“The cop chases feel largely neutered too escaping police is now a totally linear exercise, where we have to follow a set path via checkpoints within a time limit instead of improvising and doing something unpredictable to throw them off. They’re really just built to service Payback’s paper-thin story, which starts with a confounding succession of betrayals and ends without ever really going anywhere interesting. Fast and frantic, but shallow and not worth replaying. They’re well-executed, particularly how they seamlessly swap you between characters and vehicles (like the opening moments of Forza Horizon 3), but they’re completely scripted. We’re just driving from cutscene to cutscene. They may look exciting on the surface, but they aren’t really that demanding unlike, say, the Stuntman games, Payback doesn’t require us to do any of the trickier stuff ourselves – the game takes over all the cool bits. The reality is that racing still pads out the bulk of the driving in Payback and the new “action driving” stuff is limited to a small handful of movie-inspired sequences and Payback’s new police pursuit system. You may have heard that Payback has dialled back on the pure street racing focus in favour of a self-described “action driving” experience.