ResidentDante
Member
I would have liked a second cockpit view in Forza, a one closer to the windscreen, but with the windscreen wipers.
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.
Static lighting just makes the game get stale quickly for me.
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.........
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 feel like someone should be coordinating a time trial challenge for GAF based on the demo.
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.
Other than the Ford GT, do you get anything for completing the demo? I had to turn off by the time I reached the rain race.
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:
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Seeing Le Mans at night really makes me want to go again.
I'll have to get around to giving the demo a try.
Yes I' have already complained about this several times
FZ5 and FH2 had very little AF, has this changed in FZ6?
FZ5 and FH2 had very little AF, has this changed in FZ6?
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.
Oh and packs, yet more micro transactions and probably even more expensive DLC.
This mis-information needs to stop, so stop spreading it, there are no microtransactions in FM6.
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.
So tokens have been removed?
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.
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!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.
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?
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 arent progressive and dynamic (like the destructible tyre walls are) as this would have added unpredictability and variety (and youd 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. Theyll 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 FMs pre-baked lighting. A lot of gamers probably expect more these days. Im 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 Dans 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. FM5s grip levels were annoyingly (and, I think, unrealistically) low, and racing was a subsequnt chore at times. FM6 seems like its addressed that, but the Forza handling model doesnt 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 arent 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 dont really help.
The typical Forza hand-holding at the start of the demo is ridiculously patronising, but I dont 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 theres a wide demographic to accommodate here. The mods are interesting. They dont 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 Ill struggle with FMs 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 theyll keep it fresh. Im not sure Im after another arcade game though, even one as inviting as FM6. And having to play it with a joypad would simply destroy me. Im bloody impressed with the demo but will possibly pass on the full game. Ill 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. Theres no doubting that Dans conducting a team of wizards there.
TL,DR: Excellent. Not for me. Maybe.
Like the camera on the dashboard in Driveclub?I would have liked a second cockpit view in Forza, a one closer to the windscreen, but with the windscreen wipers.
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.
Like the camera on the dashboard in Driveclub?
The wet weather handling really is incredible.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![]()
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.
Mind adding me on Xbox? Makikou77. I don't have Gold though![]()
Anyone else noticed the distinct lack of TopGear so far? Or maybe I just missed it?.
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 arent progressive and dynamic (like the destructible tyre walls are) as this would have added unpredictability and variety (and youd 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. Theyll 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 FMs pre-baked lighting. A lot of gamers probably expect more these days. Im 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 Dans 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. FM5s grip levels were annoyingly (and, I think, unrealistically) low, and racing was a subsequnt chore at times. FM6 seems like its addressed that, but the Forza handling model doesnt 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 arent 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 dont really help.
The typical Forza hand-holding at the start of the demo is ridiculously patronising, but I dont 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 theres a wide demographic to accommodate here. The mods are interesting. They dont 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 Ill struggle with FMs 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 theyll keep it fresh. Im not sure Im after another arcade game though, even one as inviting as FM6. And having to play it with a joypad would simply destroy me. Im bloody impressed with the demo but will possibly pass on the full game. Ill 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. Theres no doubting that Dans conducting a team of wizards there.
TL,DR: Excellent. Not for me. Maybe.
...a true simulation game...
*sigh*
*sigh*