Review: F1 2011

Review: F1 2011

6 Oct, 2011

Developer: Codemasters Birmingham
Producer: Codemasters
Platforms: PlayStation 3, Xbox 360 & Windows PC [360 version used for review purposes]
Release Date: 23rd September, 2011
Family Friendly? F1 2011 contains no bad language, mature content or peril, and with a PEGI of 3+, as well as a strong multiplayer offering, this game is readily accessible for anyone of a petrol-head inclination.

F1 2010 was a sigh of relief, as far as the sport’s community is concerned. Arguably the best representation of the sport since video gaming began, it showed the world that not only is there far more to Formula One than going round a circuit for an hour and a half, but that the often impregnable divide between simulation and arcade racing can be, and indeed has been, breached.

Fast forward a year. Codemasters Birmingham has once again had to try to satisfy the volatile nature of the die-hard fan, whilst also developing a game that is accessible, fresh and worth the price tag. It’s a goal they’ve achieved with varying ranges of success, but all in all, both fans and developers can relax – it’s a significant improvement on F1 2010, and that in itself means that this game will be just as successful as the BAFTA winning predecessor.

Right from the second the lights go out, the vast progression from last year is apparent. Visually, the step up is formidable, with Codemasters eking out every last drop of the console’s processing power. Our screenshots don’t do the full game justice, much as photographs don’t do justice to Formula One, but neither circuit nor machine has ever looked finer. Twilight sun glinting off a rival’s visor, cheering fans reflected in standing water, the forests of Spa twitching in the wind – it’s all there to be seen with your own eyes.

The developer’s pursuit of lifelike recreation stretches to the physics also. None of us are ever likely to have experienced what driving a F1 car feels like, but each car reacts in such a lifelike fashion, you’d assume that they drive just like this. Each car feels heavier, being pushed onto the track by the hugely impressive aerodynamic bodywork on show, whilst remaining the twitchy, agile machines we know them to be. The cars react realistically to changing conditions, both environmental and mechanical. Whilst the first game began to show how temperatures affect performance, as well as how staying on the racing line offers more grip, 2011 really builds on these concepts, with the difference between pole and the third row often coming down to how well you prepared your car on the out lap.

F1 2011 really starts to stretch the gap over its predecessor as far as rules are concerned. Race stewards are now much fairer and true to the real sport, with dangerous driving being greeted with penalties or disqualification. The system isn’t fool proof, it has to be said – often you are awarded penalties for illegal overtakes before the allocated three corners in which you are allowed to rectify the mistake – but again, it’s an improvement on 2010.

The DRS and KERS systems promote overtaking and strategy throughout each race weekend, each accessible at the press of a button. They essentially serve as a free boost and a boost bar respectively, with the DRS coming live if you were less than a second behind your opponent going into the activation zone. The trade-off for this is the reduced down force whilst the rear wing is open, which can lead to a spin if not used correctly. The KRS is a more strategic affair, offering a chargeable meter of free horsepower, which can be deployed at any time. Do you use it on the main straight, while slip streaming a rival? Do you use it periodically out of corners? Do you use it all on the start? It’s this kind of strategy that gives 2011 a deeper layer, beyond the advert-heavy exterior.

Codemasters have heavily emphasised the importance of choice in F1 2011 – it’s no longer enough to assume that all cars in each tier will handle similarly, considering the 12 very different beasts on offer here. Whilst in the past decisions regarding upgrades didn’t have a huge bearing on car performance, they can make or break seasons on the higher difficulties. Mastering each machine’s individual style and identifying the weaker aspects is a skill that will require many races of practise, and will reward those who put the time into pushing the limitations of each car.

Multiplayer also gets a dramatic overhaul, with the inclusion of split screen. Local races against mates are as entertaining as can be expected, whilst the introduction of a co-operative career adds considerable depth and excitement to the game. Races become a real test of nerve when playing with the full rule set up, but this is amplified by the presence of your real life mate as your in-game colleague. This can also be done online, as well as with the full complement of AI making up the rest of the grid. Competitive multiplayer races also receive AI, allowing for a full grid of 16 players and 8 computer controlled drivers. It makes that first corner all that more precarious, but the race win all that more satisfying.

Sometimes though, the game goes too far in the pursuit of authenticity. The implementation of mechanical break downs, although incredibly rare and regulated, does nothing but frustrate the player. I almost lost a controller as I fought from the back row to the podium in my beloved HRT, only to then suffer a gearbox failure and retire. The addition of the safety car also does very little for gameplay, only forcing the player to drive slowly in a car built to go fast. It can mean for advantageous pit stopping, but the occurrence rate of both features is supposed to be low enough to offset the general fallout of the features themselves. That as it is, sometimes I don’t want the game to be quite so true to its promise of being the most comprehensive Formula One experience available.

The paddock area is another cosmetic improvement given to achieve the marketing tag line, with little effect other than to increase the games already slow load times. Yes, each team now has individual aesthetics and trailers. For this, I’m sure many fans are grateful, but I found the addition almost pointless. The introduction of email and press cuttings are also borderline unnecessary, with information the last game gave you in loading screens being personalised and assigned by your race engineer. While the real names of the directors add clout to contract negotiations (receiving an email from Ross Brawn is always a nice ego boost) they do little else to gameplay.

The interviewing aspect of 2010 has also been slimmed to compensate, with interviews now being conducted by the lone Andy Gray, of Radio 5 commentary fame. As lovely a chap he is, he only seems capable of five possible questions across an entire season, and the lack of the podium post-race interviews takes some of the euphoria away from placing near the top. This is an area that could have been developed so much, with decisions and comments affecting driver temperament on track, spurred on team mates in the paddock, or altered the bigger decisions with regards to contract negotiations.

The only question that really matters with regards to F1 2011 is whether it’s worth the upgrade. For all the subtle changes in this instalment, both cosmetic and mechanical, the truth is that F1 2010 was only that little bit less brilliant. They’re both supreme racing games, both deserving of your money, but with this retailing for almost three times the cost of the slightly older brother, I’m not entirely convinced of 2011’s value for money. It certainly offers quality in spades, but if you’re looking for a near-perfect F1 experience, 2010 will serve you almost as well.

The Good:

  • Stunning example of what a passionate team can do with a sport game.
  • As realistic as video gaming will ever get.
  • Co-op modes add plenty of longevity.

The Bad:

  • Race marshals still not always right.
  • Load times are often crippling.
  • Doesn’t represent value-for-money for F1 2010 owners.

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