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

The FM5 car pass was $49.99 at launch, but it had 6 x 10 cars rather than 6 x 7.

I'm guessing that the FM6 car pass will be $34.99, so the game plus pass would cost $94.98, which is ~$5 less than the digital Ultimate Edition.

~$5 for the VIP pass, which was $20 for FM5, isn't bad.

So since I'd be buying all of those anyway, it's better getting the ultimate edition and get it early?
 
Daaaaamn, which years of each?

Doesn't say, but he did say that with their new research into older tire compounds and old school car body physics that we will see more pre-war cars.

I'm going to guess we'll see the Henry Ford 999 Race Car.

2TG6FyF.jpg


Without this car, Ford Motor Company wouldn't exist.

He also said they've done research with very modern tire compounds, hinting at some extreme vehicles.

He also said that the game features 100s of different tire compounds.
 
Sounds like this will be the new "Greatest Hits" Forza for the time being. I know it has around 200 cars less than Forza 4 did by the end, but the variety, tracks, and extra gameplay all sound like they're going to be the best yet. What a happy coincidence that my most hyped game from E3 is the soonest to release.
 
For those who's had hands on time, is there less obvious and distracting LOD pop-in on cars compared to Forza 5? This was the worst thing about 5 from a technical level IMO.
 
Sounds like this will be the new "Greatest Hits" Forza for the time being. I know it has around 200 cars less than Forza 4 did by the end, but the variety, tracks, and extra gameplay all sound like they're going to be the best yet. What a happy coincidence that my most hyped game from E3 is the soonest to release.

The end isn't the metric you should use, the beginning is better.

Forza Motorsport 4 had 502 cars on disc day one.

Forza Motorsport 6 has 450+ cars on disc day one

That makes the difference 47 or less cars.

EDIT-

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http://www.forzacentral.com/forum/t...track-list-wip-updated-june-16th.39908/page-4
 
Geez was looking at this reveal a little bit ho hum since I own Pcars but since the reveal, I can't even enjoy Pcars as much.


Can't
wait for this now. I need my puddles. :)
 
That's probably the nicest main menu UI I've ever seen.

Also, some of those images confirm the return of some awesome stuff like the Clio V6 and the non-SV Murcielago. The Golf R is a new car that I've really really wanted as well.
 
Here are some random gifs I made to hold you over...

UnitedCreativeGlowworm.gif

...wait, that just makes me wonder how long we have to wait for Porsche in F6..crap.

Btw. Did you see that the 991 Porsches and the 918 Spyder don't have active rear-wheel steering modeled in FH2?
I bet that's also why it was absolutely impossible for me in FM5 to match the stig's top gear test track power lap time in the Nissan GT-R (that and I doubt Forza models variable split center differentials and torque vectoring).

Edit: sorry if it feels like I'm trolling, it's just... Maybe Turn 10 thinks "nobody cares, let's focus on this bowling track event" and maybe someone from Turn 10 will read it here and see that people do notice things like that... and since they play it physics and framerate first, maybe then they will take the time and resources to model these things more meticulously. I really want Forza to be the best it can be and stay my go-to racing game. MORE cars is not always the best way, when they're not as accurate as they can be. Maybe the "only 7 dlc cars per month" decision is a good thing in that regard.
 
Also, from the Forza forums

FYI as i know its been asked here previously. I can confirm that car ahead/behind distance indicators will be making a return in Forza Motorsport 6.

Thank you based Helioossssssssssssssss
 
Those menus look incredible.

Getting excited.

I see Top Gear on the Bottom right...wonder what kind of races/challenges it has???

Edit** There's even a "Stig 1 on 1" mode as a separate item. Neat.
 
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Played it last night. The weather is definitely the real deal. And the frame rate was solid as a rock. Completely changed the game

Played with the hurrican at Sebring at night, full sim everything, assists off. Fucking terrifying.

That gif is incredible. And that sounds terrifying.
 
Damn, those are some seriously lovely menus. Frameworthy, almost. The UI continues to impress.

Btw. Did you see that the 991 Porsches and the 918 Spyder don't have active rear-wheel steering modeled in FH2?
I bet that's also why it was absolutely impossible for me in FM5 to match the stig's top gear test track power lap time in the Nissan GT-R (that and I doubt Forza models variable split center differentials and torque vectoring).

Edit: sorry if it feels like I'm trolling, it's just... Maybe Turn 10 thinks "nobody cares, let's focus on this bowling track event" and maybe someone from Turn 10 will read it here and see that people do notice things like that... and since they play it physics and framerate first, maybe then they will take the time and resources to model these things more meticulously. I really want Forza to be the best it can be and stay my go-to racing game. MORE cars is not always the best way, when they're not as accurate as they can be. Maybe the "only 7 dlc cars per month" decision is a good thing in that regard.

I definitely understand where you're coming from. Forza's tire model has always been good, the suspension work gets better with each release, and while it's wonderful to see FM6 move the series forward in other ways, there's an awful lot that doesn't seem to be simulated at all.

I was pretty bummed to learn the R18 e-tron in FM5 was simply modeled with full-time 4WD, and not the part-time flywheel KERS system of the actual car. Ditto the Lotus E21 with its cosmetic DRS and no KERS whatsoever. The P1 and other hybrid cars are basically treated as if the electrical systems are constantly discharging, with no depletion or regeneration evident.

As you mentioned, it's perhaps an inevitable consequence of having so many cars for them to have every individual system simulated properly. Someday, perhaps.
 
Ok thanks I'm fine with not having dynamic weather or even TOD, but really wanted to race in wet on all tracks. Oh well. At last it sounds like there might be several time of day options per track?
 
Holy shit, the latest V8 Supercars are in it! Yikes, that's awesome.

Hopefully there'll be some good "regular" Aussie cars, too.

here's an imgur gallery of some Forza 6 Menu/Career screens somebody found over at Forzacentral, confirming V8 Supercars, among other things!

http://imgur.com/a/LeoNJ

xChesLD.jpg


Menus look nice and clean, the approach reminds me a lot of Driveclub's menu system... which, imo, left a lot to be desired, I know T10 won't disappoint.
I was going to draw the same comparison (except I really like those menus) but wary of doing so in this thread. If they could match the speed and no-BS of DCs menus in FM6, I'll be very impressed.
 
Any word on how storefronts will be handled?

Forza 5 was such a backward, unintuitive mess when it came to finding your favorite painter's new livery or new leader board tune from a big tuning house. Really hope they return to the way it was in F3/4.

I hated buying dlc because finding your free cars was a slow and clunky process.
 
I didn't like the music either, but can appreciate what they were going for with dynamic music. It paired with the long load times just almost put me to sleep between races.

i never race with music, so i missed even that.
 
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Played it last night. The weather is definitely the real deal. And the frame rate was solid as a rock. Completely changed the game

Played with the hurrican at Sebring at night, full sim everything, assists off. Fucking terrifying.

I used using triple screen in the older games, a shame it was removed from this gen's versions for retail people :/

It's the best when a friend brings their console over and you give yourself a dedicated reverse camera angle or a side cam <3
 
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