Forza Horizon 6 - General Discussion

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The yellow 2003 Honda S2000 spotted with the Rocket Bunny kit during today's IGN First - "Forza Horizon 6’s Open World Supports Time Attacks, Drag Races, and…Vibe Driving" video is the same reused model from Forza Horizon 5.
2003 S2000 Horizon 6.webp

The model itself dates back to Forza Motorsport 2 (2007), and is an old inaccurate model using reference photos to built the 3d model prior to Forza Motorsport 4, where they switched to laser scanning. The model was originally left hand drive, but switched to right hand drive after Forza Motorsport (2005) and had clear headlight lenses. The S2000 model was only seen from Motorsport 2 (2007), Motorsport 3 (2009), Motorsport 4 (2011), and the first Forza Horizon (2012) on Xbox 360. The model was dropped initially during the Xbox One generation, replaced by the 2009 S2000 CR.

FM4_Honda_S2000.webp
FH5_Honda_S2000_2003.webp


The model returned as a DLC vehicle as part of Forza Horizon 4's Car Pass, remodeled but still used the old geometry, the addition of the Rocket Bunny kit and changed the clear lenses to orange headlight lenses. The S2000 badge on the sides also disappeared.
 
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One thing that stood out to me was this S2000 being B569 - a cool consequence of R Class coming back, pushing all the car classes down 100 PI. So now it's

D 300
C 400
B 500
A 600
S1 700
S2 800
R 900.

I kinda wish we have E and or F class back too - I know they'd probably never get used but I'd still like to create and enjoy some real lower spec racing, especially on these new Time Attack Circuits which look really fun to drive.

And tbf, they'd slot in nicely as well.

F 100
E 200
D 300
etc. etc.

Also our first look at an aftermarket car here (35% discount btw + a body kit equipped, what a steal!) - seems like a cool system and different way to collect cars, and from what they're describing - it will change based on how far through you are in the game which is very interesting.

I hope there is a nice unique pool of cars in this system, hopefully if PG have added a good amount of body kits, it won't be hard for them to have a wide variety of aftermarket cars for this new feature.

Overall, a much better video coming from IGN here. Good stuff.
 
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Both S2K models have their issues unfortunately; the AP1 has the afore-mentioned issues and the AP2 CR has the infamous interior/gauge cluster problems that have been around since it debuted in FM5.

On the bright side, though, I've noticed that it seems translucent textures, especially on headlights and taillights, are looking generally improved this time around.
 
To me, it's a bit amateurish of IGN to misspell Torben's name tbh
It's just the standard level for journalism now; no subeditors means no checks and no standards.

A place I worked a decade ago sacked a guy after getting someone's job title wrong. Now it barely twitches the needle. I saw a BBC piece yesterday which had a girl in the main image and spelled her name differently on each of the two occasions it appeared, thus guaranteeing a 50% error rate for the person headlining the piece.

Our local rag can't even spell the town name right half the time.
 
This is extremely visible with the Saleen's taillights from last week.
View attachment 1519632View attachment 1519631
Improvements to the reflection/refraction through glass was one of the key things that the FM2023 engine had over the FM7 engine used in FH4/FH5.

I'm assuming that the ray tracing improvements will also make it to FH6, but probably only on high powered PCs, not the Xbox.
 
The game looks and sounds
This is extremely visible with the Saleen's taillights from last week.
View attachment 1519632View attachment 1519631
Improvements to the reflection/refraction through glass was one of the key things that the FM2023 engine had over the FM7 engine used in FH4/FH5.

I'm assuming that the ray tracing improvements will also make it to FH6, but probably only on high powered PCs, not the Xbox.
I hope they can match FM or even surpass it because it looked alot better than FH5.






Also saw on some of the screenshots that there are cars that have updated glass shaders
 
Both S2K models have their issues unfortunately; the AP1 has the afore-mentioned issues and the AP2 CR has the infamous interior/gauge cluster problems that have been around since it debuted in FM5.

On the bright side, though, I've noticed that it seems translucent textures, especially on headlights and taillights, are looking generally improved this time around.
Not to mention nobody wants the CR with it's ugly wing & jowls. PD more often than not seems to make the right choice about whether to include the "vanilla" version of a certain model or a more rare variant whereas T10/PG seem to nearly always default to the rarest model.
 
The game looks and sounds


I hope they can match FM or even surpass it because it looked alot better than FH5.






Also saw on some of the screenshots that there are cars that have updated glass shaders


Even just that comparison shot at the bottom makes me think they've really improved the color accuracy of paints, and colors in general. Hopefully that's the case. FH5 looks weird a lot of the time in that regard.
 
