Forza Horizon 6 β Review Access Feedback!
The FH6UK Admin Team have spent hours in Japan over the past couple of weeks, and we are now pleased to share our feedback with the community.
So, to start off, we think that this game is amazing. It breathes a new lease of life into the Horizon franchise, something which was desperately missing from Forza Horizon 5. The developers have simply got it right this time.
The opening visuals and music set the tone perfectly for the game, and the soundtrack is a real earworm.
The map is vibrant, and much bigger than weβve ever seen before. Tokyo alone is a vast, multi-levelled biome, and thatβs only a small part of the overall world. The elevation changes are brilliant too. The landscape is vast, not just over a large area, but vertically too. The weather effects look beautiful, and the way the road surfaces change in the rain is particularly impressive.
Discovery of Japan feels organic. You genuinely just want to drive around and find stuff, and thereβs so much to do. Even if youβre a completionist and dedicate yourself to grinding through everything as quickly as possible, this game is going to take time!
Our general feel is that we donβt miss Mexico (Horizon 5) at all. Forza Horizon 6 feels like a successor to Horizons 3 and 4, taking all the best bits, and throwing them into one amazing title. The developers have really gone back to their roots and found the true βspirit of Horizonβ with this title.
The progression system feels both smooth and challenging at the same time. There is a similar task log to that of accolades from Horizon 5, but in a way which tasks the player with achieving certain goals throughout Japan. The collection log also includes various tandem tasks, which emphasises the developerβs desire to push online play and teamwork. As you tick off tasks, you start to unlock wristbands and stamps which allow you to progress with your career, eventually unlocking Legend Island, the Goliath, the Titan, Colossus, etc.
Wheelspins also seem to have been refined in Horizon 6. Whilst you can still win clothing / horns / etc. from wheelspins, they're now few and far between, rewarding the player with more credits and cars. That being said, they are no longer awarded with every level up, instead being awarded every few levels.
The fast travel system has changed, and we think itβs a big improvement. Not having to collect fast travel boards before using it for free is for the better. Once youβve been somewhere once, you can fast travel there whenever you want; much like the best open-world RPGs do. It allows the player to focus on exploration, rather than grinding out all the boards from day one.
Whilst the new cars are a great addition and some of the new customisation options are great, we still feel that the developers could have taken this one step further. It would have been nice to see more upgrade options, both from a performance perspective, and cosmetically. This doesnβt feel like the huge improvement we were all hoping for. That being said, the addition of window stickers, differing wheels front and back, etc., is a welcomed improvement to past titles.
The paint customisation has also seen a massive upgrade in terms of shapes, layer group count, etc. This should provide a much greater toolkit for those who love to express their creative freedom. One slight niggle with this though, is that you can no longer move full designs across from previous titles to Horizon 6. The workaround for this is to save sections of a design as a layer group, share them in Horizon 5, and then download them to Horizon 6 and reapply to the car. This can feel clumsy and often, they do not line up properly.
We also love the player house customisation options, the new props which have been added to EventLab, and the way EventLab creations can start anywhere on the map. We cannot wait to see what the creators can build in Japan.
(Continued in comments)