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

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!

Mine preloaded Monday night overnight. I pre-ordered the Ultimate Edition so I don't know if the preload times are different. I didn't see any announcement though.
 
Things I noticed:

*Lights cast shadows of other cars onto tracks and walls
*The rain is absolutely amazing physics/feel wise
*Trees have shifted more 2D than 3D...good because..
*Car count increase and weather is excellent
*The crowd is a mix of 2D/3D, but looks much better driving by than 2D flat cutouts
*Menus and presentation are much better
*I like the "driver/personality" commentary
*The cars aren't as loose
*^^^Physics felt great in my short play-through
....more thoughtsmay come as I think about what I played....
 
I haven't played a mainline Forza game since FM3, but really enjoy the Horizon games. The demo reminded me that handling is actually a thing in mainline Forza games and caused some hilarious moments in the first few races as I was adjusting. After two full runs through the demo I was doing much better and was able to progressively up the difficulty and turn off assists.

I was huge into the PS1/PS2 Gran Turismo games as a kid and got really into the first few Forza games but skipped 4 & 5, and this is reminding me why I loved racing games so much.

Also racing in the rain on Sebring was terrifying. That IndyCar race was just as insane.
 
Just finished the demo, in one way I'm impressed, in one way not.

Impressed with:
1. Wet weather racing.
2. Indy Car racing.

Not impressed with:
1. Mods are not welcome, who thought this is a good idea.
2. Graphics are good, but not great, expected better tbh.
3. Races are really dull somehow, can't put my finger on it, could be because I played a lot of FH2 recently, only stopped around four weeks ago, maybe I'm just burned out a bit.

Probably going to give it a miss during launch, might pick up it at a later date though.

EDIT: To the people who it didn't install for, same here, got stuck at 44% yesterday, could play the first race then it refused to continue, I gave up.
Today it said it needed a 75MB patch, and it restarted the whole download :/
 
1. Mods are not welcome, who thought this is a good idea.

I know. I mean man fancy putting these features in that you can choose to use or ignore. I mean, what terrible design is that. Don't they realise we're so hardcore that even looking at these thing in a menu, even if we don't have to use them, completely and utterly ruins a game and makes me want to puke. I hate Turn 10, making games for a wide audience instead of my own narrow prejudices. It stinks. It's the end of the world.
 
Once you get a good balance of assists and AI setup the game is really fun, try to challenge yourself by not using TCS or by upping the AI to expert, that's how you make simulators fun.

I only owned forza 5 for a few weeks and sold it to stick with forza 4 but so far from the demo alone, 6 feels like the sequel we should have had two years ago.
 
Just done the Indy car race in my lunch break.

Holy moly batman... I don't think I've EVER experienced anything like that. I swear my face feels like it does after I do go karting for real, i.e. windblown and slightly jaw dropped.

That ... was ... incredible!



(PS How come nobody's made a "FM6 demo impressions" thread? I would but I don't have time and I'd just get called a corporate shill by someone...!)
 
I know. I mean man fancy putting these features in that you can choose to use or ignore. I mean, what terrible design is that. Don't they realise we're so hardcore that even looking at these thing in a menu, even if we don't have to use them, completely and utterly ruins a game and makes me want to puke. I hate Turn 10, making games for a wide audience instead of my own narrow prejudices. It stinks. It's the end of the world.

Lol, nice sarcasm there, anyway, I just feel it will unbalance the gameplay online, I assume one can use mods there as well. Otherwise in single player mode it doesn't bother me, unless the drivatars are using it without telling me lol.
 
Nice write-up Mascot. I thought I noticed the tiniest bit of micro-stutter too after a couple of rewinds (yes, I'm a dirty casual) but absolutely nothing that persisted more than a frame.

If you think of the "handholding" first race as a tutorial then it's fine - it's a tutorial for new players. It's soon dealt with compared to the dozens or hundreds of hours hardcore players will be putting in.

Not sure about the mods, I hope they will be disabled online in all modes (or at least the 'pay to win' mods like +12% grip will be). (Edit vvv no mods in multiplayer. All good, carry on).

Can't wait to get my projector up and see what this is like!
 
