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

MouldyK

Member
As a Solo Player who loves Forza Rewards, I can dig the Achievements.

Only 12 Multiplayer Achievements worth 225 Points (With only 3 Achievements worth 45 Points seeming like you either need to sell tunes and designs or play in a lobby...the rest only state you need to play it in Multiplayer, which could be done with AI-Only like previous games).
 
Hopefully this is fixed in the final build (floating car..)...
a7uDCY6.jpg

Already fixed in the BCD version.

Same question asked and answered on previous page. :)
 

0racle

Member
Has anyone here actually driven a car on a track? something that also quite a bit of performance as well?

I noticed people discussing handling a few posts up and I would like to chime in. I have driven an F430 for about 10 laps at a local track and was able to push it as far as I felt comfortable doing. One thing you need to know is that cars have PLENTY of grip in comparison to video games. The amount of force exerted on your body with breaking/turns is phenomenal and not once was I even close to loosing it...in fact I probably could have pushed even further. For those of you complaining of "too grippy" those games probably represent cars much better than games that have cars loose grip far too often and are always on the brink of breaking loose.
 

RoKKeR

Member
Nice to see the Lotus F1 car is in, happy to have a 2015 model. Also help that it's one of the better looking designs on the grid.

Now all I need is a Martini livery and we're good to go!
 
Has anyone here actually driven a car on a track? something that also quite a bit of performance as well?

I noticed people discussing handling a few posts up and I would like to chime in. I have driven an F430 for about 10 laps at a local track and was able to push it as far as I felt comfortable doing. One thing you need to know is that cars have PLENTY of grip in comparison to video games. The amount of force exerted on your body with breaking/turns is phenomenal and not once was I even close to loosing it...in fact I probably could have pushed even further. For those of you complaining of "too grippy" those games probably represent cars much better than games that have cars loose grip far too often and are always on the brink of breaking loose.

I sometimes think one of the issues is that even though a less grippy game like Forza 5 has plenty of grip, the lack of real physical sensation means we push the cars harder than we really would, the result feels like low grip, but it's really players overdoing it.

My earlier comments about too much grip in PCars is not so much the grip level - but how little nuance is needed, I can treat the throttle and brakes as digital with no problems keeping in control. You couldn't even do that in my boring family car and stay on the road.
 

aaaaa0

Member
I have driven an F430 for about 10 laps at a local track and was able to push it as far as I felt comfortable doing. One thing you need to know is that cars have PLENTY of grip in comparison to video games. The amount of force exerted on your body with breaking/turns is phenomenal and not once was I even close to loosing it...in fact I probably could have pushed even further. For those of you complaining of "too grippy" those games probably represent cars much better than games that have cars loose grip far too often and are always on the brink of breaking loose.

The problem is that in a game, you don't have the fear of imminent death driven into you by the g-forces. So people happily drive the cars at and over the limits.
 

SatansReverence

Hipster Princess
Has anyone here actually driven a car on a track? something that also quite a bit of performance as well?

I noticed people discussing handling a few posts up and I would like to chime in. I have driven an F430 for about 10 laps at a local track and was able to push it as far as I felt comfortable doing. One thing you need to know is that cars have PLENTY of grip in comparison to video games. The amount of force exerted on your body with breaking/turns is phenomenal and not once was I even close to loosing it...in fact I probably could have pushed even further. For those of you complaining of "too grippy" those games probably represent cars much better than games that have cars loose grip far too often and are always on the brink of breaking loose.

Do tell us about the amount of force exerted on you while playing video games. The grip is fine in FM5 and I've been passenger in a racing mx5 running slicks driven by a skilled pilot.
 

Outrun

Member
Nice to see the Lotus F1 car is in, happy to have a 2015 model. Also help that it's one of the better looking designs on the grid.

Now all I need is a Martini livery and we're good to go!

The Lotus is running the Merc power plant right?
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
so good. But puddle are not dynamic is bit let down. They are always in the same spot and size I guess.

I dont get why people feel so let down by this.

Water naturally collects at the lowest point.....so if it rains the water will go to the lowest point and pool up, the size is determined by how much water is fallng vs how much is draining wherever.

If all things remain equal logically the puddle will be in the same place and the same size.

