Forza Horizon 3 Review – Exploring Australia’s Open Roads on PC

I went back to Forza Horizon 3 for this review, playing it through on my own PC the way I do with every game I cover for Fever of Games – hands-on, not going off memory or what other sites say. Coming back to this one after spending time with more recent racing games, I found it held up better than I was expecting going in.

Game Overview

Forza Horizon 3 moves the Horizon festival to Australia, giving players control over the event itself rather than just competing in it. I liked that shift in framing – being the one running the festival, choosing where to build sites and expand the map, gave me more investment in the world than a typical career-mode structure usually does. The story itself is light, mostly there to justify unlocking new areas and events, and I found that appropriately minimal for a game that’s really about driving and exploring.

What struck me most on replay is the sheer variety packed into the map – rainforests, outback deserts, coastal roads, and a fully explorable city all sit within driving distance of each other, and I found myself constantly changing pace just based on where I happened to be.

Game Overview

PC Gameplay

Sitting down with this again, I was reminded how well Forza Horizon 3 balances arcade accessibility with a driving model that still has real weight to it. Handling felt forgiving enough that I could just enjoy blasting down a highway, but there was enough nuance in how each car handled that I noticed real differences switching between something nimble and something heavier and more powerful.

The open world design is where I think this game really earns its reputation. I found myself constantly getting distracted from whatever event I was heading to because I spotted a jump, a speed trap, or just an interesting stretch of road I wanted to try. Drivatars – AI versions of other players’ driving styles – added a layer of unpredictability to races that I appreciated more on this replay than I expected to.

PC Gameplay

Graphics

On modern hardware, I pushed the settings up and was genuinely impressed by how well this still looks. Australia’s environments are varied and detailed, and lighting during the dynamic day-to-night cycle and weather changes – I got caught in a rainstorm mid-race more than once – added a visual dimension that I don’t think I fully appreciated the first time I played this. Car models are detailed both inside and out, and I found myself just admiring vehicles in photo mode more than I expected to.

I ran the game at a smooth frame rate without pushing my hardware to its limits, which tells me it’s still well optimized even years after release, and I didn’t run into stability issues during my time with it.

Graphics

Sound and Music

Engine sounds are a real highlight for me here – each car has a distinct character, and the way sound design shifts between open highway driving and tighter off-road sections added a lot to the overall feel of each drive. I found myself doing more off-road exploring than I originally planned, largely because the engine notes and terrain sounds made it satisfying just to drive rather than race.

The soundtrack leans into a broad mix of genres across in-game radio stations, and I found enough variety there to keep things interesting over long sessions, without ever feeling like I was hearing the same handful of songs on repeat.

Sound and Music

Game Modes

My time was split between the single-player campaign, which includes a wide variety of race types, stunt events, and the festival expansion system, and a handful of online sessions where I ran into other real players sharing the open world. I also tried some of the co-op and team-based events, and even now I found people online to play with, though matchmaking took a bit longer than I imagine it did at launch.

The photo mode and general exploration ended up being their own kind of activity for me – I spent a genuinely large chunk of time just finding scenic spots and interesting vehicles to photograph, separate from any actual racing.

Game Modes

Controls

I found the default keybinds on PC reasonably intuitive, though I quickly switched to a controller since the game felt noticeably more natural to me that way, particularly for precise cornering at high speed. Keyboard input worked fine for casual driving, but I found myself missing some of the finer control a controller gave me once races got more competitive.

I didn’t need to adjust much in the settings before feeling comfortable – the default sensitivity and assist options felt sensible right out of the gate, which made getting into races quick and painless.

Controls

FAQs

Is Forza Horizon 3 worth playing in 2026? 

In my experience, yes – the open world and driving feel held up well against more recent racing games I’ve played, even years after release.

Is the online community still active?

I was able to find other players and matches during my time with it, though wait times were a bit longer than I’d expect at launch.

Do I need a powerful PC to run this well?

Not from what I experienced – I ran it smoothly on modest modern hardware, though pushing every setting to maximum will naturally ask more of your system.

How much content is there outside the main races?

A genuinely large amount – I found stunt events, festival expansion activities, and exploration alone gave me plenty to do beyond the core race list.

Is this game still available to purchase and download?

From what I found, availability can vary depending on region and storefront, so I’d recommend checking current listings directly before assuming it’s readily purchasable everywhere.

Editorial Staff
Editorial Staff

The Fever of Games editorial team is made up of passionate PC gamers with over 15 years of casual gaming experience. We don’t just follow trends, we play every game ourselves, even revisiting old titles before reviewing them. Our goal is to share honest, hands-on insights and personal experiences, not just echo what others are saying.

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