Forza 6 Demo Sept 1

  • Thread starter thomasw
  • 785 comments
  • 40,352 views
The physics have improved, and the graphics look more realistic and less cartoonish. I could use some more force feed back though, but it seems like that will never be fixed as it dates back to FM4.
 
The physics have improved, and the graphics look more realistic and less cartoonish. I could use some more force feed back though, but it seems like that will never be fixed as it dates back to FM4.

Maybe the full game has better feedback.

How's FFB in Horizon 2?
 
Things I hate:
Having to adjust my setup every single time I enter rivals
Rivals not goin off lap time, but full time.
Right? I was sure I had beat you at Lime Rock, but didn't realize it tacks on almost a full second.

One thing I'm overjoyed about: they've killed off the auto-revving pre-race. Finally! :D
 
Right? I was sure I had beat you at Lime Rock, but didn't realize it tacks on almost a full second.

One thing I'm overjoyed about: they've killed off the auto-revving pre-race. Finally! :D
You did beat me! -.-

I figured out how to access photomode but they seemed to have stopped you from uploading as they won't let you select keywords. I tried the xbox screenshot work around but I think they're restricting that too because it keeps giving me errors, but only on fm6 screens.
 
This might have been answered but do your credits and wheelspins transfer to the full game? Or does it make more sense that you start from scratch....probably just start the game fresh.
 
Why do I have to restart the demo after every lap at Rivals?

Also, I'll admit to being wrong about Lime Rock. Although short it's incredibly fun to drive and surprisingly difficult.
 
I need to figure out what I'm doing so wrong with my braking. I'm getting out-braked in nearly every corner and can't keep the car straight.
 
So I learned that the GT86 is a little bit tough to control until you lower the tire pressure. They looked like standard tires, but wider, so I just went with the factory recommendation of 23psi all around, and it actually made it much more manageable. And so far my only major complaint is the AI being totally afraid of going fast on any setting on Indy. I mean, it's probably just the Drivatar system picking up bad habits from people stopping to admire the scenery, but still, I hope it improves.

But anyway, I recorded all of my races, but 1 and 3 had serious stuttering issues that I think I've resolved. Race 4 is processing and I don't have time to wait for it, but here's race 2 at Yas Marina. I'll be posting Sebring tomorrow.


I'm already in love with how good this game looks at night, and I can't wait to drive my own customized cars around Yas and just admire the way the light bounces off the paint.




Also, I think this is the last I'll play the demo, because assisted steering and automatic braking made that first race as boring as driving a Ford GT can be.
 
So I learned that the GT86 is a little bit tough to control until you lower the tire pressure. They looked like standard tires, but wider, so I just went with the factory recommendation of 23psi all around, and it actually made it much more manageable. And so far my only major complaint is the AI being totally afraid of going fast on any setting on Indy. I mean, it's probably just the Drivatar system picking up bad habits from people stopping to admire the scenery, but still, I hope it improves.

But anyway, I recorded all of my races, but 1 and 3 had serious stuttering issues that I think I've resolved. Race 4 is processing and I don't have time to wait for it, but here's race 2 at Yas Marina. I'll be posting Sebring tomorrow.


I'm already in love with how good this game looks at night, and I can't wait to drive my own customized cars around Yas and just admire the way the light bounces off the paint.




Also, I think this is the last I'll play the demo, because assisted steering and automatic braking made that first race as boring as driving a Ford GT can be.


After you've beaten the demo and reloaded it, you can go straight into the rivals challenges in the main menu and race without assists.
 
Pretty sure @Minty is commenting on the other career cars being locked behind the all-assists GT race.
 
Quick thoughts on a couple main areas.
Graphics - Where the game not might make a noticeable leap in the screenshots from FM5, it's the fluidity that really shines. This game looks gorgeous in motion in any setting.

Sound - The biggest improvement here imo, is not so much the cars themselves, but the environments you hear them in now. The 430S definitely sounds nicer than it did in FM5, but the way the sound vibrates off the grand stands is amazing. In FM5, it seemed to only intensify off the main straight, but you can hear the exhaust echo off multiple sections of the track now. It's just such a pleasant sound to my ears at least. The only negative I could hold against the audio department is that the cars still don't seem to have the burble/gurgle/whatever you want to call it-effect coming off the gas. However, this may be like FM4 & FM5 where very few cars seemed to display it, possibly just a result of the actual car T10 grabbed the sound samples from. I did stop & rev the Z06 a bit; it sounds like it may have that effect, but the sound of the rain is a bit too prominent. It's an entirely, tiny thing though in comparison to the areas they did improve in.