Unless you want tracks that migically dynamically change their lowest points and ability to drain?

its such an odd thing to be dissappointed in because thats how life is, i used to drive past the same puddles all the time, i never once complained and thought ohhh damn, the stupid puddle is in the same place again....i wish it was dynamic and would find some other spot to chill out.
 

Cubed

Member
I dont get why people feel so let down by this.

Water naturally collects at the lowest point.....so if it rains the water will go to the lowest point and pool up, the size is determined by how much water is fallng vs how much is draining wherever.

If all things remain equal logically the puddle will be in the same place and the same size.

Unless you want tracks that migically dynamically change their lowest points and ability to drain?

its such an odd thing to be dissappointed in because thats how life is, i used to drive past the same puddles all the time, i never once complained and thought ohhh damn, the stupid puddle is in the same place again....i wish it was dynamic and would find some other spot to chill out.

No one cares for your devil science!
 
Has anyone here actually driven a car on a track? something that also quite a bit of performance as well?

I noticed people discussing handling a few posts up and I would like to chime in. I have driven an F430 for about 10 laps at a local track and was able to push it as far as I felt comfortable doing. One thing you need to know is that cars have PLENTY of grip in comparison to video games. The amount of force exerted on your body with breaking/turns is phenomenal and not once was I even close to loosing it...in fact I probably could have pushed even further. For those of you complaining of "too grippy" those games probably represent cars much better than games that have cars loose grip far too often and are always on the brink of breaking loose.

I'm assuming you had TC on. Because I don't use TC or any other assist in PC ( I know you're defending PC based on what you've posted in here) and the road cars even have way to much grip. I've driven a couple of 300-400hp cars with the TC turned off and I know I can't press the accelerator down as hard as I can in PC without it breaking loose.
 
I dont get why people feel so let down by this.

Water naturally collects at the lowest point.....so if it rains the water will go to the lowest point and pool up, the size is determined by how much water is fallng vs how much is draining wherever.

If all things remain equal logically the puddle will be in the same place and the same size.

Unless you want tracks that migically dynamically change their lowest points and ability to drain?

its such an odd thing to be dissappointed in because thats how life is, i used to drive past the same puddles all the time, i never once complained and thought ohhh damn, the stupid puddle is in the same place again....i wish it was dynamic and would find some other spot to chill out.

No one cares for your devil science!

I have to agree.

I have to admit that sometimes it's really hard hearing other opinions on the Internet. But I feel that most people just come to some opinion in the spur of the moment and post. I think many people just don't think too hard about what it is they are posting about before they do.

On the other hand I see the frustration in other people and the need to correct because some opinions can seem off or misleading and thus potentially negative without cause.

From my perspective we are dealing with the very first videogame ever to have physically based puddles. Ever. If our immediate reaction is going to be that somehow this is deficient or not good enough so as to express some form of negativity, then it has to be with the knowledge that it may come off as first worlder's complaining about first world problems.

Edit:

I would like to add that the fastest car I have ever driven was a BMW Z4. It was like a go kart on steroids and seemed to have endless amounts of grip until I truly pushed it, at which point the wheels would squeal and slip like any other car, so much so that when I reacted and let off the gas, it would suddenly regain grip so that I had to fight the wheel in order to keep control of the car. It wasn't so much the sudden loss of grip alone, but in combination with the restoration of grip and the orientation of the car while going around a curve. Enough so that I never dared to push the car even in light rain.

I would also agree that racing games do a very poor job of communicating a sense of danger and sense of speed to the player. I know that on the highway driving my typical car which is not a racecar, going anything above 75 miles an hour feels pretty damn fast. I notice when watching replays of myself and pretty much every other single player on YouTube or anywhere else that players tend to approach turns at ridiculous speeds. So I have to agree to a fair extent that videogames do provide more than sufficient grip at reasonable speeds, I find it more likely that it's the player that simply isn't understanding or respecting the performance of the car and the track in play. I would also say that sound may have a big deal to do with this. For example I noticed that in my stick shift, which is sporty but also noisy compared to my wife's car, I get a much greater sense of speed. Yes it could be to the lower ride height, I'm sure that's a factor, but I feel like quietness in her car tends to not only disconnect me from the driving experience, but give me a false sense of speed so that I'm far more likely to discover that I was going faster than I thought I was in her car then in my own. And my car is definitely the faster car.
 

Shaneus

Member
I dont get why people feel so let down by this.

