Forza Horizon 6 - General Discussion

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I feel like the JDM-ness is still there, but philosophies and approaches have changed over the years.

Yeah, the JDMs are still underlying things, but GT just seems to get 'wider but thinner' with each installment (more brands and tracks, often fake ones at random places like Alsace), probably cos Kaz is that gen of Japanese (late boomer/ early X-er?) that had 'internationalization' drilled into them, seem to prefer non-J stuff tbh, that Bulgari monstrosity in the game kinda symbolises this I think.

I was really just making the point that if GT5 or 6 or 7 had been a bit different, say what FH6 looks like it's gonna be but with GT's physics and car modelling it would've cleaned up (but yes, I know, GT always does well anyway). It's just something I'd have liked/would like to see them do. If FH6 has slightly improved physics and slightly better visuals than FH5, along with touge racing and TXR-style city races, I might get to play my dream game anyway.

Albeit, 6 months later than most of you Xbox/PC guys...
 

Here's the written article related to the video released yesterday. It's mostly things we already know, but it goes a bit deeper into the details of everything.

This part was not included into the video, however:


"Instead of informal zones based on biomes, this time around Playground has overtly split the map into named regions, which contain a mix of environments.

“That’s a way to keep the map a little more manageable,” says Ellert. “Establishing the idea that we have regions – and the regions have things you can collect, they have an identity, they have races – just to make the experience a bit less overwhelming. Which, historically, can also be a bit of a challenge with Horizon games, particularly if you join late.”

“It’s both a good thing and sometimes a bad thing is that there’s so much to find, so much to see, but also it can be really overwhelming when you open the map and it’s just covered in stuff to do,” adds Bennett. “So breaking that down into the regions, hopefully should let people chip away at things in a way that feels more manageable.”

Playground has also applied a fog of war to the map for Forza Horizon 6, with an aim to encourage players to explore at their own pace and enjoy what they discover as they find it, rather than immediately swamping their maps with icons.

“Because you use road discovery to understand where you’ve been on the roads, writing this across the map as a whole meant that suddenly it was, like, ‘Oh, I have not been here; I’m just going to drive. Oh wow, there was a thing there,’” says Ellert “And that’s absolutely what it’s intended to be.”"


So this confirms the "fog of war"-effect on the map. Each area will have it's own races and experiences that you can do in your own pace. This will definitely help preventing that overwhelming sensation one can get from having a map fully cluttered with icons straight away.
 

Here's the written article related to the video released yesterday. It's mostly things we already know, but it goes a bit deeper into the details of everything.

This part was not included into the video, however:


"Instead of informal zones based on biomes, this time around Playground has overtly split the map into named regions, which contain a mix of environments.

“That’s a way to keep the map a little more manageable,” says Ellert. “Establishing the idea that we have regions – and the regions have things you can collect, they have an identity, they have races – just to make the experience a bit less overwhelming. Which, historically, can also be a bit of a challenge with Horizon games, particularly if you join late.”

“It’s both a good thing and sometimes a bad thing is that there’s so much to find, so much to see, but also it can be really overwhelming when you open the map and it’s just covered in stuff to do,” adds Bennett. “So breaking that down into the regions, hopefully should let people chip away at things in a way that feels more manageable.”

Playground has also applied a fog of war to the map for Forza Horizon 6, with an aim to encourage players to explore at their own pace and enjoy what they discover as they find it, rather than immediately swamping their maps with icons.

“Because you use road discovery to understand where you’ve been on the roads, writing this across the map as a whole meant that suddenly it was, like, ‘Oh, I have not been here; I’m just going to drive. Oh wow, there was a thing there,’” says Ellert “And that’s absolutely what it’s intended to be.”"


So this confirms the "fog of war"-effect on the map. Each area will have it's own races and experiences that you can do in your own pace. This will definitely help preventing that overwhelming sensation one can get from having a map fully cluttered with icons straight away.
The "fog of war" was one of my favourite parts about The Crew 1, along with the little landmarks sequences when you found one...

