Forza Motorsport 6 Review Thread

  • Thread starter FordGTGuy
  • 208 comments
  • 15,424 views
Absolutely great reviews coming in.. I've only read and watched one bad review and the video review for games radar+ reminded me why I don't go to there site.. Both a bunch of inexperienced game journalists, I find quite annoying.

He faults the game for having bad inconsistently with the AI. Now it was only just last night I had 3 races on the bonce in Forza 5 where the drivatars gave me addreniline fueled races(pro difficulty) I carnt see Forza 6 being any worse but better if anything.

Then he goes on to say the racing is boring!!?? Seriously if your going to get someone to review games at games radar + at least have specialists in generes and do you research before videoing how clueless you both are.

Rant over.. Great reviews all the same. Forza 6 has set a new standard for current gen and I carnt wait to sink my teeth into it!

Personal emotion in a review is always a red flag and should always be ignored then and there, saying a game is "boring" or "exciting" is subjective, esepcially when you don't explain the reasons behind it, a better way to review would be instead of "it's boring driving hummers at night" would be better said something like "driving around vehicles on such a large track and low speeds, gives some what of a disconnect between the feeling of a racing game, or a driving simulator, it becomes a chore that semingly won't give in, rather than a thrill that you get from tearing it up a 200+mph" or something like that...I'm not reviewer, but just giving personal opinion without means is idiotic.

Plus, to me, that sounds awesome and fun and I wanna look forward to doing that, as the Indy Car event in the demo where you are tearing round at 230mph in a Oval, to me, that is the most boring and mindnumbing thing in the game because all you are doing is going forward and turning left over and over. There is no sense of you are in control, driving, pushing the car against your opponents, it feels really disconnected. I'd take 90mph round spa any day than 200mph driving in circles. But hey, agian, that's just me.

Games Radar don't know how to review properly, which is the biggest issue here when you bring in emotion without reason.
 
Interesting point to note, a lot of big websites are reviewing it but they don't have a scoring system so some influential websites won't have a contribution to its score, top gear and the verge being 2 of them.

Based on each review they could easily be a 9 and a 10.
 
Oh i have no doubt that MS do the same thing, They were caught paying bloggers $30,000 recently for video's so imagine how much more popular gaming sites receive.

Are we talking about the Youtube mess or something completely different?
 
Unlikely, dynamic lighting is major system strain and I believe FM6 is already pushing xbone to the max, putting it in would mean dropping resolution, track detail, grid sizes and overall graphics as well as having jagged shadows. Just look at Horizon 2 which despite running at 30 fps has much worse world and car detail than FM5 even, with much simpler shaders. I don't believe dynamic ToD/Weather is in the cards for this generation, Xbox 4 most likely, unless they aim at 4k.

Honestly, not taking the step towards a fully dynamic environment for all tracks is a bad idea. I think the xbone is capable of it - It all depends on their implementation. I mean, games were doing it 15 years ago, they can't hide behind specs and 'we can't do it this generation' forever.

PD took the leap too early, but on this hardware? Should be possible. You can bet that GT7 will have it and it would be a shame for T10 to lose their edge when they finally got it :)
 
My review is typed, but it's sitting at 2700 words, so some edits are probably needed. Woops.

Number-values on all these reviews so far are roughly what I expected.
 
Gamesradar
Yes, that is weird. There is definitely more grip in Forza 6 compared to Forza 5, but that creates some very strange accidents. I somehow managed to roll my car on a straight because it waggled under acceleration, which grew more violent before turning into a spin, which tipped over and barrelled for some 50m. Needless to say, that would never happen in real life.

Yes, yes it would (please ignore the fact that the car took off because of aerodynamic lift - it would've flipped on its own if it wasn't a Group C or similar car).



I won't even bother explaining how it could happen; I'm sure it won't be needed 'round here. God, where did they find this clown?
 
Oh i have no doubt that MS do the same thing, They were caught paying bloggers $30,000 recently for video's so imagine how much more popular gaming sites receive.

It's utterly amazing how some people pick up on clickbait and spread the crap without doing any research into it. The FTC found no fault for Microsoft in the case, in fact Microsoft have rules against what Machinima ended up doing. The second Machinima was exposed Microsoft and the ad agency Microsoft was working with that setup the advertisement deal contacted Machinima and told them to correct the problem.