Water naturally collects at the lowest point.....so if it rains the water will go to the lowest point and pool up, the size is determined by how much water is fallng vs how much is draining wherever.

If all things remain equal logically the puddle will be in the same place and the same size.

Unless you want tracks that migically dynamically change their lowest points and ability to drain?

its such an odd thing to be dissappointed in because thats how life is, i used to drive past the same puddles all the time, i never once complained and thought ohhh damn, the stupid puddle is in the same place again....i wish it was dynamic and would find some other spot to chill out.
I think by "dynamic" he's not talking about the position of the puddles, but the size of them. It would stand to reason that as a car drives over a puddle, water dissipates and it becomes smaller. If no-one drives over it then it becomes bigger either with greater surface area or depth.

He actually mentions that by dynamic he mentions the depth of the puddles, and it makes sense you wouldn't know how deep a puddle is if you're racing around a track even if you know where puddles will gather.
 

dogen

Member
@ 1080p and 60 fps. Incredible. Turn10 need to share their engine to other devs, they're in a league of their own on this console.

Well, isn't this one of the first real second-gen xb1 games?. It'll be surpassed by something else soon enough.
 
I think by "dynamic" he's not talking about the position of the puddles, but the size of them. It would stand to reason that as a car drives over a puddle, water dissipates and it becomes smaller. If no-one drives over it then it becomes bigger either with greater surface area or depth.

He actually mentions that by dynamic he mentions the depth of the puddles, and it makes sense you wouldn't know how deep a puddle is if you're racing around a track even if you know where puddles will gather.

And no one considers that this is sort of like asking for the tread on the tires to dynamically change in shape and grain based on use?

Why would any reasonable person care about such a thing, much less drive around the track so slowly so as to inspect the depth of each puddle in comparison to the previous lap.
 

Lima

Member
And no one considers that this is sort of like asking for the tread on the tires to dynamically change in shape and grain based on use?

Why would any reasonable person care about such a thing, much less drive around the track so slowly so as to inspect the depth of each puddle in comparison to the previous lap.

It's the same people complaining about the 2D crowd. They are doing many things but definitely not racing and pushing the car to the limit. I only have eyes for the track.
 

Mascot

Member
From my perspective we are dealing with the very first videogame ever to have physically based puddles. Ever.

Didn't PGR4 and Sega Rally Revo (to name but two) have these first, and quite a few years ago? I guess it depends on what you (or Turn 10) mean by 'physically based puddles' (I think T10 call them 3D puddles or something) but those in PGR4 and SRR affected the behaviour of the car as it drove through. Since the puddles in FM5 don't 'empty' dynamically as cars run through them or 'refill' dynamically from rainfall and pooling, I think we might need to temper our expectations somewhat about these 3D physics-based claims. It doesn't seem like depth of any one puddle varies at all, so apart from a canned 'splash' animation the only effect on the car might be the momentary application of a simple +/- grip value, similar to hitting the hated sticky grass (RIP, thankfully) or the big red painted tarmac at Catalunya.

I think by "dynamic" he's not talking about the position of the puddles, but the size of them. It would stand to reason that as a car drives over a puddle, water dissipates and it becomes smaller. If no-one drives over it then it becomes bigger either with greater surface area or depth.

He actually mentions that by dynamic he mentions the depth of the puddles, and it makes sense you wouldn't know how deep a puddle is if you're racing around a track even if you know where puddles will gather.

Yeah, I know weather conditions aren't dynamic in FM6 (as in changing from wet to dry, sunny to overcast etc), but it is a shame that rainfall doesn't vary in intensity during a race. You'd think that this would be pretty simple to implement (different density of raindrops on the windshield, different spray density from wheels, slightly variable grip levels etc.) and it would open the door for the puddles to vary in area and depth during the race, giving more of a 'moving target' than the current static puddles. Actually, scratch that, there's no reason why, even if the rain intensity doesn't vary, the puddles still could evolve during the race even with constant rainfall: maybe none on lap one, then appearing and growing as the race progresses. This actually makes more sense than being completely static. As things stand, the puddles are always the same size and shape, and always in the same position. They are an obstacle little different to the tyre walls at chicanes. Actually, it could be argued that they offer a bit less than the tyre walls because these can change dynamically during a race if a car hits them, scattering tyres onto the track and creating a dynamic hazard.

And no one considers that this is sort of like asking for the tread on the tires to dynamically change in shape and grain based on use?