Physics - I play with Sim-steering, no assists besides ABS & manual control (no clutch, though) on a controller. And to me, the physics definitely feel better. In FM5, I have read a couple posts saying that on Sim-steering, the counter-assist is not as forgiving & could easily result in snap oversteer. From my experience, I believe that as I did find it a bit difficult to just kick the tail out a bit without just cooking it & losing complete control. In this demo, it's just not the case. Running the Ferrari, I felt I could really explore the car's limits & had complete control unless I just pushed it. And in such cases, (esp. trying to do so with the Z06 in the wet) the car would in turn bite me & make me fight to regain control; I ended up finding it very rewarding with the Corvette to keep it from eating concrete. In short, the physics just feel so much nicer & I think there's a tremendous amount of feedback that really lets you explore the car's capabilities. It should be fun exploring other cars like the upcoming Porsches & their RR drivetrains.

I'd also like to add that the grass & puddles (or even the mixture of the two) along with the rumble strips definitely add a new element to the physics. The grass is not forgiving & if you catch it in the rain, here's to hoping the wall isn't nearby. For example, I came into Turn 13 too fast with the Subaru at Sebring, and started to trail brake wide into the turn. However, my rear caught the rumble strip which resulted in losing grip, and sliding the car into the wet grass. I immediately had zero control as I slid a short distance into the wall. In another instance, I hit the puddle at Collier with the Vette which pushed me wide & nearly into the grass. As a result of these interactions with the environments, racing in them will be the challenge T10 seemed to be after, and going off the track will cost you a lot more time/positions than before.

All-in-all, I'm pretty well satisfied with what the demo allows you to sample. The career feels interesting, the prize wheel will be fun (I won the Veyron SS & $100,000), and it looks like it may easily outshine FM4 in the very end. The only bummer is waiting 'til next Thursday.
 
Maybe the full game has better feedback.

How's FFB in Horizon 2?
FFB in Horizon2 feels actually better then in Forza 6, I played it specifically just after the demo. The full game won't have better feedback unless it is patched after the release.
 
I'm not going to comment about the gfx and sound because its all there. I think as of this time, F6 holds the gfx and sound benchmark for consoles. Hell I think F5 still does up until this day!

I found the simulation drive model feel a tad easy, I have all assists off, simulation everything... I ran the RX7 and WRX and the cars felt very 'alive' and they feel like they 'dance' on the racetrack... ie. there's that lightness you expect of small Japanese sports car however I didnt feel its anywhere near as hard as Forza 5 was.

Now I admit Forza 5 is over the top... driving the high powered RWD cars was like the proverbial 'bear on a beachball balancing two china plates on poles'... but this kinda gone the other way.

Of course the drive with the all assists on Ford GT was offensive in its nannying... but I expected this.

The competition AI felt pretty fair to me even turned up. They have a pretty human thing where they fail for no reason. I was following the leader pushing hard and he made a mistake ceeding the lead. This I like.

Also a few races had an annoying rabbit like in GT6 and my 'racecraft' resulted in driving like a loon thru the middle pack losers so I could attack the 'rabbit'... which ended up being a Hyundai Veloster (LOL!).

I was not a fan of the Indycars. I felt like it just chucked you in and you were suddenly 200mph and it was so jarring over the low powered sports cars you were in before. Anyway this wasnt hard at all as long as you got into the groove and the 7 laps bodes well. I didnt enjoy this all that much in 5 so I guess its not something I'd like in 6.

The rain provides another facet to the driving. IMO Forza is managing a race within the parameters and although I think the rain is overkill, I think it adds some spice to the game... avoiding puddles and off race line driving is a real thing so this is good.

The core of this game is all there, just like in F5. The cars drive superb, I do kinda wish they drove a bit more like Forza 5 to be honest... it does feel like they have simplified it, perhaps the maths saved is used elsewhere.

I despise the "burn cards". I seriously want a card that bumps me up the grid??? Nah man. Why bring Titanfall to F6.