Lol, nice sarcasm there, anyway, I just feel it will unbalance the gameplay online, I assume one can use mods there as well. Otherwise in single player mode it doesn't bother me, unless the drivatars are using it without telling me lol.

They are no mods in multiplayer, best not to assume these kind of things.

Mods can only be used in either Career or in Free Play modes – players cannot use Mods in multiplayer or Leagues races or in Rivals events.
 
Maybe you should buy a ray tracing programme and play that. There'll be a lack of cars, tracks and anything to do with racing, but you'll have your priorities right and be happy.

Wow, talk about sensitive. Geez dude, not everyone plays the games for all the reasons you do. No need to be all condescending. And I mentioned a feature that other games include, heck even Forza Horizon includes.
 
Demo is fun, but I'm not really getting the good vibes Horizon 2 gave me. I think I will just get the DLC I missed for Horizon 2 instead.
 
Maybe you should buy a ray tracing programme and play that. There'll be a lack of cars, tracks and anything to do with racing, but you'll have your priorities right and be happy.

It's GAF, people would complain if you gave them an Xbox that shat gold.


I know. I mean man fancy putting these features in that you can choose to use or ignore. I mean, what terrible design is that. Don't they realise we're so hardcore that even looking at these thing in a menu, even if we don't have to use them, completely and utterly ruins a game and makes me want to puke. I hate Turn 10, making games for a wide audience instead of my own narrow prejudices. It stinks. It's the end of the world.

Yikes, it seems you take some criticisms quite badly.
 
If you think of the "handholding" first race as a tutorial then it's fine - it's a tutorial for new players. It's soon dealt with compared to the dozens or hundreds of hours hardcore players will be putting in.

Exactly. Nothing to get upset about.

Not sure about the mods, I hope they will be disabled online in all modes (or at least the 'pay to win' mods like +12% grip will be). (Edit vvv no mods in multiplayer. All good, carry on).

Don't worry. This is a quote from the Forza Motorsport official site:

"Mods can only be used in either Career or in Free Play modes – players cannot use Mods in multiplayer or Leagues races or in Rivals events. Mod packs can be won as part of the Prize spinner (described above) or purchased for in-game credits."
 
I know. I mean man fancy putting these features in that you can choose to use or ignore. I mean, what terrible design is that. Don't they realise we're so hardcore that even looking at these thing in a menu, even if we don't have to use them, completely and utterly ruins a game and makes me want to puke. I hate Turn 10, making games for a wide audience instead of my own narrow prejudices. It stinks. It's the end of the world.

I think a lot of fans of the franchise still see Forza Motorsport as a proper motorsport sim. I know I did until a couple of years ago. I always thought that proper pit strategy, qualifying sessions, and all the other fundamental elements of a true race weekend experience were coming in the next version, then the next. It's only fairly recently that I've realised that's never likely to happen, and that Forza is actually an arcade game. One with simulation physics, but still an arcade game. Mods, power-ups, microtransactions, two-lap races, XP, bowling, soccer, grinding credits, dancing car promos, Warthogs, anime paintjobs... those all used to offend me greatly. When you accept FM as an arcade game you realise that all of those things are a perfect fit. Hell, I was disgusted when Forza Horizon was first spoken about - I saw it as besmirching the good Forza name, dragging it into casualness and dudebro territory, when the truth was it was already well on the way.

People offended by mods in FM6 probably feel how I would if Project CARS suddenly introduced something similar. FM is an arcade game folks, and a bloody good one. Get used to that and enjoy it for what it is.
 
I'm not sure what it is, but I'm having a hard time getting excited for fm6. Perhaps it's that I know have pcars, which truthfully does a lot of things better than Forza. But even pcars frustrates me to the point I haven't put much time in it (same lack of excitement) primarily due to the crazy amount of frustrating bugs and glitches. I think the actual problem is now there are two admittedly fantastic racers, but both with flaws that the other corrects for. I prefer the real time weather and time of day, simulation of race rules, camera immersion, and track list in pcars. These things make playing Forza again difficult. But at the same time I love forza's rock solid engine/ui/experience and even prefer how that game handles. Neither game is perfect and owning both just seems to accentuate both games flaws or omissions.