Why would any reasonable person care about such a thing, much less drive around the track so slowly so as to inspect the depth of each puddle in comparison to the previous lap.

Because the hazard varies, adding dynamic excitement and risk/reward.
 
Honestly, if they can't implement a feature 'right', I'd rather not have it at all.

Now night races, they've nailed. They look beautiful, and I think will add something to the game.

Rain? Well, there are just too many major question marks. Sure, it's great over one lap - but as others have implied, that's not really good enough. Even on the shortest circuit with 24 cars for 20 laps in an online race, no dry line will emerge (as it does in the F1 games). The rain will always be the exact same intensity. Always. There's not nearly enough spray. There will never be a break in the clouds. The track will never clear up even a little bit, or deteriorate further. There will never be a reason to jump into the pits to put on a set of slicks and gain a tactical advantage - or lose out as one of your rivals chooses to gamble, as you struggle on the wrong tire. Just the exact same lap, x times, until end.

Honestly, I'm not sure that Forza 6 is for me. I just wish Project CARS on Xbox One wasn't so fucked. Forza 5 still works, at least.
 

Mascot

Member
More informative gameplay vid from Alan/Team VVV, this time at Sebring at Night.

https://www.youtube.com/watch?v=DJmur2oms8U

Interesting comments about grip levels and the lack of communication and general feeling of disconnection from the road. Kind of mirrors my own thoughts about FM5. Mmmm. Not encouraging. Wonder what assists etc were on?

No idea what the AI setting was but I was sorry to still see AI cars braking mid-corner - this has been a perennial problem in Forza since FM1 and reallly interferes with trying to race them. It's so refreshing in pCARS (yeah, I know, here we go again... pCARS blah blah blah) to be able to follow cars through bends without expecting them to suddenly tap the brakes and slow down half way around. Can't slow-in-fast-out be programmed into the AI? At least AI braking in FM seems progressive now and the brake lights no longer strobe as the AI applies the brakes on and off several times a second.

Graphics do look gorgeous but the handling looks... off somehow.
 

saladine1

Junior Member
Interesting comments about grip levels and the lack of communication and general feeling of disconnection from the road. Kind of mirrors my own thoughts about FM5. Mmmm. Not encouraging. Wonder what assists etc were on?

No idea what the AI setting was but I was sorry to still see AI cars braking mid-corner - this has been a perennial problem in Forza since FM1 and reallly interferes with trying to race them. It's so refreshing in pCARS (yeah, I know, here we go again... pCARS blah blah blah) to be able to follow cars through bends without expecting them to suddenly tap the brakes and slow down half way around. Can't slow-in-fast-out be programmed into the AI? At least AI braking in FM seems progressive now and the brake lights no longer strobe as the AI applies the brakes on and off several times a second.

Graphics do look gorgeous but the handling looks... off somehow.

Yep.
He doesn't seem overly happy with the how the game feels, at least with a wheel.

Grip does seem to fall off rather quickly in comparison to other sims.
I don't know, perhaps all that Calspan tested/Turn 10 proprietary tyre tech is right and everyone else is wrong.....
 

Azzawon

Member
Interesting comments about grip levels and the lack of communication and general feeling of disconnection from the road. Kind of mirrors my own thoughts about FM5. Mmmm. Not encouraging. Wonder what assists etc were on?

No idea what the AI setting was but I was sorry to still see AI cars braking mid-corner - this has been a perennial problem in Forza since FM1 and reallly interferes with trying to race them. It's so refreshing in pCARS (yeah, I know, here we go again... pCARS blah blah blah) to be able to follow cars through bends without expecting them to suddenly tap the brakes and slow down half way around. Can't slow-in-fast-out be programmed into the AI? At least AI braking in FM seems progressive now and the brake lights no longer strobe as the AI applies the brakes on and off several times a second.

Graphics do look gorgeous but the handling looks... off somehow.

I feel like the biggest issue with Forza is how it's catered to controllers more than wheels. I played Forza 5 originally with a pad from launch and picked up a Thrustmaster TX for pCARS a few months ago. I hopped on Forza 5 to see what it was like to play with a wheel and I turned it off immediately. Not good at all, even when you try to tweak the settings. It feels like the tyres are made of sponge and have terribly limited levels of grip before you begin understeering and oversteering.
 