I dont mind the Horizon 2 bits like the meatspin. Ehh its dumb but they seem to have a hard on for that stuff.

Overall, not sure this is worth $150 out of our play money but this is a must buy some time this year.
 
To give you an idea of where we're at, I can buy an PS3 12Gb console brand new for $149.

Money and worth is a value judgement. To you maybe $150 is nothing, to me no game, NO GAME is worth $150. Sorry.
 
I've only been around it the once, but what a gem Lime Rock is for you North American enthusiasts. I can see myself using that one a lot with all sorts of cars.

Rio strikes me as being a real stunner for photomode. The moment I rounded the corner and saw Cristo Redentor my jaw dropped. I'll probably never get there, but I'd love to go just to photograph that, so it's a small consolation prize to have it in game.
 
Quick thoughts on a couple main areas.
Graphics - Where the game not might make a noticeable leap in the screenshots from FM5, it's the fluidity that really shines. This game looks gorgeous in motion in any setting.

Sound - The biggest improvement here imo, is not so much the cars themselves, but the environments you hear them in now. The 430S definitely sounds nicer than it did in FM5, but the way the sound vibrates off the grand stands is amazing. In FM5, it seemed to only intensify off the main straight, but you can hear the exhaust echo off multiple sections of the track now. It's just such a pleasant sound to my ears at least. The only negative I could hold against the audio department is that the cars still don't seem to have the burble/gurgle/whatever you want to call it-effect coming off the gas. However, this may be like FM4 & FM5 where very few cars seemed to display it, possibly just a result of the actual car T10 grabbed the sound samples from. I did stop & rev the Z06 a bit; it sounds like it may have that effect, but the sound of the rain is a bit too prominent. It's an entirely, tiny thing though in comparison to the areas they did improve in.

Physics - I play with Sim-steering, no assists besides ABS & manual control (no clutch, though) on a controller. And to me, the physics definitely feel better. In FM5, I have read a couple posts saying that on Sim-steering, the counter-assist is not as forgiving & could easily result in snap oversteer. From my experience, I believe that as I did find it a bit difficult to just kick the tail out a bit without just cooking it & losing complete control. In this demo, it's just not the case. Running the Ferrari, I felt I could really explore the car's limits & had complete control unless I just pushed it. And in such cases, (esp. trying to do so with the Z06 in the wet) the car would in turn bite me & make me fight to regain control; I ended up finding it very rewarding with the Corvette to keep it from eating concrete. In short, the physics just feel so much nicer & I think there's a tremendous amount of feedback that really lets you explore the car's capabilities. It should be fun exploring other cars like the upcoming Porsches & their RR drivetrains.

I'd also like to add that the grass & puddles (or even the mixture of the two) along with the rumble strips definitely add a new element to the physics. The grass is not forgiving & if you catch it in the rain, here's to hoping the wall isn't nearby. For example, I came into Turn 13 too fast with the Subaru at Sebring, and started to trail brake wide into the turn. However, my rear caught the rumble strip which resulted in losing grip, and sliding the car into the wet grass. I immediately had zero control as I slid a short distance into the wall. In another instance, I hit the puddle at Collier with the Vette which pushed me wide & nearly into the grass. As a result of these interactions with the environments, racing in them will be the challenge T10 seemed to be after, and going off the track will cost you a lot more time/positions than before.

All-in-all, I'm pretty well satisfied with what the demo allows you to sample. The career feels interesting, the prize wheel will be fun (I won the Veyron SS & $100,000), and it looks like it may easily outshine FM4 in the very end. The only bummer is waiting 'til next Thursday.

I won the Veyron too as well as 1,000,000... but you don't get to use any of that in the demo.. amounts to nothing. :lol:

That woman's voice is annoying.

It IS annoying... she has a semi-manly voice and sounds kinda pushy! No option to skip it or turn it off.. have to listen to her every time I fire up the demo. :rolleyes:
 
Thanks guys for adding your opinions, enjoyed reading comments shared here.
Times like these are always interesting after waiting so long for a big scale release such as Forza.

Just to share with you my own early experience...

Well I tried it at a friends, via controller and his preferred settings.
While I cant make comparisons to FM5 in general the DEMO does seem to have more positive things to take from it than those that are annoying, concerning or indeed negative. If anything actually the positives that are in are stable.

