it could be a fun little throwback to the past without fully revisiting the games as a whole. I think it would be cool to drive some of those old tracks again with people in the new motorsport physics engine. Just an idea, thanks for reading!

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Here’s a list of circuits that I went in to test:

-Beaumont Circuit
-Finley Dam Circuit
-Clear Springs Circuit
-Clear Springs Sprint
-Clifton Valley Mini Circuit
-Festival North Circuit
-Festival North Sprint
-Festival South Circuit
-The Goliath (paved over dirt segments)

I believe these would be the best candidates if any for the game as they’re the ones I found to be most fun. With some editing for pit lanes, even impromtu ones, I think we could have a lot of fun with these. That being said, some are more likely than others. The Goliath would be a serious undertaking for the dev team so I wouldn’t expect them to go as far as that, but some of these smaller circuits especially the iconic endgame Beaumont Circuit would be perfect for this game. I’m going to work on making some maps and taking some pictures of the areas I’m talking about and post them here at some point to help give people an idea of what could be a great tribute to the Forza franchise as a whole.

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As I’ve looked around online, there’s really no data or wiki on a lot of this game’s tracks. So, I’m taking it upon myself to do the work of going in, making a general synopsis of each circuit, providing my own takes on them, followed by what I believe the likelihood of the track making the grade will be.

For testing, I used a stock Lancer Evo X. I ran 5 laps on each track, getting a gauge for how fast you can expect to run the course. In the meantime, I grabbed pictures of the maps while I took observations of things I either liked or disliked, jotting them down in each post below. Thank you for reading through these. If you like certain ones, consider hitting the heart button on the posts of the tracks you’d like to show support for.

Beaumont Circuit

Lap: 2.84mi
Speed: All classes

Summary: This track came optional with a reverse layout, famously used for the final gold wristband race to claim festival victory. We will be reviewing the non-reverse version. The race starts with the home stretch in central Beaumont leading out of town into a downward flow of bends (turns 1-6) increasing in tightness before heading back uphill (turns 7-9) continuing the stretch until we take a left at the intersection (turn 10). The uphill leads us through tall cliff faces and much less demanding bends (turns 11-16) before arriving at the highest point in town elevation-wise with two more tighter bends (turns 17-18) that prove mildly less forgiving than the rest. The back straight varies slighlty in elevation before reaching a descending, large quarter circle bend that pulls left (turn 19), leading to a sharp 90 degree lefthander (turn 20) putting us back on the home straight.

Opinion: This track has great flow, however I find that the weakest point really seems to be with turns 17 and 18. With the way that 17 leads into 18, it makes you think that the width is going to stay consistent much like the rest of the course, but instead it has short, stone walls built very close to the road’s edge. This is the only section of the circuit that has walls built this close and it’s only at turn 18. The rest of the track has ample width and semi-adequate room for passing opportunities. That would be the only thing I would adapt or change personally. I could easily see a pit lane on the left of the home straight, leading up the hill behind the buildings. This would be perfect as it stays out of the main racing line and allows natural merging of pit traffic with track traffic.

Likelihood: Positive. I genuinely believe this circuit has the potential of being prioritized for it’s ability to host all classes for an entertaining race due to its variable corner styles and smooth elevation changes. There wouldn’t be need to change much, leaving most of the engineering efforts to replication and not so much restructuring.

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Beaumont Sprint Circuit

Lap: 0.98mi
Speed: Mid-class and below

Summary: The start sits on the higher elevated straight stretch, the same road that was used as the back straight in the Beaumont Circuit. The first turn stops short at the first intersection, making a sharp 90 degree left (turn 1) down the double hill into a right-left chicane (turns 2-3). This quickly follows into another sharp 90 degree left (turn 4) before going up a slight elevation change through a less intense left-right chicane (turns 5-6). A short straight stretch narrows down through an alley before opening into a rounded 90 degree left (turn 7) through a parking lot on the other side. This follows up a double hill before linking up on the opposite side of the start straight with another sharp 90 degree left (turn 8).