Shaneus

Member
And no one considers that this is sort of like asking for the tread on the tires to dynamically change in shape and grain based on use?
Does that have a significant effect on how the car handles?

So no, no one considers this is anything like what you're suggesting.

Why would any reasonable person care about such a thing, much less drive around the track so slowly so as to inspect the depth of each puddle in comparison to the previous lap.
Are you talking about visually? I'm referring to being able to feel different levels of grip with standing water. If it's light rain, I'd expect a puddle to disappear over a few laps if it's on the racing line. Even if not visually displayed, it should be noticeable via the grip levels on the car.

If you can lap continuously around a track with numerous other cars and find you have to avoid a particular spot on the racing line because a puddle isn't dissipating, I don't think it will feel right. Maybe it will, I don't know... but in any wet motor race I've seen (that hasn't been called off to insanely heavy rain) standing water on the racing line always gets cleared by cars eventually:
fJLBeh7.jpg
 
Forza is plainly a no rules racing game and it always has been. Complaining about puddles on a track when nothing bears any resemblance to an organised regulated race is silly.
 

saladine1

Junior Member
I agree about the puddles needing to clear off after a certain amount of time. That would make much more sense then how it stands now.

But hey, it is what it is and in the end, after the initial curiosity of driving in the rain and the 3d puddles wear off, most people will begin to realize that racing in these kind of conditions isn't really that fun, and will begin to skip these wet race events and start looking for those wonderfully safe, bone dry conditions that Forza is famous for. And I bet that the same thing will happen with the night races. People will realize that driving in almost complete darkness isn't exactly ideal and again will look for those races that feature endless sunny skies that Forza is famous for.

Then, people will begin to finally understand and appreciate Greenawalt's genius of endless sunny skies and bone dry conditions of previous Forza's was the best thing after all..

aGU1ilL.jpg
 

Mascot

Member
I feel like the biggest issue with Forza is how it's catered to controllers more than wheels. I played Forza 5 originally with a pad from launch and picked up a Thrustmaster TX for pCARS a few months ago. I hopped on Forza 5 to see what it was like to play with a wheel and I turned it off immediately. Not good at all, even when you try to tweak the settings. It feels like the tyres are made of sponge and have terribly limited levels of grip before you begin understeering and oversteering.

Oh. I thought many of my issues with FM5's handling were due to being forced to use a pad when I'd previously always used a FFB wheel. It never occurred to me that it might actually be worse with a wheel. So what have they changed in 5 and 6? Forza with a wheel used to be quite good. Could it be the new Calspan tyre model like Sal suggests?

Forza is plainly a no rules racing game and it always has been. Complaining about puddles on a track when nothing bears any resemblance to an organised regulated race is silly.

I've no problem with the massive puddles not stopping the race - they seem like a great addition to inject some excitement into the racing. It's just a shame they don't change in size, depth or effect as the race progresses to make them a little less predictable. Seems like it wouldn't have taken much to implement this.
 
Oh. I thought many of my issues with FM5's handling were due to being forced to use a pad when I'd previously always used a FFB wheel. It never occurred to me that it might actually be worse with a wheel. So what have they changed in 5 and 6? Forza with a wheel used to be quite good. Could it be the new Calspan tyre model like Sal suggests?

I have been using a wheel for years on Forza 5 for years and don't have these issues. I use simulation steering with all assist off.
 

FordGTGuy

Banned
Team VVV is complaining about cold tires on the first lap of a race, c'mon now guys.

The E3/Gamescom demo is limited to a single lap so of course your tires are going to be cold.
 

Mascot

Member
I have been using a wheel for years on Forza 5 for years and don't have these issues. I use simulation steering with all assist off.

Ah, cool. Did you notice much change between 4 & 5?

Team VVV is complaining about cold tires on the first lap of a race, c'mon now guys.

The E3/Gamescom demo is limited to a single lap so of course your tires are going to be cold.

But isn't that a potential issue if races are only a couple of laps long?
 

Azzawon

Member
Oh. I thought many of my issues with FM5's handling were due to being forced to use a pad when I'd previously always used a FFB wheel. It never occurred to me that it might actually be worse with a wheel. So what have they changed in 5 and 6? Forza with a wheel used to be quite good. Could it be the new Calspan tyre model like Sal suggests?
I don't really know what it was, but it just felt so different compared to any other driving game I've played with a wheel. Opposite lock in particular was just wrong (as Alan even mentioned in his video) and it was difficult to get a realistic feel for the car. This is with all assists off, too.

