Forza Motorsport 6 has "wet weather, 3D puddles and night races" + more

Can't believe we've got to a point in game development where we can complain that the 3D puddles don't propagate themselves due to the shifting of the bodies of water when cars drive through them!!.

I mean, come on, what other game has done puddles even close to the way they're done in here?

I get the arguments about it not being realistic that a race would take place with that amount of water in real life, but lets be honest, it's forza, it's moving more and more away from a SIM with every iteration, the puddles are there to change the track dynamic, make it more exciting and more challenging, and they do that in spades.

As for those asking about things persisting between demo playthroughs, I believe MS doesn't let demos do this, I may be wrong though, but I'm sure I read that somewhere.

It's GAF, people would complain if you gave them an Xbox that shat gold.
 
The exploding tyre walls add quite a lot to the experiance, I know PCars does this also, but it seems to be have done a little bit better in FM6.

While we are on the subject of PCars, tyres physics, I don't know if my 150 hours in PCars has anything to answer too, but the grip level in FM6 seems really low.........
 
It's GAF, people would complain if you gave them an Xbox that shat gold.

What do you even mean by this? And what has it got to do with the feedback we are seeing on this game? I can point you to other forums where some of the feedback/impressions in this thread is mirrored - both positive and negative.

The exploding tyre walls add quite a lot to the experiance, I know PCars does this also, but it seems to be have done a little bit better in FM6.

While we are on the subject of PCars, tyres physics, I don't know if my 150 hours in PCars has anything to answer too, but the grip level in FM6 seems really low.........

Forza has always had lower grip levels in comparison to most other sim games. I think its down to the way they simulate tyres vs other games. Hence a lot of people saying it feels like "driving on ice".

Its better in 6 than it was in 5 though, by quite a bit. The loss of grip is a lot more progressive and is not like an on/off switch like 5 was.
 
The exploding tyre walls add quite a lot to the experiance, I know PCars does this also, but it seems to be have done a little bit better in FM6.

While we are on the subject of PCars, tyres physics, I don't know if my 150 hours in PCars has anything to answer too, but the grip level in FM6 seems really low.........

I think this is related to the lack of sense of speed when doing even 150km/h in the game (atleast for me), i find it very hard to gauge appropriate corner speeds, because lets face it, if this game wants to be anywhere realistic, you're not going to rival GT3 car corner speeds in a Impreza 22B STi for example.
 
I think this is related to the lack of sense of speed when doing even 150km/h in the game (atleast for me), i find it very hard to gauge appropriate corner speeds, because lets face it, if this game wants to be anywhere realistic, you're not going to rival GT3 car corner speeds in a Impreza 22B STi for example.

Yeah, could be sense of speed, I was driving the Audi S3 rivals challenge and thinking, man this thing has no grip, then looking at the speedo and it was say 70+mph....

While on the subject of the rivals, Audi S3 event, 1:07:211, anyone else?
 
Anyone else noticed there are no tyre trails/marks left by your car or other cars when driving in the rain? At least they don't seem dynamic to me, more like they've been added to the track surface manually.

If I'm following someone in the rain I expected there to be some semblance of a drying line starting to appear in the track, maybe I'm missing something?

Example of what I'm talking about:

DapperAptArmadillo.gif


GloriousBlandCaterpillar.gif
 
Anyone else noticed there are no tyre trails/marks left by your car or other cars when driving in the rain? At least they don't seem dynamic to me, more like they've been added to the track surface manually.

If I'm following someone in the rain I expected there to be some semblance of a drying line starting to appear in the track, maybe I'm missing something?

Example of what I'm talking about:

DapperAptArmadillo.gif


GloriousBlandCaterpillar.gif

Yes I' have already complained about this several times
 
I have to say I'm probably going to buy this game, I played the demo last night, I've never really played forza as I've always played on playstation, also I race with a wheel on ps4, but I have to say even on a pad this game really felt great, graphics not so great, there ok but nothing special, but the handling and sounds are so good. The wet weather handling is the best I've came across, I just wish I had a wheel for my xbox to get the full experience :(
 
T10 should think about how Forza games start out, or provide a "jump into carreer" option for seasoned Forza players. It's always the same... Live-Action intro, show-race with no options, lot's of unskippable talk. It's frustrating and yes I realize it's only the first time you start the game, but an option would be highly appreciated.

edit: and I did not get to finish the whole demo due to private reasons and now I can do that all over again. Yes it's silly to complain about that for a demo, but stuff like that could happen with the full game too.

