Forza Horizon 6 Review: Better on Controller than Steering Wheel?
Category: Forza Horizon 6 Posted: May 20, 2026 Views: 29
Players, Forza Horizon 6 has finally been officially released, and many loyal fans have been eagerly anticipating it. Now, let's analyze the game's performance in various aspects to see if it meets everyone's expectations!
Many players initially didn't have a wonderful impression of FH6, feeling it was just a re-skinned version of FH5, only with Mexico replaced by Japan. Coupled with mediocre initial optimization, some players gave it low scores.
However, after FH6's release, it has undoubtedly restored players' confidence in arcade racing games.
Physics and Controls
On roads, the performance on highways and asphalt surfaces is less than ideal, feeling strange whether using a controller or steering wheel. However, the off-road and rally modes work very well with the game's physics.
Drifting, if set up correctly, offers a very good experience. Straight-line acceleration is slightly lacking because of the inability to burn tires or preheat the tires.
Some slow-moving cars, such as Honda Beat and Autozam AZ-1, deliver a considerable sense of speed, not through exaggerated camera shake or blur, but through a natural feel. This is arguably a major strength of the game.

Steering wheel support is perhaps the biggest drawback. Although it's an arcade game, the supposedly linear steering curve is anything but. The dead zone in the center is significant, and after a certain angle, the steering wheel suddenly jerks to one side.
Even when your animation matches the steering input, the feel is still like a non-linear, jerky go-kart. No matter how you adjust the force feedback and parameters, you can't achieve a truly realistic driving experience.
In FH6, it feels like the gamepad is more precise than the steering wheel. This contradicts the initial intention of using a steering wheel for higher precision. Perhaps this was a deliberate weakening by the development team to balance the gamepad and steering wheel.
Menu and Map Design
First, the vehicle list isn't categorized by manufacturer, making it look cluttered and less intuitive than in Gran Turismo. The Settings menu is also unappealing.
However, the ability to disable most pop-up notifications in HUD, maintaining a relatively clean driving interface, is something many players will appreciate.
The map is immediately cluttered with icons upon unlocking, coupled with constantly popping up challenge menus, which can easily overwhelm players with information. Players need to calmly familiarize themselves with the game and gradually get into the rhythm.
The scale of Tokyo is noticeably small, and the lane widths are excessive. However, this is likely a compromise made for performance and development costs and shouldn't significantly affect actual driving. Traffic density is relatively low, lacking the sense of urgency of weaving through traffic.
Vehicle Lineup: Regrets and Highlights
Since the game is set in Japan, it's natural to expect the inclusion of some iconic Japanese cars. However, this is noticeably lacking in FH6. For example, the game doesn't feature R33 GT-R; only NISMO GT-R LM is included.
Furthermore, some vehicles still use outdated polygonal models, such as 1992 Honda NSX-R, where the sharp edges of the steering wheel and dashboard are clearly visible, highlighting the polygonal traces.
Another disappointing aspect is that some vehicles can only be obtained through Wheelspins, not through Barn Finds or Treasure Cars. As the game progresses, Wheelspins become increasingly difficult to acquire, meaning some models may require a gamble, somewhat disrupting the normal progression balance.
The good news is that some car models have been updated, improving upon previously criticized quality, which is commendable.
Customization System
Customization parts remain somewhat mediocre. Many models lack widebody options, bumpers, spoilers, etc., suggesting the development team hasn't invested much effort in this area.
Furthermore, while there's launch control and anti-lag, there's no nitro boost. This is practically standard for open-world arcade racing games.
Music and AI Opponents
The game's soundtrack is a major highlight, featuring various styles including metalcore and classic rock.
AI opponents have also been adjusted, now significantly more difficult and indeed harder to defeat. However, AI's spatial awareness is poor, making them prone to rear-ending the player in corners or crashing into the car in front when braking. However, compared to the completely player-ignoring AI of Gran Turismo 4, FH6's AI at least attempts to slow down and avoid obstacles.
Characters, Narrative, and Presentation Style
FH6 finally shows improvement in character voice acting; players should no longer feel the urge to immediately turn off the voices. NPCs are no longer as annoying as in FH5. The protagonist is still mute, but this is acceptable.
However, some of the game's exaggerated scenes, such as a four-story-tall transforming robot wreaking havoc in the forest and planes skimming extremely low over crowds, have been overused. While this kind of silliness is a characteristic of the series, it feels too deliberate.
But the festive atmosphere created by fireworks, confetti, and crowds is well-executed.
Progress System and Long-Term Re-playability
The first hour or two of the game can be a bit tedious, but once you start collecting more vehicles and experimenting with modifications and tuning, the fun quickly increases.
Players need to use specific types of slow-moving vehicles to progress, which forces you to experience diversity, but also means you need to unlock and upgrade a large number of vehicles.
Overall, the fun and re-playability overwhelmingly outweigh the game's shortcomings. The lowbrow go-kart-style track racing, off-road, and rally racing are all very appealing.
If you enjoy open-world arcade racing games and don't mind realistic physics, then FH6 is definitely worth a try!
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