As for being better with a pad, that could be completely down to the fact I have hundreds of hours more experience using it over the wheel.
 
Force feedback changed a lot between 4 and 5. I'm not sure how much this has to do with hardware though as Fanatecs firmware could change the feeling dramatically by itself.

I agree about lacking a feeling of grip, more so in S class and beyond, the cars feel lighter and twitchier. Going back to something like the open wheeled stuff in NetKar which feels so good makes me wonder what the fuck is going on.

They don't feel squashed into to the ground by huge amounts of down force, more like they're about to lift off and fly away
 

_machine

Member
Great informative gameplay vid from VVV

https://www.youtube.com/watch?v=4AznwQibFi8
Great video and I can relate with his thoughts so far. Was pretty awesome to meet Alan there too :)

So on to my thoughts from Gamescom:

I tried the game 3 times, once the simulator and Rio, twice with controller and night and rain races. They were all just one lap races so keep in mind that my impressions come from a very little slice of gameplay.

With that in mind, my impressions were both positive and also somewhat disappointed. I thought it mostly looked fantastic. IQ was pretty good, though naturally there was a decent amount of aliasing, but overall very, very good. The lighting and overall composition looked really nice, though again not a massive improvement overall, but certainly more than noticeable. Rain looked brilliant and especially some of the effects looked fantastic and the condition provided the most "next-gen" experience in terms of visuals. Night racing on the other hand looked a bit uncanny to me, it's hard to explain, but it definitely didn't impress me as much as other conditions due to what seemed to me as working around the limitations of their rendering engine. Lights, shadows, overall composition to me simply didn't feel as great as the other conditions. Again though, when you consider the technology and the attention to framerate, in visual department it's both impressive, but you also have to realize that it's achieved in a different way to most other games.

Driving itself felt quite similar to F5 (which I don't have a massive experience from though), but still you could feel the improvements with both the controller and the wheel and especially on Rio the simulator really came together and you could feel the different surfaces really nicely. On Sebring and the Lambo, the car felt fantastically lively with what I believe is with only ABS turned on (I'm not quite sure since it was all in German, but I probably deciphered most of it correct). Controller felt pretty much the same, but again it's Forza so it's already fantastic. I'm not the best at explaining the feel, but I agree mostly with Alan's views so far and I agree with the opposite-lock feeling quite off with both the wheel and the controller, but it's really hard to explain how it felt to me.

Then onto racing, which is what felt more disappointing even though it was to be expected. We all pretty much know what racing in Forza is so I don't know if I need to go into that much detail, but it was pretty much the same racing through the back of the grid to front with what felt was to be really passive AI that wouldn't make any real moves, but also wouldn't really react to the players position. That said, I have no idea about the configuration relating to drivatar, but the AI really left me wanting for more for the demo though the situation will most likely be much different for the release. As others have talked about during the last few pages, it's not a motorsports game.

I might have some more stuff coming, though my brain is quite mushed from 10 days of travel, conference, business and beer. Feel free to ask questions since I really feel that I didn't really touch on anything super exciting in this post and I focused mostly on the stuff that bothered me (I have a love/hate relationship with all racing games, but I still really enjoyed playing F6 and it's going to be an awesome game). I'll also try to post a pic or two of the Ford GT and the simulator. I also didn't even read my full post, so typos and loss of thought are to be expected.
 
Ah, cool. Did you notice much change between 4 & 5?
Yes, it was noticeably different, but In the end after using it for a month I feel like I was driving better because making mistakes was punishing. Also using replay was a good teaching tool to.learn what was the limit for traction.
 

HeliosT10

Member
Great video and I can relate with his thoughts so far. Was pretty awesome to meet Alan there too :)

So on to my thoughts from Gamescom:

I tried the game 3 times, once the simulator and Rio, twice with controller and night and rain races. They were all just one lap races so keep in mind that my impressions come from a very little slice of gameplay.