Isn't that unskippable talk the game's "soul"?

I like the demo a lot but devs,need to stop with super small text.
 
It's looks like what Forza 5 should have been. Played the Demo, thought it was OK. The soundtrack still shit like in Forza 5, return off the useless annoying high end auction sounding like announcer. Oh and packs, yet more micro transactions and probably even more expensive DLC.

I'll be skipping the Forza Motorsport series from now on. Playground killed it with FH2 and I'll stick to that for another year I guess.
 
Played the demo for about an hour, really enjoyed it. So many of the niggles with F5 seem to be corrected, the camera angles, height and fov just seem better, Lime Rock looked a little bland but the car's colour looks to be toned down a lot and the bloom effects when the sun catches the cars is very much like F4 and that's cool too. F6 looks better, drives better is far bigger than F5, I'm sure the full game will be fab.

The default cockpit cam is still a bit too far back for me to use comfortably but bumper and bonnet are great.
 
Isn't that unskippable talk the game's "soul"?

I like the demo a lot but devs,need to stop with super small text.

It's a current gen disease, can't get my head around it, it was a big problem in Witcher 3 aswell.

However, at least in Witcher 3 you didn't have white text on a light grey background, do development teams ever bother with researching visual ergonomics when designing UI's, most UI's these days look like they were chucked together at the last minute.
 
It's looks like what Forza 5 should have been. Played the Demo, thought it was OK. The soundtrack still shit like in Forza 5, return off the useless annoying high end auction sounding like announcer. Oh and packs, yet more micro transactions and probably even more expensive DLC.

I'll be skipping the Forza Motorsport series from now on. Playground killed it with FH2 and I'll stick to that for another year I guess.

How many times does it have to be reiterated that the mods can't be purchased with microtransactions - there aren't any in at launch.
 
Demo impressions:

The graphics and overall presentation are fantastic. Very Forza. Aliasing is still a little distracting but the car models and environments are superb, with the busy pit lane my personal highlight. The visual representation of wet weather is gorgeous, lending a real-life ambience to the action despite the slight disappointment of 30fps effects in races. It is a shame that the puddles aren’t progressive and dynamic (like the destructible tyre walls are) as this would have added unpredictability and variety (and you’d imagine would have been quite simple to implement), but they do add to the experience even if a lot of people will simply treat them as obstacles and avoid them. They’ll probably come alive in online racing. Unfortunately the visual ‘depth’ that wet weather introduces makes the dry and night races look quite flat by comparison, really highlighting the deficiencies in FM’s pre-baked lighting. A lot of gamers probably expect more these days. I’m really hoping for global illumination in FM7, even if concessions elsewhere – apart from framerate - have to be made to accommodate it. As others have reported I thought I noticed some micro-stuttering at congested corners but have faith in Dan’s proclamation about rock-solid 60fps every time, all the time. DF analysis of the full game will undoubtedly reveal if the stuttering was imagined or part of outdated demo code, and after Turn 10's own internal inspections and the proud boasts about framerate I'm sure DF will find no evidence of it at all.

Overall audio is stellar. Not much to add. Still some of the best in the business. The woman is annoying, and unnecessary.

On the track there definitely seems to be more traction than in FM5, which is A Very Good Thing. FM5’s grip levels were annoyingly (and, I think, unrealistically) low, and racing was a subsequnt chore at times. FM6 seems like it’s addressed that, but the Forza handling model doesn’t appeal to me as much as it used to before trying other sims. A lot of this might be down to using a joypad, but even going back to FM4 with my perfectly-good-yet-cockblocked FFB wheel (yep – still salty) feels slightly odd now, like the tyres aren’t communicating with me as eloquently as they could. I guess my tastes and expectations have probably changed in the intervening years. Races in the demo felt a little pedestrian, lacking a certain intensity somehow, but this is something FM's always struggled with. The extremities of the Drivatar behaviour and muffled collision sounds don’t really help.