Are we talking about the Youtube mess or something completely different?

It wasn't even Microsoft's mess, it was Machinima's; which is why Michinima is the one in trouble with the FTC and not Microsoft.

Yes, yes it would (please ignore the fact that the car took off because of aerodynamic lift - it would've flipped on its own if it wasn't a Group C or similar car).



I won't even bother explaining how it could happen; I'm sure it won't be needed 'round here. God, where did they find this clown?


I don't think he is even describing lift as the cause of the roll over but the force of the body roll when the spin started.... which as can happen in real life.

The biggest problem with it is how he describes the spin starting where the car started "wagging" just be accelerating in a straight line.
 
Good scores...have to laugh at the people getting upset due to it not getting 9s or 10s lol.

I seen one review say no tracks have rain or night together? Is that right?
Yeah it's based on how the real races are run I think.
 

Yes, let's ignore all the crap the reviewer has said and the site has posted and instead blame the people for calling him out for being fanboys.

That's the definitely the answer.

11986464_10203910533997881_3917287398109146006_n.jpg

J0ZmMJ2.png


There is such a thing as click bait, believe it or not.

Here are some gems from the review:

I've been playing it all week and I've had one great race. One. Obviously, that is a problem.

You spend most of your time in sedate, joyless races, going through the motions of driving and hitting rewind when you fail.

Many cars feel like they have beach balls for tyres and driving lap after lap at a proverbial snail's pace is incredibly dull.

There is definitely more grip in Forza 6 compared to Forza 5, but that creates some very strange accidents. I somehow managed to roll my car on a straight because it waggled under acceleration, which grew more violent before turning into a spin, which tipped over and barrelled for some 50m. Needless to say, that would never happen in real life.

The problem is simple: The Drivatar system simply doesn't work. Never mind the fact some cars inexplicably tap the brakes on a straight. It doesn't matter which Avatar Difficulty you choose: on some tracks you'll win easily, while on others one or sometimes two cars will simply drive away from everyone else. You'll sometimes catch a glimpse of a dot on the track map, or a speck on the horizon, but you'll never catch them. The hardest difficulty is meant to humble you and it does. But everything below that is alarmingly inconsistent.

But when Formula E became available and the first race was an 8-lap slog around Indianapolis, I wondered where gaming went wrong. I found myself sitting there, stony-faced, maintaining 138mph, in the lead, with no need to brake, and no chance of being passed. The frantic orchestral music and pounding drums reached crescendo after crescendo as I spent ten minutes of my life gently nudging left. Racing games are better than this and we must never forget that.

The guy sounds like a prima donna, "I don't enjoy this type of racing, therefore it is bad and no racing game should be like this."
 
Last edited:
Yes, let's ignore all the crap the reviewer has said and the site has posted and instead blame the people for calling him out for being fanboys.

That's the definitely the answer.

11986464_10203910533997881_3917287398109146006_n.jpg

J0ZmMJ2.png


There is such a thing as click bait, believe it or not.
Lol i know. Its like Toy Story Review which Roger Ebert do the same.

But dedpite that, all games arent perfect. PCars has ridiculous bugs, GT6 i think mostly know what, Driveclub even today didnt have free roam and limited customization, etc.

This is my pros and cons of Forza 6 as i play it in less than an hour. So take account as an opinion.

Pros: Great Visuals, Great effects, Great wet sim, Car selection, customization, tuning, AI.
Cons: Gameplay Music (Cant add the custom. Turn it off is better), cheesy Opening movie, Physics as a whole is ok but not great enough, Some graphics and detail quirks, Night/Weather not dynamic (Not what im expected on the next gen on the 2nd installment).
 
I never said Forza 6 is perfect but there is no need for people to defend what is clearly a review that is reaching to nitpick and nothing more. There are plenty of things that we know is wrong with the game that he could have went after and justified the score he gave.

  • Custom lobbies options limited.
  • Lack of FoV slider.
  • Inability to deactivate wheel/drivers hands.
  • 30 fps replays.
  • Lack of public lobby search.
  • Inability to properly restrict a field of cars that you'd like.
  • No dynamic weather or time of day.

