@extomar: Alright, GB ate my last post, so let's try again.
Yeah, the change in emphasis away from coming in first is a welcome change for a racing game.
Also, I think it's a bit ridiculous the way some people are completely dismissing the "drivatar" stuff without playing the game and in spite of mostly positive reviews. It's certainly a dumb name and "the cloud" is largely just marketing mumbo jumbo at this point, but don't be so quick to throw away a potentially novel system. Yes, a few games have done similar things in the past to varying degrees of success, but I don't think that precludes the success or failure of Forza 5's system.
The key point thought is that this isn't inherently a XBox One or cloud or anything feature. I think it is particularly insightful when someone (Sessler or Lee?) pointed out that the issue with Forza 4 is the clinical and perfect execution circuit pathing for AI opponents made the game unfun and in many cases punishing. Forza 5 has done instead is just made the AI just a bit sloppy which has made all of the difference. This sloppiness can come from settings they already had in Forza 4 but you could never use them.
So in the end, the game needs better rules and relaxed AI opponents for more casual play which came from improving the design instead of improved tech. It isn't that Drivatars are necessarily a bad feature (there should be AI drivers with different models where one can be "my friends") but it is misplaced in solving the issue.