The typical Forza hand-holding at the start of the demo is ridiculously patronising, but I don’t know - maybe the eight and eighty-year olds appreciate it. Being forced to race with auto braking and steering in the first race is annoying in 2015 but I guess there’s a wide demographic to accommodate here. The mods are… interesting. They don’t sit well with me, but I still struggle to accept the fact that FM is structured as a car-porn arcade game with simulation physics. I still desperately want it to be a serious motorsport sim despite knowing how unlikely that is. I need to get past that and accept it for what it is, but FM seems increasingly to have an identity crisis despite the outlet for the arcade elements that Horizon offers. Maybe one day a title will splinter off that offers full race-weekend authenticity without half-assed nods and winks, but until then I think I’ll struggle with FM’s brief to be everything to everyone and the inevitable compromises that that philosophy brings.

Overall then and based on the demo, FM6 seems to be another professional and polished iteration in the series with the usual outstanding production values. Long-held requests for weather and night racing and finally been (kind of) answered within the constraints of the hardware, game engine and the dedication to uncompromised performance, and the new features look like they’ll keep it fresh. I’m not sure I’m after another arcade game though, even one as inviting as FM6. And having to play it with a joypad would simply destroy me. I’m bloody impressed with the demo but will possibly pass on the full game. I’ll live in hope though that one day Turn 10 turn their hand to a proper simulation of motorsport, hopefully on PC and the freedom that would bring regarding graphical performance and use of legacy peripherals. There’s no doubting that Dan’s conducting a team of wizards there.

TL,DR: Excellent. Not for me. Maybe.
 
I was 99% sure to buy the game at release before playing the demo, but now that I've played the demo the percentage got down to 0%. I think that I'm already burnt out by racing games this gen. Playing Forza 5, having a lot of fun with FH2 I thought I'd be very excited to play Forza 6, but the demo showed me that this isn't the case. Pretty sad actually, because I was so excited for the game.
 
Best decision they have made, my bad for not keeping up with the news.

Edit:

Still the announcer and soundtrack are major deal breakers for me. I don't understand why the graphics for the competitions are so vibrant and give a energetic racing hype, while the ST and the announcer make it sound so damn formal. It doesn't make sense.

It's the problem with the game not really knowing what it is and trying to be the jack of all trades, and ending up being the master of none.

Trying to appeal to such a wide demographic, and also to the lowest common denominator may make sense purely from a marketing and sell-through point of view, but it makes for a bit of a Frankenstein game overall.

Series could really do with a bit of focus, but I guess that's the problem with these big AAA games with large development costs, they need to appeal to everyone to recoup the costs.
 
What do you even mean by this? And what has it got to do with the feedback we are seeing on this game? I can point you to other forums where some of the feedback/impressions in this thread is mirrored - both positive and negative.
The puddles are a step forward in rain racing on weather games. So to be dissapointed about it, even though that it's a innovation in that area, is a bit backwards. To have a water simulation model like you described for a game which already is running at locked 60, is insane. I'd love to see it though!

I put about 3 hours in to the demo last night and loved it. Really happy with FM6. Definitely feels a lot better to drive, and like said, the grip seems a lot more realistic now. Not a fan of the mods though, there should be no perks which raise grip for example. Having a crew is fair enough, and I can understand that, but cards which just up grip, in a 'sim' game, is not right.

Share your same views around Abu Dhabi and the tyre heat, I was lighting my tires up on that track and they we're staying cold or cooling down in seconds. For a location which is always sweltering, that's off. I suppose what's the point of doing Abu Dhabi at night though, if no racing dynamics change.
 
Yeah, could be sense of speed, I was driving the Audi S3 rivals challenge and thinking, man this thing has no grip, then looking at the speedo and it was say 70+mph....

While on the subject of the rivals, Audi S3 event, 1:07:211, anyone else?