From the way it reads it sounds more like the problem wasn't the game but the player. "Assists being off are too hard, therefore they aren't realistic and bad." "Cars feel slow like a snail even though they are traveling at 100+ mph around a track and since rewind exists it isn't exciting, therefore it's bad." "Racing around an Oval isn't something I find fun personally, therefore no racing game should ever have it and it's bad." "I can't manage to figure out what drivatar level to race against, therefore drivatars are bad."

Meanwhile the 50+ other reviews might mention stuff here or there that are similar but no where to the extent of this. Gamespot gave the game an 8/10 and said themselves that the only negatives they could find was nitpicking.

If anyone in here is thinks that I think Forza 6 is perfect, know that you're wrong and I think nothing of the sort.
 
Last edited:
Honestly, not taking the step towards a fully dynamic environment for all tracks is a bad idea. I think the xbone is capable of it - It all depends on their implementation. I mean, games were doing it 15 years ago, they can't hide behind specs and 'we can't do it this generation' forever.

PD took the leap too early, but on this hardware? Should be possible. You can bet that GT7 will have it and it would be a shame for T10 to lose their edge when they finally got it :)

It all depend on priorities. There is deliberately fixed time of day so all the lighting can be pre-calculated which allows them to hit a solid 60 fps. Would you rather have 60 fps or dynamic time of day? GT7 will likely have dynamic time of day but I doubt it will have a locked 60 fps.
 
Honestly, not taking the step towards a fully dynamic environment for all tracks is a bad idea. I think the xbone is capable of it
I am very sorry to burst your bubble, but for a game that advertises its rock solid framerate on now half a decade old hardware i dont think they can afford to have the game run as bad as pcars does in the rain.
 
This bloke from the perhaps appropriately named AngryCentaurGaming got some flak in the comments for ranting about the frame rate drops he and his friends experienced in FM5. Oh well, at least he likes FM6 I think. (thanks to a guy in my friends list Gamertag: P3tRaN for bringing this one to my attention)



I've never played Forza for its replays. Forza to me, has the better gameplay where, regarding GT, I mainly played to look at the replays.
 
It all depend on priorities. There is deliberately fixed time of day so all the lighting can be pre-calculated which allows them to hit a solid 60 fps. Would you rather have 60 fps or dynamic time of day? GT7 will likely have dynamic time of day but I doubt it will have a locked 60 fps.
I'd rather have dynamic time of day and weather over a solid 60fps everyday of the week.
 
I am very sorry to burst your bubble, but for a game that advertises its rock solid framerate on now half a decade old hardware i dont think they can afford to have the game run as bad as pcars does in the rain.
Really. I had an epic 20 lap race around Snetterton 300 in GT3 cars with a bunch of my mates on Sunday night with changeable weather conditions and it was fantastic. I didn't once notice any performance problems. All I noticed was how the changeable conditions through practice, quali, warm up and the race made for fantastic racing with people having to dive into the pits to change tyres at the last minute in qualifying as a dry line appeared and having to have multiple pit stops strategies ready for the unknown weather in the race. This continued in the race as people started on different tyres and with rain coming some people had to pit to change to wets and those that started on inters stayed out but come the end of the race they were starting to struggle on worn tyres. It was a truly fantastic racing experience and one that Forza can't touch. I'd love to see something similar in Forza but agree they have gone a different route of having a locked 60fps. Some people like that but I know an awful lot of people who would rather have the dynamic experience than the locked 60fps.

I've got a feeling today is going to be the longest day! I've had my fill of reviews now, no idea what to believe and what not to believe, just going to wait and see what the game brings!
 
Last edited:
It all depend on priorities. There is deliberately fixed time of day so all the lighting can be pre-calculated which allows them to hit a solid 60 fps. Would you rather have 60 fps or dynamic time of day? GT7 will likely have dynamic time of day but I doubt it will have a locked 60 fps.

There are a lot of things that can be optimized in the game. Even without seeing the code i notice that a lot of assets are unecessarily pre-loaded and kept in memory, and there's a lot of uncompressed assets which compound the problem.

I do expect that once the 'DX12' update hits the Xbone, at least FM7 will take a shot at it, if at least in development.

I am very sorry to burst your bubble, but for a game that advertises its rock solid framerate on now half a decade old hardware i dont think they can afford to have the game run as bad as pcars does in the rain.

