8 Jul, 2011
Formula One is without a doubt one of the most exciting and infamous variations of the beloved motor race. It still remains a mystery how so many game developers got it wrong – the fact that it takes some of the most powerful machines on the planet, driven by some of the best drivers around and throws them around circuits at dizzying speeds should have all but guaranteed the success of previous attempts. Never the less, past attempts have been distinctly average at best.
That all changed last year. Shipping over 2 million copies worldwide and winning this year’s BAFTA for Best Sports Game in the process, F1 2010 gave the everyday fan an insight into the life of a Formula One driver. Out of nowhere, the forever stale Formula One game became the must-play racer of last year, with the incredible speed, unparalleled feel and attention to detail that Codemasters themselves are making a habit of.
It wasn’t enough for them to just put out a similar game with a new roster and a new year on the cover, as so many other sports do. The team really took both the successes and shortcomings of their previous outing to heart, and this new installment sees improvements at every possibility. The ground-breaking weather system the game has become renowned for has been tweaked and improved, offering better continuity and progression between each condition. It’s not just a series of cosmetic changes either – over longer events, the racing line begins to dry out and generate grip from the rubber left on the circuit.
This refinement of previous successes continues with the AI. It’s not enough that each of the other 23 drivers on the grid want to see the chequered flag first, but the battle to get there has to be clean and fair. The stewarding system of the last game has been improved dramatically, with each scenario being judged on an individual basis, devoid of bias. Each driver also reacts much better than last years game, with crash avoidance in particular improving ten fold from F1 2010. Your team mate will now act more in unison with both your own mentality and the teams. If the constructors title is on the line, for example, your colleague will drive much more cautiously, in an effort to nurse the car home in the points. The new Race Director screen allows you to see exactly what’s going on across the track at any point, listing tyre changes, predicted stops and split gaps. It’s a much more comprehensive system this time around, and it no longer means relying on team radio transmissions or your own eyes.
Besides the natural tweaks and refinements that you’d expect, there are other changes in an effort to improve the authenticity of the experience. The rule changes this year have made for arguably one of the most thrilling seasons ever seen, with the return of the KERS system as well as the introduction of the DRS controls in order to make overtaking more frequent. Activating either of these features is done with a press of a button, and feels as natural as accelerating after the first use. The speed boost on offer is by no means game changing, much like the real life counterparts, but along with various other features, it adds a whole new level of strategy to the game.
The make-or-break change made to the game comes in the way the cars feel. Those of you who played F1 2010 will remember the ridiculous speed of the game – there was little room for error in the first place, but it also offered little chance for the player to apply knowledge of braking points and the like. There’s been a renewed focus on making the cars handle as realistically as possible, and it shows. Whilst before the cars handled almost on rails, regardless of damage or conditions, you’ll now find yourself relying on mechanical grip and your own knowledge of how a car handles, rather than the hypothetical, video game knowledge you’ve got locked away. You can feel the calculations that go into the consideration of a cars performance, and the whole game gives the gamer a new found appreciation into both the commitment of the development team and the sport itself – every race is nothing less than exhilarating, from start to finish.
The paddocks of each racing outfit have been completely revamped, in an attempt to liven up the glorified menu screens of its predecessor. While last year saw very limited press conferences and set camera angles, the addition of your own personal quarters begins to remedy some of the scripted progress issues that blighted the game. Your responses to the media, as well as your attitudes to other drivers on and off track are captured in various publications, both online and offline – all of which can be viewed at your leisure. These paddocks are no longer differentiated by a splash of colour either, with each team bringing their own aesthetic to the table.
Codemasters Birmingham listened to and acted on the community feedback from the first game, even going as far as producing systems they themselves have tried to avoid. The introduction of mechanical failure will no doubt be met with mixed feelings, but the development team are confident that they’ve counterbalanced this sufficiently. These failings won’t be random events, as such – there’s no need to worry about the game taking away your hard won lead on the final lap – but they will be influenced by your driving style and errors. It’s a system that will barely be seen by the casual players, who run races no longer than 20%, but it’ll please and punish the hardcore sufficiently. If implemented correctly, this could see players improving by leaps and bounds over the course of several seasons.
The multiplayer modes are also being remastered at the willing of the fans. Race objectives are being introduced to compliment the ones presented to the player during the career mode, with special consideration to the other players skill levels and the car you’ve chosen to drive in. Split screen racing rears its beautiful head at last, to the applause of racing fans everywhere. The all new co-operative career also promises heated action beyond the track, adding a whole new definition to the phrase “team orders.” Online multiplayer also now supports 16 player racing, with the AI filling out the rest of the grid as needed.
There’s still a couple of things missing from the game – fans are crying out for the addition of formation laps, safety cars and commentary to accompany the all-new spectator mode. They’re on the wishlist for Codemasters as well – from a game perspective, however, these are increasingly difficult to implement. There’s little call for lapping at less than quarter throttle in a racing game, and it’s even harder to sell that kind of control to the arcade racers among the fans. Trying to incorporate formation laps also means overcoming several barriers to entry, including revamping the way that tyre temperature and grip is calculated. Codemasters have also unfortunately ruled out plans for downloadable content with F1 2011, so those of us holding out for the chance to drive Aryton Senna’s iconic Marlboro McLaren will have to wait a little longer.
The vision of Codemasters Birmingham has always been to produce the most realistic Formula One racing experience to date, and they’re certainly going the right way about it. The improvements are far reaching and extensive enough to satisfy both the casual and harcore Formula One fans, as well as newcomers to the sport. The most electrifying motor sport in the world is finally being done justice in video game format, and it’s not a minute too soon. Up against the looming threat that is Forza Motorsport 4 however, only time will tell whether the game can ride the success of its first year through to world domination.
F1 2011 is set to be released on September 23rd, 2011 on Xbox 360, Playstation 3 and Windows. The game is also currently being developed for 3DS and PlayStation Vita, with an unspecified release date.















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