Also, this demo fucking sucks. Too much unskippable things, hand holding, and lack of easy replayability. I'm sure the design of it was purposeful; to ease in new players and make it more accessible to all as well as to limit how much you actually play the demo versus enticing an actual game purchase. But yeah, I wish it was more like previous demos where you just got to race over and over again without much interruption.
 
I think a lot of fans of the franchise still see Forza Motorsport as a proper motorsport sim. I know I did until a couple of years ago. I always thought that proper pit strategy, qualifying sessions, and all the other fundamental elements of a true race weekend experience were coming in the next version, then the next. It's only fairly recently that I've realised that's never likely to happen, and that Forza is actually an arcade game. One with simulation physics, but still an arcade game. Mods, power-ups, microtransactions, two-lap races, XP, bowling, soccer, grinding credits, dancing car promos, Warthogs, anime paintjobs... those all used to offend me greatly. When you accept FM as an arcade game you realise that all of those things are a perfect fit. Hell, I was disgusted when Forza Horizon was first spoken about - I saw it as besmirching the good Forza name, dragging it into casualness and dudebro territory, when the truth was it was already well on the way.

People offended by mods in FM6 probably feel how I would if Project CARS suddenly introduced something similar. FM is an arcade game folks, and a bloody good one. Get used to that and enjoy it for what it is.

But why would it be a problem in PCars? They are all just games. I don't see the Pcars physics as any better or worse than Forza - where Forza 5 can seem a bit too slippy I find Pcars too grippy. And I've been playing the latter since the crowdfunding began.

Having some gamey elements doesn't make something an arcade game. Watch people who've only played arcade games try to get to grips (no pun intended) with GT, Forza or Pcars for the first time and you realise that even games like Forza Motorsport are a long way from what is a real arcade game. I think many of you have got so used to games like this you do believe they handle like arcade games - but you've been playing them so long you've forgotten the learning curve involved for mere mortals.

Arcade Game has become an overused phrase - as these simmy games are absolutely nothing like one.

There's this po-faced mentality that any colour, fun, joy or razzmatazz must be removed from any "simulator" otherwise you're not a real racing driver when you use it ("use" because real sim fans don't "play" these "games"). And I just don't believe this is true at all. They are all just games. rFactor is a game. Gran Turismo is a game.
 
I was also wracking my brains thinking what the car to car collision sound sounded like, at first I thought "popping crisp packet", but I think I've nailed it........."hitting someone in the face with a wet fish"..........schlap
 
But why would it be a problem in PCars? They are all just games. I don't see the Pcars physics as any better or worse than Forza - where Forza 5 can seem a bit too slippy I find Pcars too grippy. And I've been playing the latter since the crowdfunding began.

Having some gamey elements doesn't make something an arcade game. Watch people who've only played arcade games try to get to grips (no pun intended) with GT, Forza or Pcars for the first time and you realise that even games like Forza Motorsport are a long way from what is a real arcade game. I think many of you have got so used to games like this you do believe they handle like arcade games - but you've been playing them so long you've forgotten the learning curve involved for mere mortals.

Arcade Game has become an overused phrase - as these simmy games are absolutely nothing like one.

There's this po-faced mentality that any colour, fun, joy or razzmatazz must be removed from any "simulator" otherwise you're not a real racing driver when you use it ("use" because real sim fans don't "play" these "games"). And I just don't believe this is true at all. They are all just games. rFactor is a game. Gran Turismo is a game.

Project CARS (and Assetto Corsa, and all the other 'serious' sims) try to emulate real-world motorsport. FM and GT simply pay lip service to it. And it's not even about the physics (Forza's can stand shoulder-to-shoulder with the some of the best) - it's about ethos, attitude, authenticity.

Mods or power-ups (or even XP or credit grinds) just don't fit with that aim of representing motorsport in the most authentic way possible. Anything like that would simply cheapen the whole experience, in my eyes at least.
 
And before people start quoting car numbers and autovista in the grand scheme of things quantity isn't necessarily better. It's safe to assume MOST people will only use 5-10% of the cars unless forced via career mode.

Is there a way to find out if the people complaining about the lack of cars in Forza 5 are now saying this shit? (I'm not saying 0racle is one of those people it's just a good example)

You can't please everyone I suppose.