Opinion: Despite how short this track is, I found it to be a good time. The first chicane is lovely, the downhill helping to flick me through at a faster rate than I would’ve expected just looking at it. It feeds well into turn 4 which you can carry your speed through pretty smoothly. If you were trying to avoid sidewalks however, the second chicane would be pretty tight and I would say doesn’t help the flow the track starts with. That’s not even mentioning the alleyway that shrinks the track to barely even two car widths very suddenly, which basically ruins the next corner right afterwards for real passing possibilites. That corner, speaking of, is actually very sweet and follows a very minor downhill before taking you back up. I really find this track more competitive in lower classes, but I think as you start pushing above C and into B, it starts to get dicey with a crowd. You could probably survive A class, maybe if your lucky S class, but anything more and you’re absolutely asking for a heap of trouble.

Likelihood: Neutral, Because it really lacks the ability to host larger or faster crowds, I have a hard time seeing this track coming to fruition in Motorsport. Who knows though, with a few edits, this could be a fun little sprint track. The same street I mentioned in the larger Beaumont Circuit that could be used for the pit lane could again be used here, and maybe because it’s in the same direct environment as it, maybe it does have some possibility as a secondary layout? You tell me. This one’s a bit of a toss up.

Carson Sprint Circuit

Lap: 1.07mi
Speed: Mid-Class and below

Summary: The track begins with a short front stretch. Almost immediately it sends you into a park with a sharp 40 degree right hander (turn 1) over a short hop of grass and sidewalk, and onto a brick pathway. This leads down to a fountain where you’ll make a 90 degree right (turn 2) carrying most of your speed. You’ll exit the park similarly to how you entered, hoping over grass and sidewalk and out onto the main roadway that bisects Carson north to south with a slight right hander (turn 3). Shortly after, you’re met with a mini chicane (turns 4-5) which is easy to fling through as it’s just between the intersecting islands of trees. The straight stretch carries on another block or so before having you pull an 80 degree left (turn 6) through another brick layered plaza. This plaza is wide and forgiving, allowing you space to take the next 90 degree right (turn 7) with most of your speed in tact. Another block down, this side street intersects with the main street, pulling you around the center islands for a slower 30-45 degree turn (turn 8). You’ll almost immediate turn off the road again into another brick parkway with a sweeping left (turn 9) followed by having you turn an almost 90 degree right (turn 10) over an arched bridge. You’ll then turn right (turn 11) again after the bridge through a long sweeping left hander (turn 12) until you reach the exit of the parkway, throwing you into a decievingly slower and tighter right hander (turn 13). This will lead you directly into the start stretch again.

Opinion: As hectic as it sounds, it’s actually a pleasure in the lower classes. The intial park section with the fountain is a bit tricky, leading you to believe to can clip the inside of the exit of turn 2, only to launch you upward and possibly out of control. Getting your car aimed correctly down that path and still keeping your speed is definitely something you’ll have to practice. The straights with the chicane that followed were alright, though the streets are narrow only being two thin traffic lanes wide and giving absolutely no room to pass. The plaza section right after is total relief from that, widening up into that nice, forgiving left-right. Leading down to that sharper corner, I almost expected at first that it was going to be as sharp as the last corner of Long Beach, but it’s much rounder than that and gives you some space to play. I like corners 6-8 for that reason. They open up in this short tight track allowing action to happen. Right after, that larger parkway segment is actually a gorgeous bit of fun. You wouldn’t expect it just by looking at it, but it flows so much better than you’d expect it to. It increases in speed gradually after getting over the bridge. I’d say if only it were a little bit wider just for the ability to really fight it out on this last bit before turn 13 throws you for a loop. It has you jump across a large section of sidewalk across the street just so you can carry all the speed you just built out of there. Overall, fun but mostly technical. It’s a lot for a track that’s barely over a mile long.

Likelihood: Neutral, There’s a lot of reworking to be done here. Personally, I would knock out the center islands on the main street to help the speed of the track and increase possible width for racers to be able pass each other in that section. I would also widen the last parkway section just a smidge as those railings do tend to be a bit ominous at times. That final corner really needs help. I don’t know if that parkway just has to end up a little further to the left or what, but it needs something to make it so you can actually go for a final pass on the last bend. This could be a fantastic short little track that could welcome higher classes, but in its current state? Like the Beaumont Sprint, highest you’d really want to do is A class. As for a pit lane, there’s a nice short road to the right of turn 1 that ends up right next to the courthouse. It’s a little bit in the line of fire, but it’s the most plausible thing if you don’t want to construct a whole new pit lane behind the line of houses on the front stretch.