There's always a set of hardware that's a decade old at any given point. Fact remains that dynamic time of day has been possible since the Atari 2600 (technically), it just depends on what gets priority and on the optimization that's being done. GT5/6 did do dynamic time of day and weather on hardware which is now over a full decade old, and nearly hit 60fps doing it. Even though the resolution wasn't exactly 1080p, the leap in hardware capabilities between the PS3 and Xbone/PS4 is significant enough to make me wonder why FM6 didn't manage to do it yet.

As i said before, i hope T10 is trying to stay ahead here and at least tries to implement this feature for FM7, because it's obvious GT7 will have it (if it ever comes) and T10 don't want to lose the lead now that they have it.

Also mind, i've got my ultimate edition and will be playing as soon as i get out of work tomorrow ;)
 
PS3 and Xbone/PS4 is significant enough to make me wonder why FM6 didn't manage to do it yet.

If i remember correctly the ps3 was a total powerhouse because of that cell processor they put into it (Seriously, look it up that chipset is really impressive for being in a consumer grade device.), this generations consoles use modified tablet processors with built in graphics alongside a 7000 series gpu, as for dx12, there may be a slight increase in graphical fidelity (maybe the forza series will finally get anti aliasing?), but it all boils down to how Turn 10 manages the hardware usage, and if you take into account that all of the sims on the pc commonly use the cpu to do the weather/time/physics, its pretty much stuck to static unless they can cut corners on how much they use, or MS decides to up the clock speed a bit. (which will probably never happen due to reliability concerns.)

Also, have fun with forza! , ill have fun playing it at a friends house every now and again.
 
Last edited:
If i remember correctly the ps3 was a total powerhouse because of that cell processor they put into it (Seriously, look it up that chipset is really impressive for being in a consumer grade device.), this generations consoles use modified tablet processors with built in graphics alongside a 7000 series gpu, as for dx12, there may be a slight increase in graphical fidelity (maybe the forza series will finally get anti aliasing?), but it all boils down to how Turn 10 manages the hardware usage, and if you take into the fact that all of the sims on the pc use the cpu to do the weather/time/physics, its pretty much stuck to static unless they can cut corners on how much they use, or MS decides to up the clock speed a bit. (which will probably never happen.)

The Cell has an extremely major bug on a very basic level that made it nearly impossible to do what you wanted to do, sadly, so that potential was never realized. At a functional level, Cell was actually a tiny bit less efficient for gaming than the PowerPC CPU the 360 uses. For computations, Cell was pretty good, but gaming? No.

The PS3 having discrete graphics memory was a boon though, but very few developers knew how to use it properly. The GPU itself was nearly identical in performance to the 360 one (seriously, for gaming, both PS3 and 360 are nowhere near as different as people sometimes think they are).

Racing and driving games have had at least dynamic weather for a long time now on the PC. It's strange how the consoles have never managed to catch up, even though the Xbone and PS4 obviously have better hardware than a 1998 PC. Dynamic ToD is less common, but nowhere near impossible.

It's all about the total package you want to present. The game has to feel consistent across all its parts and if you manage to do that, people will easily forgive minor flaws in specific sections. Making dynamic ToD/weather possible is worth sacrifices in other areas imho.
 
Racing and driving games have had at least dynamic weather for a long time now on the PC. It's strange how the consoles have never managed to catch up, even though the Xbone and PS4 obviously have better hardware than a 1998 PC. Dynamic ToD is less common, but nowhere near impossible.
It's nice having someone who knows what they're talking about on this forum. Was expecting the general fanboy "ITS FORZA DIS GAM GUD" response.

But, its all down to what Microsoft wants them to do, We've seen that engine do dynamic time of day, and rain. But at half the framerate. You have to remember that these are flagship titles that have to have buzzwords selling them, 1080p/60fps and all that, and it has to look immaculate in screenshots, which it does.

But lets say they go ahead and take what they developed with horizon, they'd have to actually render shadows this time instead of pre baked ones, more than likely bringing down the games framerate to about 40 or so fps, now they're going to need to add v-sync to stop screen tearing. make that a solid 30 fps with maybe a dip into 28 under intensive scenes, now you'll have a game that has half the framerate (and tickrate online), and more importantly for microsoft, wont have the whole headline of "HEY LOOK OUR GAME RUNS LIKE THE PC SIMS DO AT 1080P/60" and the general public will see this and dismiss that entry of the series as a downgrade. So its really up to how much MS wants to risk it.