Forza 5 - Not enough cars, I'm not buying it, blah blah blah!

Forza 6 - I'm just not feeling it, yeah it has a ton of cars but nobody uses more than 10 anyways.

Dan: "WHY DO YOU ALL VEX ME SO??!?!?"
 
Just done the Indy car race in my lunch break.

Holy moly batman... I don't think I've EVER experienced anything like that. I swear my face feels like it does after I do go karting for real, i.e. windblown and slightly jaw dropped.

That ... was ... incredible!



(PS How come nobody's made a "FM6 demo impressions" thread? I would but I don't have time and I'd just get called a corporate shill by someone...!)

I played my fair share of multiplayer Indy races with the 787B on Forza 5 with friends and I have to say not once was it as butt clenching as that race in the Forza 6 demo. I have no idea why either since the top speeds are similar. The 787B feels so much safer I guess.
 
We can pick things from most games and talk about "authenticity". I don't remember any racing driver being able to pick what the weather will be like, but Pcars lets you.

Or what about credits and credit "grinding"? Well getting sponsorship is a big part of a racing career. Pcars letting you pick any car is not authentic. A real racing game would have you working two jobs to afford to keep your old banger in the local stock car circuit for a season.

Yes these are silly nitpics. And that's my point. They are just games. They vary in the focus they put on certain aspects of racing one car against some others - but that doesn't make any less "authentic".

But then if "authenticity" is what you are searching for you're not going to get it sat on your couch. It's only available in a real car. But if fun is your goal, Forza, Pcars, GT and others offer a good way to have some.
 
We can pick things from most games and talk about "authenticity". I don't remember any racing driver being able to pick what the weather will be like, but Pcars lets you.

Or what about credits and credit "grinding"? Well getting sponsorship is a big part of a racing career. Pcars letting you pick any car is not authentic. A real racing game would have you working two jobs to afford to keep your old banger in the local stock car circuit for a season.

Yes these are silly nitpics. And that's my point. They are just games. They vary in the focus they put on certain aspects of racing one car against some others - but that doesn't make any less "authentic".

But then if "authenticity" is what you are searching for you're not going to get it sat on your couch. It's only available in a real car. But if fun is your goal, Forza, Pcars, GT and others offer a good way to have some.

You are right, they are silly nitpicks. But you're losing the whole focus of my original point: some games aim for authenticity and include the necessary fundamentals, and others (of which Forza is one) aim for something else entirely. One set has a tightly focussed aim in a niche market, and the other spreads itself more thinly in addressing a whole plethora of elements to attract a much wider audience. Calling Forza an arcade game is not meant as an insult (as you seem to have taken it). The whole structure of the game screams that it wants to be an arcade game. It just happens to have excellent simulation physics that probably only a small proportion of it's buyers will actually exploit. Simcade is probably a more appropriate moniker.

Sim and arcade both form parts of the same Venn diagram. Forza is probably in the overlap between the two.
 
I didn't take "arcade game" as an insult, more as something I felt incorrect. Arcade games - aside from F355 (at a stretch) are nothing like that.

But I take on board your point. My beef over the use of that phrase doesn't mean I don't agree with your broad point. Though I would still call Forza a sim because it aims to simulate something.
 
I didn't take "arcade game" as an insult, more as something I felt incorrect. Arcade games - aside from F355 (at a stretch) are nothing like that.

But I take on board your point. My beef over the use of that phrase doesn't mean I don't agree with your broad point. Though I would still call Forza a sim because it aims to simulate something.

Don't all games aim to simulate something though? Even chess simulates a military battle.

Interesting debate.
 
Don't all games aim to simulate something though? Even chess simulates a military battle.

Interesting debate.

I'd argue chess was more of a metaphor than a simulation of battle.

Personally I tend to avoid the word "simulation" these days. I prefer to discuss whether something aims to be convincing, or fantasy. So Forza, Pcars aim at being convincing, while Ridge Racer offers more of a fantasy approach.
 
Don't all games aim to simulate something though? Even chess simulates a military battle.

Interesting debate.