Clear Springs Circuit

Lap: 2.09mi
Speed: High and mid classes

Summary: This track has you start on a downhill straight. Looking forward you can see the medium speed left hander (turn 1) that brings you through an intersection into a little sharper but still swift left hander (turn 2). This allows you to carry all of your speed into the large, sweeping right (turn 3) where you can really floor it. You’ll pass over a meandering straight that has you bob up and down before coming to a 90 degree left (turn 4) to follow over the dam down to the next 90 degree left (turn 5) off of it. This sends you on a continuous downhill straight with three major bends (turns 6-8) going from left to right to left again. This stretch, as it arrives the next turn, is wavy and has moments where you’ll bob every here and there with your high rate of travel. When you reach the end, you’re met with a shockingly tight little left-right chicane (turns 9-10) before being slug downward into a banked left hander (turn 11) that sends you back up a hill through some old mills that pass over top of the track. There’s one more right hander (turn 12) at the top of the hill taking you right to the finish line.

Opinion: When I ran this track for the first time, I wanted to keep playing it. It’s corners flow together perfectly for faster cars and the pace is beautiful for a two mile course. Coming into turn 1 and 2 hypnotized me with turn 3 bringing me back to into reality with a rush of speed. Turns 4 and 5 were surprisingly not all that slow because of the width of the track, letting you take them without much fight. The downhill straight is a rush. I can picture the overtakes you could find here as you sling through those slight bends. The idea exhilarates me. The most challenging part of the track is going to be that end of straight chicane where you either make it or you don’t. That could cause a little bit of a fuss, especially after flooring it for what I’m guessing is about 3/4 mile with plenty of room to pass. The corner after directly makes up for it, being almost intoxicating to slingshot out of. That last push up the hill is a nice touch, letting drivers make their final pushes before the finishing corner.

Likelihood: Positive, the ability this track proves for good competitive races was a shock. It might not be the most engaging for lower classes, but I think this could be good starting in C class. The only real choke up i think needs a little edit is that end of straight chicane. If you could widen that up just a little, you’d keep the track open for better passing toward the end of the lap. The only major thing you’d really have to edit in is the pit lane. Due to there being zero other roads in that area, you’d have to probably change the mounded landscape right after the mills. I would personally put it off to the left side, the hill on the right is just a little too pretty to sacrifice.

Clear Springs Sprint

Lap: 1.40mi
Speed: Mid-Class

Summary: This track starts you on a shorter downhill, leading you into the first banked right handler (turn 1). It then throws you up a small hill to a tight left-right chicane (turns 2-3) before putting you on a small straight stretch up to the intersection where you’ll turn right (turn 4) with a small flick to the left (turn 5). You’ll follow a long bend with varying angles (turn 6) before another slight bend to the left (turn 7). You’ll arrive at the next intersection, turning a sharp 90 degree right (turn 8) into a flat out right hand bend (turn 9) where you’ll then follow up a longer hill. You’ll complete the lap with one final bend to the left (turn 10) where you’ll find yourself at the finish line.

Opinion: Since this track uses a lot of the same roads that the Clear Springs Circuit has, I’m going to be comparing it a lot to it. That banked turn being the first thing the drivers are met would be quite a lot better if it weren’t for the fact that the same tight chicane I mentioned earlier is almost immediately after and a bit blind going back up the hill. Now where I said I’d like to see that widened in the last track, I especially would need to see it in this layout. However, I will say, the chicane sets you up nicely for the next turn, making it all feel like one bend which is honestly satisfying.

Likelihood: Neutral/Positive, This track has a much different flow than the longer version, and that first section of corners can be fun for the right classes, but the course seems almost confused about what class it’s really trying to appeal to. I see a great middle ground for B, A, and S classes, but the beginning of the track is too slow for anything above and the rest would be tedious in anything below. Again, I really think widening that chicane would help the flow and create a little more availability for those faster classes which the rest of the track is clearly designed for. I think this has a somewhat higher likelihood just for being in the same location as the other track and you could easily reuse the pit lane in the same location as the last one.

