{
  "$type": "site.standard.document",
  "bskyPostRef": {
    "cid": "bafyreib6nbaelo2op3ws4uuz3raqjika6lfc7pz2p2xcmsqyojx3cxj5kq",
    "uri": "at://did:plc:ni5eohohmlxqayqdhebpppzv/app.bsky.feed.post/3mizcnre32cv2"
  },
  "coverImage": {
    "$type": "blob",
    "ref": {
      "$link": "bafkreif77uq4kwfqoi54ayrwqseicvdzlo73azejacajlzuo6xmenf7uai"
    },
    "mimeType": "image/jpeg",
    "size": 60591
  },
  "path": "/forza-horizon-6-preview-hands-on-nissan-silvia-ridge-racer",
  "publishedAt": "2026-04-08T13:00:00.000Z",
  "site": "https://www.eurogamer.net",
  "tags": [
    "Racing Arcade",
    "First person",
    "Single Player",
    "Third person",
    "Xbox Game Studios",
    "Racing",
    "Arcade",
    "Multiplayer Competitive",
    "PC",
    "Forza Horizon 6",
    "Playground Games",
    "Simulation",
    "Sports",
    "Multiplayer Cooperative",
    "Xbox Series X/S",
    "Read more"
  ],
  "textContent": "Forza Horizon 6 has learned at least one neat trick from Ridge Racer. It's learned that for a certain kind of racing game, something that's dreamy yet exactingly arcadey by turn, it's quite nice to ghost around a corner every now and then and find something dramatic happening overhead. In Ridge Racer this something was often a jumbo taking off. In Horizon 6, it could be one of those chunky helicopters with two sets of propellors, or even a group of jet fighters flying in formation. But games are as prone to inflation as everything else. At one point, I crested a hill and a huge space rocket launched. Not bad, Horizon. Not bad.\n\nRead more",
  "title": "I am in love with Forza Horizon 6's Nissan Silvia"
}