I get what you are saying but simcade doesn't feel right. Sure forza has some stuff like the mods that are not "sim," but those can be avoided if you don't want to experience them. As far as not properly doing pit stops and similar things, I don't feel like forza has shied away from those because it is not a true sim, but simply because they do not feel that they can properly represent it in game yet. I think this view is supported by the way they have included wet weather in this game. If they really wanted to just have rain on all tracks, it would be no problem. They already have the tech both visually and physics wise to make any track playable in wet weather, but they seem to want accurate positioning of puddles and properly simulated wet surfaces which can differ track to track. Whether you agree with the way they go about adding features over time and their success in simulating motorsport is another question, but I think forza has always strived to simulate as much as possible to the best of their ability.
 
My only grief really is Forza could use a new motorsport-lite career mode.

Something to set itself apart from the competition that combines many of the elements the series does well. Still think the talent in PG could knock one together in no time.
 
I STILL feel slightly motion sick after that Indy race.

Glad to see I wasn't the only person who got motion sickness from it. I think the track surface might be the culprit.

BeVjDAy.jpg
 
My only grief really is Forza could use a new motorsport-lite career mode.

Something to set itself apart from the competition that combines many of the elements the series does well. Still think the talent in PG could knock one together in no time.

Would you mind explaining that in a bit more detail, what would your "motorsport-lite" involve for the player?
 
Glad to see I wasn't the only person who got motion sickness from it. I think it is the track surface.

BeVjDAy.jpg

So the track actually looks like that in real life? That's cool. I just thought it looked funny in the game for some reason.

That Indy race was something else though. Took me about 30 seconds to adjust since I wasn't used to that type of speed.
 
I get what you are saying but simcade doesn't feel right. Sure forza has some stuff like the mods that are not "sim," but those can be avoided if you don't want to experience them. As far as not properly doing pit stops and similar things, I don't feel like forza has shied away from those because it is not a true sim, but simply because they do not feel that they can properly represent it in game yet. I think this view is supported by the way they have included wet weather in this game. If they really wanted to just have rain on all tracks, it would be no problem. They already have the tech both visually and physics wise to make any track playable in wet weather, but they seem to want accurate positioning of puddles and properly simulated wet surfaces which can differ track to track. Whether you agree with the way they go about adding features over time and their success in simulating motorsport is another question, but I think forza has always strived to simulate as much as possible to the best of their ability.
I applaud you. I echo this.

They've even said that when they create cars in the game, they have to dyno the same in the game as they do in real-life. I'm not a fan of all the simulation aspects, like stops, qualifying etc. So FM is the perfect mix for me. Its physics and handling model, with controllers especially, is second to none.
 
Would you mind explaining that in a bit more detail, what would your "motorsport-lite" involve for the player?

Maybe just starting out small, earning sponsorships, slapping those logos on with the livery editor for a money multiplier. Make some rivals out of the drivatars, possibly a team mate too.
 
I'd argue chess was more of a metaphor than a simulation of battle.

Personally I tend to avoid the word "simulation" these days. I prefer to discuss whether something aims to be convincing, or fantasy. So Forza, Pcars aim at being convincing, while Ridge Racer offers more of a fantasy approach.

We've gone full circle. I'd argue that the elements I listed earlier (mods, power-ups, microtransactions, two-lap races, XP, bowling, soccer, grinding credits, dancing car promos, Warthogs, anime paintjobs) detract from any attempts Forza makes to be 'convincing', and steer its aim towards the 'fantasy' realm. So much that Forza does (and does well) seems totally at odds with other parts of the overall package. I remember a great discussion here on GAF around the release of FM3 and it's adoption of bowling and soccer, regarding how FM could be an authentic and serious sim while still having all the casual and silly elements that give it broad mass-market appeal, simply by having those 'arcadey' bits accessed in a totally separate mode. They'd never even be seen in the 'motorsport' section of the game and would only be available in the 'arcade' mode. It seemed like a neat solution. With everything jumbled together maybe that's what I find so hard to resolve - if Forza doesn't know what it wants to be, what chance do we have of identifying it? So much of the content in Forza is a dichotomy, seemingly at odds with itself. FM and FM2 didn't have this personality disorder, and neither did they need it.
 
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