Clifton Valley Mini Circuit

Lap: 0.73mi
Speed: Low and Mid-Class

Summary: The start of this track puts you at a slight bend, having you make a small left (turn 1) off the line. This takes you down a short stretch to a decently wide 150 degree lefthand bend (turn 2) which is much faster than you’d initially think. You’ll follow up into a small but wide right-left chicane (turns 3-4) which again has the illusion of being slow when you can really carry some speed through. The mext straight keeps you climbing up into the next left hander (turn 5) up the hill into a right hander (turn 6) which then leads you to the crest of the hill. Coming over the top, you’ll be met with a 180 degree leftward bend (turn 7) that starts wide and then tightens up to reconnect with the start straight. With one small flick to the right (turn 8), the lap is finished.

Opinion: Despite the rather small size of the track, this could host some great racing. The track is a reasonable width throughout and allows for some good speed and flow. I personally liked this one a lot, not for its simplicity or its size, but for its overall pace. The continuous uphill for the south side of the track made for a fun climb before racing back down to the finish for another go around.

Likelihood: Neutral/Positive, This track could quickly show itself to become pretty competitive in most classes. I’d argue everything up to S class and maybe even R class working well here. That being said I wouldn’t change much. Really all you’d need is a pit lane constructed in either the field to the right or left sides. There’s not much scenery here giving the designers a bit of a break or space to have a little fun with. With the track being just shy of 3/4 mile, it’s hard to ignore how easy it would be to implement. I think the only real takeaway from all of that is the fact that traffic might feel extremely crowded at all times if you’re running a full lobby.

Eagle Ridge Mini Circuit

Lap: 0.61mi
Speed: Low Class

Summary: This track has you starting at the crest of a hill, the start line being at the top. It goes forward a fairly short distance before having you make an 100 degree left (turn 1) at the end of the neighborhood road. You’ll then go over a tiny hill with a flick to the right (turn 2) before immediately throwing you into a 70 degree left (turn 3) down the hill. You’ll go down a double drop hill where you’ll take a quick bend to the right (turn 4) which immediately turns into a rounded, near 180 degree turn around a large house. You’ll come out of that into a super short straight that ends with a 90 degree left (turn 5) at the second intersection. You’ll go down that street to the end and hang a 90 degree right (turn 6). This will take you up a small hill to the neighborhood’s entrance intersection and make another 90 degree left (turn 7) continuing after up the rest of the hill and to the starting line.

Opinion: From the outside, it doesn’t seem that bad. Lapping it by myself, I found it to be a decently fun little time attack course. Then I remembered how cluttered and bumpy the course was, and combining that with a lot of traffic sounds to me like utter chaos. It’s a very intricate short course where all the corners actually do flow nicely, but I fear the idea going any faster than what my Evo X could muster. The track simply isn’t wide enough for what it presents in elevation and layout.

Likelihood: Negative/Neutral, you’d really have to rework this track to get it to be viable. Some of these neighborhood roads just cannot handle competition above B class without presenting track-width sized pileups. This course was clearly meant for slower cars, C and below. The good news is is that one of the close off neighborhood roads right after the starting line would work great as a pit lane, but that’s about where that ends. Unless you rework some of these bumps, the track width in the lower neighborhood, and that kink to the right after turn 1, you’re going to see a lot of struggling, locking this course out of a variety of classes and cars that could be giving this 6/10 mile course a run for its money.