With that in mind, my impressions were both positive and also somewhat disappointed. I thought it mostly looked fantastic. IQ was pretty good, though naturally there was a decent amount of aliasing, but overall very, very good. The lighting and overall composition looked really nice, though again not a massive improvement overall, but certainly more than noticeable. Rain looked brilliant and especially some of the effects looked fantastic and the condition provided the most "next-gen" experience in terms of visuals. Night racing on the other hand looked a bit uncanny to me, it's hard to explain, but it definitely didn't impress me as much as other conditions due to what seemed to me as working around the limitations of their rendering engine. Lights, shadows, overall composition to me simply didn't feel as great as the other conditions. Again though, when you consider the technology and the attention to framerate, in visual department it's both impressive, but you also have to realize that it's achieved in a different way to most other games.

Driving itself felt quite similar to F5 (which I don't have a massive experience from though), but still you could feel the improvements with both the controller and the wheel and especially on Rio the simulator really came together and you could feel the different surfaces really nicely. On Sebring and the Lambo, the car felt fantastically lively with what I believe is with only ABS turned on (I'm not quite sure since it was all in German, but I probably deciphered most of it correct). Controller felt pretty much the same, but again it's Forza so it's already fantastic. I'm not the best at explaining the feel, but I agree mostly with Alan's views so far and I agree with the opposite-lock feeling quite off with both the wheel and the controller, but it's really hard to explain how it felt to me.

Then onto racing, which is what felt more disappointing even though it was to be expected. We all pretty much know what racing in Forza is so I don't know if I need to go into that much detail, but it was pretty much the same racing through the back of the grid to front with what felt was to be really passive AI that wouldn't make any real moves, but also wouldn't really react to the players position. That said, I have no idea about the configuration relating to drivatar, but the AI really left me wanting for more for the demo though the situation will most likely be much different for the release. As others have talked about during the last few pages, it's not a motorsports game.

I might have some more stuff coming, though my brain is quite mushed from 10 days of travel, conference, business and beer. Feel free to ask questions since I really feel that I didn't really touch on anything super exciting in this post and I focused mostly on the stuff that bothered me (I have a love/hate relationship with all racing games, but I still really enjoyed playing F6 and it's going to be an awesome game). I'll also try to post a pic or two of the Ford GT and the simulator. I also didn't even read my full post, so typos and loss of thought are to be expected.

Thanks for trying the game at gamescom and for posting your impressions here. Regarding the drivatar difficulty, these were set to be relatively easy by default for a few reasons. For example many of the people trying out the game would not have played a Forza title before, and most of these people would have had no chance against the tougher drivatar settings which in many cases would leave a negative impression. Also due to the fact the demo races were only 1 lap in length, we wanted players of most skill levels to have the chance of working their way up through the field.

In other news, latest Forza Garage update is out!

http://www.forzamotorsport.net/en-us/news/fm6_garage_week_7
 

FordGTGuy

Banned
Thanks for trying the game at gamescom and for posting your impressions here. Regarding the drivatar difficulty, these were set to be relatively easy by default for a few reasons. For example many of the people trying out the game would not have played a Forza title before, and naturally would have had no chance against the tougher drivatar settings. Also due to the fact the demo races were only 1 lap in length, we wanted players of most skill levels to have the chance of working their way up through the field.

In other news, latest Forza Garage update is out!

http://www.forzamotorsport.net/en-us/news/fm6_garage_week_7

That's a nice GM/Dodge dump for this week.

Can we expect more Fords on the list Helios?

I remember it saying that they were all revealed already but both of the last lists had Fords.
 

_machine

Member
Thanks for trying the game at gamescom and for posting your impressions here. Regarding the drivatar difficulty, these were set to be relatively easy by default for a few reasons. For example many of the people trying out the game would not have played a Forza title before, and naturally would have had no chance against the tougher drivatar settings. Also due to the fact the demo races were only 1 lap in length, we wanted players of most skill levels to have the chance of working their way up through the field.

In other news, latest Forza Garage update is out!

http://www.forzamotorsport.net/en-us/news/fm6_garage_week_7
No probs man, and thank you for bringing the awesome simulator there. I reckoned as much for the AI, most people there seemed to suck at the game so what I would've wanted to see there wouldn't have worked for the conference environment. I thought about skipping that in my post for that reason, but since it naturally affected my experience I thought I should still mention it. Again though, I hope I didn't come off as super negative with focusing on the things that I didn't like, it's just that there are some parts of the series core that doesn't always align with my taste. You guys still really are doing an awesome job with the game :)

EDIT: I should also mention that I woke up really early after a long night just to be able to try out the simulator before the masses arrived (exhibitor pass had its use), and it was well worth it ;)
 
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