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Short summary of the features mentioned:
  • Generally they said that they wanted to give players the freedom to play as they like, even with the more structured campaign this time round. Which means more ways to progress in the open world/free roam outside of the campaign (which is locked to specific car classes/types).
  • Time attack are always available in free roam with no loading, there are road and off road courses, with sectors, and timing for deltas etc. Each lap gives credits and XP.
  • The in-world leaderboards are dynamic, and show the best times for your PI class, as well as your own time, and your friends times, especially if they've beaten your time.
  • Times are wiped each season, so weekly (confirms season length).
  • Aftermarket cars in the open world are dynamic, and change based on your progression, car collection, and events nearby. Can be bought and driven directly in the open world.
  • Drag strips work in the same way as time attack tracks, each run gives credits and XP, and are synced in the open world with other players. Starting a drag race "snaps" you into the correct starting grid spot and there's a countdown. You can jump start, which invalidates your run.
  • Freeroam skills have a new multiplier, so doing the same skill at the same time as another player near you gives you more points. This is pretty cool as it gives a genuine reason to drive together with players in the map, even with strangers.
Nothing revolutionary, but some cool little evolutions of the "Horizon" gameplay loops I'd say.
I actually feel like this is getting downplayed in this thread: there will always be wonky car models or some other graphic gripe or another (unfortunately), but everyone complaining about progression should be geeked to the rafters about this. My number one concern for this series is: is the do-whatever-you-want career really possible? People always say "I just want to start in a little subcompact and keep upgrading it until I'm beating NSXs," and guess what? This is the kind of detail that proves these folks are being very attentive to those of us who really love a good racing game that can flow with versatility like that.

EDIT: It just struck me what this whole "drive anything you want"/Wristband System duality they're talking about might be the ideal version of making Free Play and Career Mode the same thing.
 
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The yellow 2003 Honda S2000 spotted with the Rocket Bunny kit during today's IGN First - "Forza Horizon 6’s Open World Supports Time Attacks, Drag Races, and…Vibe Driving" video is the same reused model from Forza Horizon 5. View attachment 1519601
The model itself dates back to Forza Motorsport 2 (2007), and is an old inaccurate model using reference photos to built the 3d model prior to Forza Motorsport 4, where they switched to laser scanning. The model was originally left hand drive, but switched to right hand drive after Forza Motorsport (2005) and had clear headlight lenses. The S2000 model was only seen from Motorsport 2 (2007), Motorsport 3 (2009), Motorsport 4 (2011), and the first Forza Horizon (2012) on Xbox 360. The model was dropped initially during the Xbox One generation, replaced by the 2009 S2000 CR.

View attachment 1519605View attachment 1519602

The model returned as a DLC vehicle as part of Forza Horizon 4's Car Pass, remodeled but still used the old geometry, the addition of the Rocket Bunny kit and changed the clear lenses to orange headlight lenses. The S2000 badge on the sides also disappeared.


ign did fh6 dirty with this while fh5 and fh4 doesn't have this problem
 
To be fair though, the S2000 model has always kind of sucked and it's a shame they didn't bother doing anything to it.
 
I actually feel like this is getting downplayed in this thread: there will always be wonky car models or some other graphic gripe or another (unfortunately), but everyone complaining about progression should be geeked to the rafters about this. My number one concern for this series is: is the do-whatever-you-want career really possible? People always say "I just want to start in a little subcompact and keep upgrading it until I'm beating NSXs," and guess what? This is the kind of detail that proves these folks are being very attentive to those of us who really love a good racing game that can flow with versatility like that.

EDIT: It just struck me what this whole "drive anything you want"/Wristband System duality they're talking about might be the ideal version of making Free Play and Career Mode the same thing.
Ironically, the career sounds VERY similar to what was planned (and recently scrapped because of the resources apparently needed to get it to work) for AC Evo, with the Wristband system being the license system in that case.

It does sound impressive to me, based on what PG have said.
 
Ironically, the career sounds VERY similar to what was planned (and recently scrapped because of the resources apparently needed to get it to work) for AC Evo, with the Wristband system being the license system in that case.

It does sound impressive to me, based on what PG have said.
oof, I did not expect to feel THAT knife twisting in. But yeah, good point.
 
EDIT: It just struck me what this whole "drive anything you want"/Wristband System duality they're talking about might be the ideal version of making Free Play and Career Mode the same thing.
I think they were absolutely keenly aware of the shortcomings of Accolade-driven progression in FH5. Like, yeah that allows players to actually have unique paths towards unlocking the same things, but it comes at the cost of not being able to curate events and storylines like they were able to with the Hot Wheels and Rally Adventure expansions. This duality seems like the best of both worlds--a curated narrative experience through the Festival where you start from the bottom and work your way up, and a more 'traditional' Horizon experience in the Collectors' Journal, Horizon Stories, and non-Festival events like Street Races where you can drive whatever you like.
 

New Forza Horizon 6 post posted on social media with the caption "Tag your Touge Partner". Image showcases the new mountain roads with two cars driving at night in Japan in the 1st slide, with the second slide showing a white GR86 and a panda AE86 in touge battle in the afternoon. I'm not sure if the AE86 model is brand new or is the old 3d scan as seen in the January 2026 Developer Direct. The Forza forum for the model was closed back in May 2024, and was confirmed by a member from Forza Support that the model itself is being rebuilt for future titles.
Screenshot 2026-03-11 at 13-02-01 Cars - Toyota Sprinter Trueno Apex 1985 (AE86) - Inaccurate...webp
 
So apparently the Touge post has a description posted on the discord:

1773261836222.webp
1773261851622.webp


Keep your head calm and drift downhill in Touge Races! This type of race is deeply connected with Japan's car culture and unique roads. Put your drifting skills to the test as you race downhill through the twisting, winding roads.

Only two cars join these thrilling races: The lead car, who is trying to shake off its chaser, and the follower whose main goal is to catchup and overtake the lead!

You will need to rely on your focus, precision, and boldness to succeed in Touge racing!
 
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