Festival North Circuit:

Lap: 1.93mi
Speed: Mid-Class

Summary: This track has you start on a nice straight stretch before taking you down to a sharp 40 degree righthander (turn 1). An equally long straight takes you down to a rounded 70 degree right (turn 2) which opens up into a short rightward bend (turn 3) before ending in a sharp 60 degree left (turn 4). A little bit longer straight takes you up a hill to a moderately wide 70 degree rightward bend (turn 5) and across another similarly long straight to a longer and less demanding left-right bend (turns 6-7). A minor straight takes you to a downhill, mid-corner right-left-right chicane (turns 8-10) releasing you into a slight downhill straight. At the end, it takes you to an 80 degree, downhill left (turn 11) at the intersection, followed by an 80 degree right which takes you to an uphill straight. At the top, you enter a 40 degree each right-left bend (turns 12-13) into a short straight. At the first intersection, you’ll make a sharp 90 degree right (turn 14) before following into a 40 degree right (turn 15). You’ll enter a double set of right-left bends (turns 16-19) the first being tighter than the second. This ends shortly at an intersection where you’ll make a sharp 70 degree left (turn 20), followed by an uphill, very long right hand bend (turn 21) where you’ll find yourself at the start again.

Opinion: For a two mile track, it’s got a lot packed into it. That first bend to the right feels great flat out and the elevation throughout really helps bring this track alive. I do find however that this track would struggle to showcase anything other than mid range cars. All I could think of while driving it was “This would be great with touring cars.” The straights would be too tedious for slower classes, but the technical bits really would make it hard for faster cars to actually compete on there. Overall though, the general feel and complexity is actually really enjoyable given you’ve got the right car to enjoy it. I personally really liked the progressive flow between turns 14 through 19.

Likelihood: Positive, it’s hard to ignore that the course is right next to the festival, I mean you can see it maybe a 1/4 mile to 1/2 mile away going through the last bend. It makes this track all the more iconic. It could host a decent range of cars from C to A class, but anything below I fear would cause boredom and anything above would cause too much chaos with it’s strict corner flows. The track being out in a field does make it a lot simpler to make a pit lane, saying that the main scenery is basically the festival in the distance and a sparce set of trees near the road.

Festival North Sprint

Lap: 1.25mi
Speed: Mid-Class

Summary: Instead of redescribing the whole track again, I’m just going to explain where this track differs from the Festival North Circuit. If you want to know about the rest of the track, go read that post. The major difference here is that instead of taking turn 11, you’ll instead go straight to further descend down the hill with a flick to the left (turn 11) before taking the downhill righthand sweeper (turn 12) and meeting back up where turn 20 was.

Opinion: Personally, while this track still hosts that fun first few corners, it cuts off the complex that I really liked the longer version for. It still gets the job done in the same way, holding the same pace, but I guess it would be the difference between a “club” circuit and a “national” circuit.

Likelihood: Positive, while the track mainly carries a lot of the same flow, it does have one more major flaw. In the section where it does differ from it’s longer version, I’m envisioning pile ups due to people not giving each other space. If you stick to the left side going in, you’ll be on the right side of the road and the inside of the turn very quickly. If you’re not giving space here, there will be a wreck. I personally recommend just keeping that straight instead of adding the flick so people can go side by side into there. It would add more passing opportunities where, in all honesty, this track lacks. Though because it’s in the same location as the longer version, it really benefits from that track’s success which is why I see this track being included as long as the other one is.

Festival South Circuit

Lap: 1.60mi
Speed: All Classes

Summary: This track starts you off immediately into a right hand flick (turn 1) and down a straight where you’re led into a downhill drop style of left-right chicane (turns 2-3) where the right is banked to help level back out from the sudden dip. This carries almost immediately into a longer right hand bend (turn 4) at the triangle intersection. You’ll follow onto a short straight that ends with a slight left downhill bend (turn 5) which leads into a rounded 90 degree right (turn 6) that proceeds back uphill into a moderate lefthand bend (turn 7). This levels out with another short straight before a minor uphill right (turn 8) and goes into a longer left hand bend (turn 9). This will take you up another minor hill through a slight right bend (turn 10) to carry into a straight where the hill crests right before a moderate and slightly banked right (turn 11). This bend continues where it sharpens up a little more to make a tighter righthander (turn 12) right after. The following straight dips back down, levels out and then dips again right after a slight right bend (turn 13) which then takes you to a sharper left (turn 14). This combines with a wider left (turn 15) with a dip in the center that sends you back uphill before another sharper right (turn 16). This then opens up with a moderate right (turn 17) at the intersection that takes you back onto the start stretch. With slight right and left bends (turns 18-19) on the final stretch, you’ll be met with the starting line.

