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The Official XBOX Podcast

Forza Horizon 6 Devs: Custom Garages, Exploring Tokyo and... a GIANT ROBOT!? | Official Xbox Podcast

The Official XBOX Podcast

Official XBOX Podcast

Leisure, Video Games

4.31.3K Ratings

🗓️ 8 April 2026

⏱️ 30 minutes

🧾️ Download transcript

Summary

In this episode of the Official Xbox Podcast, we’re revving our engines and hitting the streets in Forza Horizon 6. We’re talking to the devs about what it takes to translate the idyllic countrysides and fast-paced cities of Japan into an experience that has something for everyone. So, whether you’re a fan of white-knuckled-down-to-the-last-second racing, just want to vibe and take in the sights, or if you’re a homebody who wants to customize your garages and villas to your heart’s content, this is the episode for you.


00:00 Introduction

01:12 What is the main difference between Forza Horizon 6 from 5?

03:37 How do people approach Forza Horizon Games?

06:07 What inofrms those Get to the Festival moments

09:41 How did you make that decision to shift that focus from professional driver to aspiring?

13:37 How did you go about tackling the various regions in Japan?

15:39 Have you had to approach how the cars around

you drive in the Tokyo City location?

19:34 How did you create the various regions in ways that make them feel independent and unique to themselves?

21:48 How do you make a racing game that can make you stop to explore and how do you how do you approach stopping people?

24:18 Garage building and other customizations

28:45 Are you able to say anything about that mech tease from the end of the Developer Direct trailer at this point?

29:43 Outro


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Transcript

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0:00.0

Games in this podcast range from E to M.

0:02.0

Hello and welcome to the official Xbox podcast.

0:05.0

I'm Joe Scribbles and I'm extremely happy to say that we are here today to talk about

0:10.0

Forza Horizon 6, the open world, Japan set, ludicrously beautiful new game from Playground Games.

0:17.0

It arrives on May 19th, but I have been lucky enough to play quite a big chunk of

0:23.9

the early part of the game. And I am even luckier to be joined by art director Don Arsetta

0:28.8

and design director, Torben Ellet, to talk all about it. Thank you so much for joining us.

0:33.9

I know it must be, I'm going to say it's probably quite busy at the moment. Would I be right?

0:39.2

Yeah, quite, quite busy, Joe, but I've really been looking forward to talking with people who've played it.

0:45.8

Yeah, well, I'm, look, I'm, if you want to ask me questions, please go ahead, but I have a lot of questions for you.

0:52.7

I feel like it must be a nice problem to have

0:55.4

to have as much success as Horizon has done over the years. But I guess players must begin to

1:03.9

sort of expect to know what they're going to get out of a Forts of Horizon game. And I guess an easy

1:10.5

way to

1:10.9

kick this off would be what do you see is the biggest changes in Fort's Horizon 6 from

1:16.4

five? Going in with the heavy hitters right at the top joke. Great. I think you speak to,

1:23.7

you speak to the probably the most interesting challenge design wise for this project,

1:29.9

which is we are a franchise. And as you say, people have have real expectations about what

1:36.2

an Horizon game is, what you'll do, and what that will feel like to play. And that gives

1:42.2

us a really great place to start from. We also have the advantage

1:46.8

that Horizon 5 and Horizon 4 before it have been live for extended periods of time, which just

1:53.1

gives us a great way to look at how players play the game and start to understand what it

...

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