![]() So when you're gambling rare cards on the prospect of maybe a 10,000 credit bonus, it feels a bit meaningless. About an hour into the game, I hit level three and won a Lotus F1 car worth 2,000,000 credits. None of the rewards totally suck, but there are some huge wins to be had. Every time you level up - which happens every couple of races - you get to spin a randomised spinner with nine possible prizes. ![]() While I absolutely welcome the video game elements and special states these challenges introduce (one card turns off collisions for the entire first lap, letting you drive through the packed field at turn 1), they are somewhat negated by the new spinner system. They're fun to use and I hope the series expands on them in the future. Other cards are single-use, like a two grid position starting boost for one race. Dare cards offer credit rewards for completing race objectives under set circumstances, such as forced cockpit cam, or no assists. Some cards can be used as many times as you like and give you stat boots like +12% grip or -5% weight, plus extra boosts on certain tracks. They are given to you as cards in packs of varying price and rarity, and are split into three types. Fortunately, you only need to get 3rd or higher to progress, but you really should be able to win if you're good enough.įorza 6 makes Forza 5 look like a demo in terms of event types and track diversity and the first two hours of the game are beautifully-paced, as you're introduced to the controls in a warm-up race, then gradually given full control over assists and difficulty, before the new 'Mods' feature is unveiled. Most races are uneven in terms of horsepower and grip and it really shows. It doesn't help that only special, themed events fill the grid with the same model of car. So after a few hours, I grudgingly switched on stability management and things were more manageable.Īs a result, actually getting into a closely-fought, cut-and-thrust race (which is what a racing game needs to be exciting), is incredibly rare. Needless to say, that would never happen in real life. ![]() I somehow managed to roll my car on a straight because it waggled under acceleration, which grew more violent before turning into a spin, which tipped over and barrelled for some 50m. There is definitely more grip in Forza 6 compared to Forza 5, but that creates some very strange accidents. However, the 'raw' cars behave very strangely – actually a lot like the motorbikes of MotoGP 15. Naturally, the first thing I did was play on Sim settings, like I normally do. The new League mode looks promising, especially as collisions are switched off in the first tier, but it'll only be in post-release that we see how that really works. Sadly, 24-car multiplayer is absolute carnage and again, different car models unbalance the action. ![]() I took part in a pre-release multiplayer session, with impressively full grids of 24 cars. ![]()
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