Opinion: I was genuinely surprised by the flow of this track. It’s just complex enough to keep interested lower classes and yet shows so much potential for higher ones. This can be a slow track or a fast one depending on what you’re looking for, it all seems to flow together so well. All the dips and elevation changes are incorporated in a way that makes driving this feel like you’re floating over hills. It’s satisfying, so satisfying. I’d honeslty say this is in my top three picks if I had to choose only three out of this list.

Likelihood: Positive, with the way the track flows, it wouldn’t be hard to say that overtaking possibilities really shine here. There’s a highly competitive nature this course reveals, and it’s not one to miss. I can see the great races being held here in my mind. I will say, maybe X class would struggle, but P and below would easily find their fun here. I will say, some spots of the track could be widened a little bit, but it’s mainly great as is. I really think a pit lane could be easily incorporated on the right side, where it could open up on the start stretch and then trace the inside of 4 before opening back up to the track again.

Finley Dam Circuit

Lap: 1.50mi
Speed: All classes

Summary: The track starts with a slight left bend (turn 1) on the front straight. Further down at the end of the straight, you’re met with a right flick (turn 2) which immediately follows with a 120 degree uphill right (turn 3) that continues uphill into a 30 degree left bend (turn 4). You’ll take a left at the fork (turn 5) where it levels out for a moment only to go up once more through a righthand bend (turn 6) where the hill finally levels out with a tiny left flick (turn 7). The start of the downhill comes after another minor right bend (turn 8) where youll descend into a wide left (turn 9) where it sharpens against the cliff face (turn 10). You’ll continue down through a moderate 90 degree right bend (turn 11) and into a wide left bend (turn 12) after a small straight. This ends with a small right flick (turn 13) just before a moderately sharp hairpin left (turn 14) that’s still descending. After, you travel down a wider 90 right (turn 15) which straightens out into a level, sharper 90 right (turn 16). A slight left bend (turn 17) takes you to the intersection, reconnecting to the start straight with a sharp 90 left (turn 18), leading you out with a small, right hand flick (turn 19). You’ll carry back up a short incline until you’re met with the starting line.

Opinion: I’ll say it right now, I love this track. This is hands down one of the most entertaining of the bunch. It’s tricky elevation changes with the massive uphill and downhill provide something the other tracks haven’t. In fact, this track provides a number of things the others haven’t. This is the only track with a proper hairpin turn, one that was widened for extra room, and that’s not the only corner here that does it! Turn 16 gives you tremendous room to play with in the same way. The scenery here as well is absolutely stunning. Coming down the downhill, seeing the dam in the distance is remarkable. The environment in general is immaculate. Now, does this track have the best flow in all areas? Not always. I don’t care much for the wiggles at the top of the hill after the fork, but I’m willing to put up with it for the rest of the track. If there had to only be one track of this group that I’d want, it’s this one here.

Likelihood: Neutral/Positive, now, my biggest fear with this track is the thing that makes it stunning in the first place; the scenery. The design team would have to dedicate serious time to replicating the dam to scale, but other than that I have only the best hopes for this track to see the light again. I think there’s even a decent spot after turn 16 where you could start a pit lane on the left side and have it end just before an emerging cliff face that’s close to that starting line. It could host a variety of classes easily, though I really think going above R class would be pushing it. You could probably survive a race in P class, but I would emphasize the word survive. As long as this track is shown some love by the developers, everyone else will come to love it, too. It’s like a shorter Bernese Alps, there’s definitely fun to be had.

This idea is beyond ingenious. I’m actually suprised this hasn’t been done sooner, especially with that stupid “Forza universe” statement that was made a few years back

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I mean, tracks like Maple Valley have their own lore within this simulated world. I can only imagine that if there’s a canon for them, then the Horizon Festival also has to exist canonically side by side with Motorsport. I don’t see why it wouldn’t. The connection would be too easy to make.

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I agree and actually like the connection, it’s just the article was basically talking like it’s some MCU level crap when it doesn’t need to be

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Exactly! It can just be simple and fun while still having those connections. I seriously doubt anyone is digging around for that kind of lore or whatever anyways, we just want to drive.

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