Firstly I would say it was fun to play, is this still important to games-players?
Before the gaming world grew up and got so demanding for uber-realism from sim titles we used to enjoy games for being err games like F355 on Dreamcast (2000).

Part of me is wanting to reflect in wonder to how this game compares to Forza 1, how has the last 10 years changed things for Turn 10. No doubt people that do video comparisons will do such in time and to other titles.

Visuals
For me on the whole it is visually up their with the best racing games too. The tracks looked pretty darn good, (iracing video comparisons) no doubt will showcase this.

Now hold on a second, 50% more cars, improved lighting, rain with puddle splashes, good draw distance and it all still felt smooth at 60fps. It is very easy to overlook the amount of progress made, yes perhaps my non extended time with it gives me less chance to chew deeper into things but from initial perceptions well done T10.

Audio
The audio while I agree own engine noise seems a little low (max volume/music off) I loved the tyre sounds, very nicely done. Also environmental changes seemed well implemented too. One point not yet noted but on his 5.1 system the kerbs seemed to give good bass effect driving the 22B @ Lime Rock (you know why I mention this).

Handling
I find it hard to give much criticism, was the enjoyment swayed a little with DEMO, well I tried not to.
Lime Rock to me and Sebring were the most fun, okay decent tracks too. The Yas Marina night track, lack of grip at night seemed to effect the AI much more than really what was adaptable too, the AI fell well behind here. Not the best example of night racing as its more of a visual "lit night track" than out in the open/dark affair that Spa/ La Sarthe should demonstrate better.

Personal Wants
I would really hope T10 do like Driveclub and give players the option to alter individual audio effects volumes. Also having FOV adjustments would be welcomed but it is doubtful the full release will cater for these.
In their pursuit for improvement sometimes simple things like this have me shaking my head.

Great DEMO however, well done T10.
 
Thanks guys for adding your opinions, enjoyed reading comments shared here.
Times like these are always interesting after waiting so long for a big scale release such as Forza.

Just to share with you my own early experience...

Well I tried it at a friends, via controller and his preferred settings.
While I cant make comparisons to FM5 in general the DEMO does seem to have more positive things to take from it than those that are annoying, concerning or indeed negative. If anything actually the positives that are in are stable.

Firstly I would say it was fun to play, is this still important to games-players?
Before the gaming world grew up and got so demanding for uber-realism from sim titles we used to enjoy games for being err games like F355 on Dreamcast (2000).

Part of me is wanting to reflect in wonder to how this game compares to Forza 1, how has the last 10 years changed things for Turn 10. No doubt people that do video comparisons will do such in time and to other titles.

Visuals
For me on the whole it is visually up their with the best racing games too. The tracks looked pretty darn good, (iracing video comparisons) no doubt will showcase this.

Now hold on a second, 50% more cars, improved lighting, rain with puddle splashes, good draw distance and it all still felt smooth at 60fps. It is very easy to overlook the amount of progress made, yes perhaps my non extended time with it gives me less chance to chew deeper into things but from initial perceptions well done T10.

Audio
The audio while I agree own engine noise seems a little low (max volume/music off) I loved the tyre sounds, very nicely done. Also environmental changes seemed well implemented too. One point not yet noted but on his 5.1 system the kerbs seemed to give good bass effect driving the 22B @ Lime Rock (you know why I mention this).

Handling
I find it hard to give much criticism, was the enjoyment swayed a little with DEMO, well I tried not to.
Lime Rock to me and Sebring were the most fun, okay decent tracks too. The Yas Marina night track, lack of grip at night seemed to effect the AI much more than really what was adaptable too, the AI fell well behind here. Not the best example of night racing as its more of a visual "lit night track" than out in the open/dark affair that Spa/ La Sarthe should demonstrate better.

Personal Wants
I would really hope T10 do like Driveclub and give players the option to alter individual audio effects volumes. Also having FOV adjustments would be welcomed but it is doubtful the full release will cater for these.
In their pursuit for improvement sometimes simple things like this have me shaking my head.

Great DEMO however, well done T10.
I agree with this reply and will echo with my impressions.

My demo impressions. Keep in mind I have greatly enjoyed the Forza series. Forza 4 and FH2 have been my favorite. Did not enjoy F5 much at all. Considered F5 more of a demo. With that said here we go.... Long reply ahead.