Mind adding me on Xbox? Makikou77. I don't have Gold though :(
 
Demo impressions:

The graphics and overall presentation are fantastic. Very Forza. Aliasing is still a little distracting but the car models and environments are superb, with the busy pit lane my personal highlight. The visual representation of wet weather is gorgeous, lending a real-life ambience to the action despite the slight disappointment of 30fps effects in races. It is a shame that the puddles aren’t progressive and dynamic (like the destructible tyre walls are) as this would have added unpredictability and variety (and you’d imagine would have been quite simple to implement), but they do add to the experience even if a lot of people will simply treat them as obstacles and avoid them. They’ll probably come alive in online racing. Unfortunately the visual ‘depth’ that wet weather introduces makes the dry and night races look quite flat by comparison, really highlighting the deficiencies in FM’s pre-baked lighting. A lot of gamers probably expect more these days. I’m really hoping for global illumination in FM7, even if concessions elsewhere – apart from framerate - have to be made to accommodate it. As others have reported I thought I noticed some micro-stuttering at congested corners but have faith in Dan’s proclamation about rock-solid 60fps every time, all the time. DF analysis of the full game will undoubtedly reveal if the stuttering was imagined or part of outdated demo code, and after Turn 10's own internal inspections and the proud boasts about framerate I'm sure DF will find no evidence of it at all.

Overall audio is stellar. Not much to add. Still some of the best in the business. The woman is annoying, and unnecessary.

On the track there definitely seems to be more traction than in FM5, which is A Very Good Thing. FM5’s grip levels were annoyingly (and, I think, unrealistically) low, and racing was a subsequnt chore at times. FM6 seems like it’s addressed that, but the Forza handling model doesn’t appeal to me as much as it used to before trying other sims. A lot of this might be down to using a joypad, but even going back to FM4 with my perfectly-good-yet-cockblocked FFB wheel (yep – still salty) feels slightly odd now, like the tyres aren’t communicating with me as eloquently as they could. I guess my tastes and expectations have probably changed in the intervening years. Races in the demo felt a little pedestrian, lacking a certain intensity somehow, but this is something FM's always struggled with. The extremities of the Drivatar behaviour and muffled collision sounds don’t really help.

The typical Forza hand-holding at the start of the demo is ridiculously patronising, but I don’t know - maybe the eight and eighty-year olds appreciate it. Being forced to race with auto braking and steering in the first race is annoying in 2015 but I guess there’s a wide demographic to accommodate here. The mods are… interesting. They don’t sit well with me, but I still struggle to accept the fact that FM is structured as a car-porn arcade game with simulation physics. I still desperately want it to be a serious motorsport sim despite knowing how unlikely that is. I need to get past that and accept it for what it is, but FM seems increasingly to have an identity crisis despite the outlet for the arcade elements that Horizon offers. Maybe one day a title will splinter off that offers full race-weekend authenticity without half-assed nods and winks, but until then I think I’ll struggle with FM’s brief to be everything to everyone and the inevitable compromises that that philosophy brings.

Overall then and based on the demo, FM6 seems to be another professional and polished iteration in the series with the usual outstanding production values. Long-held requests for weather and night racing and finally been (kind of) answered within the constraints of the hardware, game engine and the dedication to uncompromised performance, and the new features look like they’ll keep it fresh. I’m not sure I’m after another arcade game though, even one as inviting as FM6. And having to play it with a joypad would simply destroy me. I’m bloody impressed with the demo but will possibly pass on the full game. I’ll live in hope though that one day Turn 10 turn their hand to a proper simulation of motorsport, hopefully on PC and the freedom that would bring regarding graphical performance and use of legacy peripherals. There’s no doubting that Dan’s conducting a team of wizards there.

TL,DR: Excellent. Not for me. Maybe.

Nice write up! You kind of sum up my impressions too. Though I'm not so bothered about the more casualized items as I simply don't have the time I used to for gaming. The "hold your hand" intro lap was annoying and could have simply been fixed by letting you pause the game and altering it.

I too am very sceptical of the mods. Not the ones giving you more money etc. in one race, but ones altering your grip etc? Feels a little too arcadey, but I guess more hardcore racing fans can simply ignore them!
 
