FH6, 4th to 7th sessions
Introduction
Rather than bore you even more than usual with my activities
in the game over the past couple of days, I thought I’d offer some commentary
bordering on a review – at least of the game so far.
Progression
If I’d had the time, the gold wristband could’ve been
unlocked in about two days. The progression from purple to gold was a bit
grindy because having done all the races, I had to do a bunch of PR stunts
which, as usual, irritated the hell out of me. Anyway, I’d got as far as the
DZs when I unlocked the sprint to Legend Island this morning.
Progression through the gold wristband is probably even
grindier and may not be completable at this time (i.e., Evolving World stuff);
or it’s down to the trivial content such as Horizon Promo or Stories or Roads
etc.
Road racing
I’ve yet to do the Goliath and the Colossus, but most road
races seem to be all right, although there’s nothing as far as I recall like
Edinburgh Station Circuit or Plaza Circuit. So far I’ve not encounter any
egregious drivatar behaviour in these races, but it’ll probably be there
somewhere.
Dirt racing
Ditto the Gauntlet, which I only unlocked this morning. Some
of these sorts of race still feel like karting tracks, and I’ve noted the
excessive appearance of 90° turns. There’s one in a village to the north-west,
where it goes 90° turn – short straight – 90° turn, a pattern which is then
repeated later in the race, but with a longer straight. In the main, most of
these courses seem all right.
FH6 seems to be much like FH5 in that on scrambles, I’m well
outpacing the drivatars.
Off-road racing
Will the Titan be like Horizon 4 – a massive bucket of vulture puke
– or like Horizon 5 – a uniformly good experience unblemished by quirky
drivatar behaviour? Unfortunately, it’s in off-road races where the drivatars
are at their cheatiest. I had some screamingly irksome encounters with the
Ariel Nomad, the RJ Anderson Trophy Truck, and that ridiculous lifted FE 370Z
(? can’t recall).
Off-road also races seem to suffer from an excess of jumps,
and in one case, the drivatars kept punting me even when I was in the air. I
can imagine a lot of races being ruined by players yawing in midair (see also
Physics, copy-and-paste).
There are also some features of off-road races that remind
me of FH4, with sharp turns at the bottom of slopes.
Street Scene
Largely ignored so far because it doesn’t contribute
anything to progression. Nonetheless, I wonder what the density of AI traffic
will do to these races.
Drag racing
Ugh. I’ve never understood the point of these. I tried the
drag strip at the spaceport – several times as I lowered the level of difficult
to Tourist because of some cheating drivatar on three wheels in the RJ Anderson
Trophy Truck who still won.
Time attack
I’m not sure whether I’ve done all of these, but think
they’re mostly all right as circuits because they look like motorsport tracks.
Some of them can feel like karting tracks, and in fine fashion, PGG had to have
S2-class Extreme Track Toys around the Ambleside Village Circuit of these as a
wristband event. Scream!
Racing and car types
It seems the game has tweaked the cult of Anything Goes by
having races such as Total Rally, which seems to mean that any kind of rally
car is eligible, but nothing else. This will partly impede the exploiters,
preventing them from using the CLK GTR in races where it doesn’t belong.
PR stunts
Same old same old. Possibly, there will be some I won’t be
able to three-star till I have more suitable cars in my garage. There are some
DSs where the three-star target is massive from a run-up that won’t work with
anything short of the Jesko. I’ve already been looking for alt. approaches to
some of the PR stunts to try and improve my chances. I’ve already encountered a
DS which registers 1.5m jumps for some bizarre reason (bottoming out?) The only
way I was able to one-star it was by slowing down ahead of it. I’ve only done
one Trailblazer and that was on the spur of the moment.
I also note that at least one SZ in Tokyo is best done from
only one direction because you’re otherwise driving into traffic on the
approach to it.
Handling
Worse than FH5, I think, although views on this seem to be
inconsistent. There is a definite tendency for the front and rear of cars to
want to swap ends, although I assume that I’ll eventually get the hang of this.
I’ve yet to try any of the time attack cars because in theory, they ought to
stick to the road; but LMP cars in FM8, which should’ve been grippy, were as
one reviewer said, anything but. By the looks of it, it’s another case of
you-can-drift-in-anything.
So far, I think, most of the dirt racing has been in wet
conditions, which has made sliding into walls an occupational hazard.
The drivatars
Very inconsistent as usual. Definitely aggressive,
race-ruining little bastards at times. As in previous games, I often get past
them round curves, corners and downhill sections, but otherwise languish on the
straights.
AI traffic
Utterly barmy. I can understand why there’s so much of it,
but I think it’s too much and likely to be annoying when players are attempting
various PR stunts. It seems to have been programmed to stop at intersections in
case (?) a player might be driving through; or it stops when a player is in the
vicinity. As I’ve already said, it seems to like to take itself out. It also
randomly fades in. I’m in favour of a slider to regulate the density to obviate
potential frustrations.
Rewards
Not so many wheel spins or SWSs. The progression rewards
from those two journals are frequent, but usually complete rubbish (i.e.,
horns, emotes, silly phrases). The rewards from wheel spins are infrequently
good (e.g., the FE Mustang was my latest one this morning), but mostly just
petty cash.
Graphics
The game has my settings on High. There are some oddities
such as the way in which reflections on water are rendered in. Wet surfaces
seem to be a little too shiny. The lens flare out of tunnels has been toned
down in that it appears to have a shorter transition phase. So far, though,
I’ve not seen any glitches, and the game runs well.
Overall
Progression is rather like progression in the expansions in
FH5, being a (mostly) brief interlude to accessing the full content of the game
so that we can then get down to the real business of FH6 which ought to be
racing. I think having unlocked Legend Island this morning, I’m now going to
largely do as I please rather than as the game would please me to do.
The new map is refreshing and has a lot more character than
Mexico ever did. I’ve already noticed some easily overlooked details (Easter
eggs if you like) such as pictures in the rice paddies (which can be seen from
the faulty DS I mentioned above).
As one YouTuber said, FH6 does seem to be a copy-and-paste
job, and I’m inclined to agree, but I wasn’t really expecting anything else,
and certain aspects of the game make it feel like FH4.5. It’s a decent addition
to the series.
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