I was annoyed that they removed it for TC2 (and then didn't bring it back for TCM).

Great to see it coming to FH6 👍
 

Here's the written article related to the video released yesterday. It's mostly things we already know, but it goes a bit deeper into the details of everything.

This part was not included into the video, however:


"Instead of informal zones based on biomes, this time around Playground has overtly split the map into named regions, which contain a mix of environments.

“That’s a way to keep the map a little more manageable,” says Ellert. “Establishing the idea that we have regions – and the regions have things you can collect, they have an identity, they have races – just to make the experience a bit less overwhelming. Which, historically, can also be a bit of a challenge with Horizon games, particularly if you join late.”

“It’s both a good thing and sometimes a bad thing is that there’s so much to find, so much to see, but also it can be really overwhelming when you open the map and it’s just covered in stuff to do,” adds Bennett. “So breaking that down into the regions, hopefully should let people chip away at things in a way that feels more manageable.”

Playground has also applied a fog of war to the map for Forza Horizon 6, with an aim to encourage players to explore at their own pace and enjoy what they discover as they find it, rather than immediately swamping their maps with icons.

“Because you use road discovery to understand where you’ve been on the roads, writing this across the map as a whole meant that suddenly it was, like, ‘Oh, I have not been here; I’m just going to drive. Oh wow, there was a thing there,’” says Ellert “And that’s absolutely what it’s intended to be.”"


So this confirms the "fog of war"-effect on the map. Each area will have it's own races and experiences that you can do in your own pace. This will definitely help preventing that overwhelming sensation one can get from having a map fully cluttered with icons straight away.
This leaves me wondering if the differences in Tokyo city we've seen so far aren't just different stages of development, but perhaps different times or places during progression through the game.

Either way all really points here, this is getting exciting.
 
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ign did fh6 dirty with this while fh5 and fh4 doesn't have this problem

It's not IGN who caused that. The difference is the S2000 you build as the players car is always rendered at a higher LOD than other cars that spawn on the map. Hopefully they can get the game to spawn higher LOD models in certain situations like this and car meets etc.
 


It seems that the mapping is coming along nicely.

View attachment 1520517

Well, in the last video, they did say Tokyo is in the south of the map and the mountains are in the north, so that bit looks right. They also said Tokyo is 5 times the size of Guanajuato? - the built up part doesn't look 5 times the size to me but of course there is no scale on this map.
 
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I think it could be 50 #newtohorizon cars at launch, but that would include cars brought over from FM23.
Wow, that would be a bit disappointing if 50 also included cars from FM23. I was kind of hoping that 50 would be completely new to Forza (so never seen before in any other Forza iteration)
 
It's not so much about the car count as a number for me, it's more the "wow, that's at least 300 cars from the previous game that we won't get to drive around this new map with on day one." And frankly, I hate being drip-fed cars we've already had. Not only that, but there's no guarantee that they'll even be drip-fed back either. Then you get a situation like with the Porsche 928 where you'd think it would surely get added back, and then it never does.

The sheer variety is a big part of what has always drawn me to Forza. There are several cars that I really enjoy in the series that saw maybe one or two games and then never came back.

It sucks when the previous game has added so many cool and sometimes off-the-wall picks only for them to be missing in the next one.
 
The sheer variety is a big part of what has always drawn me to Forza. There are several cars that I really enjoy in the series that saw maybe one or two games and then never came back.

It sucks when the previous game has added so many cool and sometimes off-the-wall picks only for them to be missing in the next one.
There are so many cars from previous games I still miss. Hillman Imp (FH4), Chrysler Valiant Charger (FH3, 4), VW Type 3 and Karmann Ghia (both in FH4)… I could keep going on, but the truth is, it’s disappointing to keep losing cars I greatly enjoyed in previous games. I understand we lose them due to licensing rights expiring or simply to make room for newer (or new to Horizon) cars, but I can’t help thinking how much fun it would have been to drive the Fiat 8V around Guanajuato, or the Holden FX Ute in Mulegé.
 
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