Anyone else noticed the distinct lack of TopGear so far? Or maybe I just missed it?

I was 99% sure to buy the game at release before playing the demo, but now that I've played the demo the percentage got down to 0%. I think that I'm already burnt out by racing games this gen. Playing Forza 5, having a lot of fun with FH2 I thought I'd be very excited to play Forza 6, but the demo showed me that this isn't the case. Pretty sad actually, because I was so excited for the game.

I had the same feeling. This is another fantastic Forza game. But the sad (and bad) thing about this is... this is just another fantastic Forza game. T10 is one of the finest developers out there and they achieve so much with those titles. I wish they would for once try something with Forza that is out of their comfort zone and something that drives me to it again. This may all be just be my personal problem though, I am sure lot's of people will enjoy this.
 
I have to say I'm probably going to buy this game, I played the demo last night, I've never really played forza as I've always played on playstation, also I race with a wheel on ps4, but I have to say even on a pad this game really felt great, graphics not so great, there ok but nothing special, but the handling and sounds are so good. The wet weather handling is the best I've came across, I just wish I had a wheel for my xbox to get the full experience :(
The wet weather handling really is incredible.

I really hope Turn 10 add new wet weather tracks to the game over time.
 
Anyone else noticed the distinct lack of TopGear so far? Or maybe I just missed it?



I had the same feeling. This is another fantastic Forza game. But the sad (and bad) thing about this is... this is just another fantastic Forza game. T10 is one of the finest developers out there and they achieve so much with those titles. I wish they would for once try something with Forza that is out of their comfort zone and something that drives me to it again. This may all be just be my personal problem though, I am sure lot's of people will enjoy this.

You missed it. I saw a Stig challenge and a few other events.
 
Just watched a demo play through and it made me want the game and an X1 pretty bad. Hoping to be able to swing a purchase this holiday if there is a great holiday price cut. I really miss designing paint jobs in Forza.

One thing from the demo that seemed to stand out as just plain wrong, was the lighting at Yas Marina. There shouldn't be any dark or unevenly lit spots on that track. One of the things that always amazes me about that track, is that even at night, the track surface is so evenly lit.
 
2 quick things this AM before work.

The rain racing is absolutely amazing. Feels incredible.

Noticed the cars headlights cast shadows of other cars onto the tracks and walls. Didn't expect that.

Off to work :(.
 
So it's 8 days to release for those that pre-ordered the ultimate edition? (10/09), is that all territories?

Also, speaking of territories, I noticed you can sort leaderboards by region, what's the possibility that this might cause issues for people who purchased the game through a different region to the one they reside in?
 
Demo impressions:

The graphics and overall presentation are fantastic. Very Forza. Aliasing is still a little distracting but the car models and environments are superb, with the busy pit lane my personal highlight. The visual representation of wet weather is gorgeous, lending a real-life ambience to the action despite the slight disappointment of 30fps effects in races. It is a shame that the puddles aren’t progressive and dynamic (like the destructible tyre walls are) as this would have added unpredictability and variety (and you’d imagine would have been quite simple to implement), but they do add to the experience even if a lot of people will simply treat them as obstacles and avoid them. They’ll probably come alive in online racing. Unfortunately the visual ‘depth’ that wet weather introduces makes the dry and night races look quite flat by comparison, really highlighting the deficiencies in FM’s pre-baked lighting. A lot of gamers probably expect more these days. I’m really hoping for global illumination in FM7, even if concessions elsewhere – apart from framerate - have to be made to accommodate it. As others have reported I thought I noticed some micro-stuttering at congested corners but have faith in Dan’s proclamation about rock-solid 60fps every time, all the time. DF analysis of the full game will undoubtedly reveal if the stuttering was imagined or part of outdated demo code, and after Turn 10's own internal inspections and the proud boasts about framerate I'm sure DF will find no evidence of it at all.

Overall audio is stellar. Not much to add. Still some of the best in the business. The woman is annoying, and unnecessary.