Also I dont think there has ever been a "Motorsport" title with half the framerate, Would be weird to start now.
 
Last edited:
It's nice having someone who knows what they're talking about on this forum. Was expecting the general fanboy "ITS FORZA DIS GAM GUD" response.

But, its all down to what Microsoft wants them to do, We've seen that engine do dynamic time of day, and rain. But at half the framerate. You have to remember that these are flagship titles that have to have buzzwords selling them, 1080p/60fps and all that, and it has to look immaculate in screenshots, which it does.

But lets say they go ahead and take what they developed with horizon, they'd have to actually render shadows this time instead of pre baked ones, more than likely bringing down the games framerate to about 40 or so fps, now they're going to need to add v-sync to stop screen tearing. make that a solid 30 fps with maybe a dip into 28 under intensive scenes, now you'll have a game that has half the framerate (and tickrate online), and more importantly for microsoft, wont have the whole headline of "HEY LOOK OUR GAME RUNS LIKE THE PC SIMS DO AT 1080P/60" and the general public will see this and dismiss that entry of the series as a downgrade. So its really up to how much MS wants to risk it.

Also I dont think there has ever been a "Motorsport" title with half the framerate, Would be weird to start now.

From what i know, Horizon and Motorsport actually use different engines, so the comparison isn't entirely valid. They do share a lot of assets though.

That said, weather and ToD can be done at 60fps. They may just have to implement some better LoD/tesselation for the models and do more culling where possible, maybe even simplify the collision meshes a bit for everything that isn't the track surface or the tyres.

Given that the Xbone has 8 cores, shadows shouldn't be that hard to do, depending on their current implementation (usually shadows are at least partially done by the cpu rather than gpu). You can even try baking in 24 shadowmaps and blending them over time instead of casting actual environment shadows. There's lots of ways to cheat while still making it look good :)
 
Last edited:
It's nice having someone who knows what they're talking about on this forum. Was expecting the general fanboy "ITS FORZA DIS GAM GUD" response.

But, its all down to what Microsoft wants them to do, We've seen that engine do dynamic time of day, and rain. But at half the framerate. You have to remember that these are flagship titles that have to have buzzwords selling them, 1080p/60fps and all that, and it has to look immaculate in screenshots, which it does.

But lets say they go ahead and take what they developed with horizon, they'd have to actually render shadows this time instead of pre baked ones, more than likely bringing down the games framerate to about 40 or so fps, now they're going to need to add v-sync to stop screen tearing. make that a solid 30 fps with maybe a dip into 28 under intensive scenes, now you'll have a game that has half the framerate (and tickrate online), and more importantly for microsoft, wont have the whole headline of "HEY LOOK OUR GAME RUNS LIKE THE PC SIMS DO AT 1080P/60" and the general public will see this and dismiss that entry of the series as a downgrade. So its really up to how much MS wants to risk it.

Also I dont think there has ever been a "Motorsport" title with half the framerate, Would be weird to start now.
Imo 60 fps is way more important for a simracer than dynamic ToD/Weather, for example the rain and wet in FM6 completely destroy GT6 and PCars from the experience and handling standpoint, it feels like something that had some thought put into it, rather than a pretty effect with no substance like GT6/PC that feels like an afterthought. Asseto for example has neither and is considered one of the best sims out there, so I don't think this feature has direct impact on the quality of simulation. If anything we're still far from getting dry physics right, and introducing water is whole other can of worms.
 
Imo 60 fps is way more important for a simracer than dynamic ToD/Weather, for example the rain and wet in FM6 completely destroy GT6 and PCars from the experience and handling standpoint, it feels like something that had some thought put into it, rather than a pretty effect with no substance like GT6/PC that feels like an afterthought. Asseto for example has neither and is considered one of the best sims out there, so I don't think this feature has direct impact on the quality of simulation. If anything we're still far from getting dry physics right, and introducing water is whole other can of worms.
Although I will argue that the rain in forza is insanely overdone to the point where in real life that much standing water would red flag any event, but the puddle effect is something i haven't ever seen in any sim, other than dirt rally. But I totally agree that forza is kinda paving the way for other devs to start focusing on that instead of making it just grip reduction with some aesthetic differences.
 
Back