Monday, June 15

Forza Motorsport 6: Getting dark and wet in a world-first hands-on

Turn 10 gets technical with Ars, explaining some of the nuts and bolts inside Forza Motorsport. (video link)

Microsoft made a big show of officially announcing Forza Motorsport 6 at its pre-E3 press conference this morning, but we here at Ars got our hands on the game days ago. Last week, Ars traveled to Redmond, Washington, to visit Creative Director Dan Greenawalt and his team at Turn 10 for an exclusive, world-first look under the hood of the latest iteration of this franchise. What we saw was nothing less than one would expect from a team with depth and breadth of experience, one that's been in place since the franchise premiered on the original Xbox in 2005. What we saw made September 15—the game's US release date—seem an awful long way away (other countries will have to wait even longer—Japan gets it on the 17th, with the rest of the world on the 18th).

We knew a bit about the game before the trip. Thanks to a screw up at Microsoft Japan, we learned that FM6 will feature 450 cars, 26 tracks (including some new ones like Daytona and Rio), as well as night racing and wet weather. Turn 10 Studios has also bumped up the car count in each race; now grids are 24-deep, with no change to their core mantra of "1080p 60fps."

With Forza Motorsport 5, the team at Turn 10 was still struggling to learn how to develop for new console hardware and rushing to finish development in time for launch. As such, Forza Motorsport 6 makes much fuller use of the Xbox One's power, something studio head Alan Hartman attributed to a stable codebase for the rendering and physics engines. The new version also benefitted from the work of UK-based Playground Games, which brought us last year's open-world Forza Horizon 2. That game featured dynamic day-to-night transitions and weather, but did so at the cost of frame rate. Those compromises are now gone, the product of "two great studios working with the same codebase," Hartman told Ars.

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