On the track there definitely seems to be more traction than in FM5, which is A Very Good Thing. FM5’s grip levels were annoyingly (and, I think, unrealistically) low, and racing was a subsequnt chore at times. FM6 seems like it’s addressed that, but the Forza handling model doesn’t appeal to me as much as it used to before trying other sims. A lot of this might be down to using a joypad, but even going back to FM4 with my perfectly-good-yet-cockblocked FFB wheel (yep – still salty) feels slightly odd now, like the tyres aren’t communicating with me as eloquently as they could. I guess my tastes and expectations have probably changed in the intervening years. Races in the demo felt a little pedestrian, lacking a certain intensity somehow, but this is something FM's always struggled with. The extremities of the Drivatar behaviour and muffled collision sounds don’t really help.

The typical Forza hand-holding at the start of the demo is ridiculously patronising, but I don’t know - maybe the eight and eighty-year olds appreciate it. Being forced to race with auto braking and steering in the first race is annoying in 2015 but I guess there’s a wide demographic to accommodate here. The mods are… interesting. They don’t sit well with me, but I still struggle to accept the fact that FM is structured as a car-porn arcade game with simulation physics. I still desperately want it to be a serious motorsport sim despite knowing how unlikely that is. I need to get past that and accept it for what it is, but FM seems increasingly to have an identity crisis despite the outlet for the arcade elements that Horizon offers. Maybe one day a title will splinter off that offers full race-weekend authenticity without half-assed nods and winks, but until then I think I’ll struggle with FM’s brief to be everything to everyone and the inevitable compromises that that philosophy brings.

Overall then and based on the demo, FM6 seems to be another professional and polished iteration in the series with the usual outstanding production values. Long-held requests for weather and night racing and finally been (kind of) answered within the constraints of the hardware, game engine and the dedication to uncompromised performance, and the new features look like they’ll keep it fresh. I’m not sure I’m after another arcade game though, even one as inviting as FM6. And having to play it with a joypad would simply destroy me. I’m bloody impressed with the demo but will possibly pass on the full game. I’ll live in hope though that one day Turn 10 turn their hand to a proper simulation of motorsport, hopefully on PC and the freedom that would bring regarding graphical performance and use of legacy peripherals. There’s no doubting that Dan’s conducting a team of wizards there.

TL,DR: Excellent. Not for me. Maybe.

Great post.

I don't think FM has an identity crisis however. It's always known what it wants to be - and that's a content rich, car collecting, arcade style racing game with simcade physics. The problem that comes with this is that the content has such a wide base that it appeals to a lot of different niches of the genre - but doesn't have all of the features to fully accommodate and facilitate the experience those said people are looking for, like the true race weekend experience PCars provides. PCars does this through features like qualifying, a proper flag system and penalty system, real pit stop strategy, pit stop animations, practice sessions etc and these would be great to have in Forza, but ultimately we aren't going to get because that isn't apart of T10's vision. 10 years in and you would think a game titled 'motorsport' would have these features, and I believe if they really wanted to, they absolutely could implement them but at what cost? Less cars/tracks? T10 wouldn't want to do that, considering they are quite clearly still chasing the numbers game in terms of content.

I think we forget that a lot of the guys that formed T10 came from arcade racing backgrounds ala PGR and Midtown Madness, and were looking to combat GT in the console racing market rather than create the next TOCA race driver, hence why it's never been a true simulation game. Will we ever see them turn their hand to the proper simulation of motorsport as you say? Probably not, but theres always a possibility for a third franchise and Dan's always been open to that idea.

Personally, I'd love if they brought the PGR franchise (or Rallisport Challenge) to fill in that 3rd franchise void. Then T10/PG would get a 3 year dev cycle to make more improvements, and I think it wouldn't hurt if the Forza franchise took a one year break now and then, just so the name doesn't tire people out.
 
Was there a preload yet?

I swear the other day I thought it had preloaded as it told me 44 gigs were installed. I looked this morning and it was back to 0gb.

Also, so pissed the demo didn't install last night. The only chance I had to play it was this morning and discovered that do other games are stuck installing at 99%. I hate that shit. Keeps happening on certain games for some reason. They can't seem to update.

Anyways, should be installed for when I get home. Frustrating!
 
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