First impression of Rio in the Ford GT. Wow what an incredible looking track. So lifelike and absolutely loaded with stunning color and detail. Honestly I found myself so overly distracted by looking at how much color and how alive that environment felt. This will be a dream in photo mode for sure. Most sim tracks seem to feel a bit bland with very little in the environment since the main focus is generally on the track. It really felt like I was in a real life race in front of the entire world watching me. I don't recall ever feeling anything like that in a simulation racing game. Simply exhilarating!!!

Physics and most of the audio have improved over F5. The engine audio still seems a bit toned down even with music off and in game audio all the way up. I am in 5.1. As mentioned already, would be nice to adjust individual engine audio. The rest of the audio is fantastic as other members have covered in detail. Fireworks popping on specific sides, curbs, ambient audio and much more.

Lime Rock was where I finally got to sink my teeth in and remove assists along with adding manual with clutch. I grabbed the Subaru Impreza my first time, grabbed the Nissan my 2nd time. Last part of the first corner caught me by surprise a couple times and I went wide. Instantly noticed sticky grass is gone and still perfectly punishing. You go off, you will regret it and will have to make up time for sure. Overall enjoyed this new track.

Wheel spins. I absolutely love these in FH2 and of course love them even more in F6. I won the Veyron and 1 million in the demo. The wheel spins remind me of the earlier days of playing the GT series. Specifically the moments in GT3 where you finish a series and see 4 silhouettes spinning on the screen sitting in anticipation wondering what prize you earned. Wheel spins give me a euphoric flash back of that, and I love it!!

For example:


Yas Marina night. I am a huge fan of this track and truly enjoyed seeing it at night. The night racing was wonderful. Dang near perfect IMO. NOt too dark, not too light. I really liked finally seeing the lit up hotel finally....with lights. Unlike F5. Would like to see the light glow a little better onto the track and cars as they drive by, but it was still beautiful and I truly enjoyed this track at night. I couldn't tell after a few laps if it looked better than the F1 games but it still looked great.

F1 race on Indianapolis Motor Speedway. I enjoyed this track and the F1 car. I also liked the announcers detail about how the entire track used to be made of bricks. Now only a yard strip remains.

Finally, Sebring in the Rain. Mother of god this was simply incredible!!!! My fondest memories of rain racing were in PGR4 and the F1 games. This is by far the best I have ever experienced in a racing game. The audio, visual effects, and the physics of the puddles were dang near perfect IMO. The puddle physics were terrifying in a good way. I absolutely loved racing in the rain. I have never seen Sebring so alive. Every crack and bump detailed with water. Can not wait to see the other rain tracks.

Demo Conclusion. Long reply but dang what an absolutely impressive demo. This is easily shaping up to be the best Forza of the series. So glad I purchased the digital ultimate edition. Cant wait until next week!!!!! :D:D:D
 
Last edited:
Personally I find that GT5 and PCars on Xbone both have better IQ than Forza 6, the aliasing is pretty bad in this. Graphics are a nice bump over Forza 5, nothing major, but mostly a more realistic color palette and no overdone in your face effects like lens flare and what not. Gives it a more planted look. But as far as actual rendering tech goes it's about 10 years behind competition, dynamic shadows should be standard by now, I find that even GT5 Prologue, a 2007 release no less has some tech that FM6 doesn't have like HDR, eye adaption and generally better shaders on the cars. But overall FM6 looks okay, it uses the same old tricks like 30 fps mirrors, reflections, simplified shadows for AIs and no actual shadow casting, baked lighting and a bunch of new ones like smoke running at quarter resolution in the distance and rain running at 30 fps too. I kinda wish that MS didn't screw devs over with crappy underpowered hardware, but oh well, what can you do. Night racing looks a bit flat because there are no shadows being cast in cockpit view, something that GT5 again did back in 2010 on ancient hardware. Rain seems like a cool gimmick, I can see it getting old real quick, the cars handle fairly well even without the assists. Handling feels like a solid improvement over 5 which was way too slidey for my liking. Overall it's shaping up to be a very solid title, hopefully it scores in the 90+ like 360s Forzas did and I can't wait to go balls deep in the full version in 8 days.
 
Back