F1 2011 – Codemasters’ F1 sequel played

F1 video game

F1 2011 by Codemasters

F1 2011 by Codemasters

Codemasters’ first F1 game, F1 2010, enjoyed huge sales and won a BAFTA award.

Doubtless part of that success was motivated by the lack of an official F1 game for four years. But it’s clear from the activity on the F1 Fanatic Forum players haven’t put the game down months after it came out.

But what can Codemasters do to entice people to buy the sequel, due out in September? I went to a preview event on Wednesday to find out and try the latest version of the game.

The 2011 update

Naturally, the game boasts updated content to reflect the 2011 season.

That means a new track to play with in the shape of India. As last year with South Korea, the developers have had to model the game based on expectations of how the Buddh International Circuit will look, as the game will come out before the inaugural Indian Grand Prix takes place.

The German Grand Prix sees the Hockenheimring swapped for the Nurburgring, and of course there’s no longer a Bahrain Grand Prix.

The teams and drivers are updated – those keeping score in the ‘Lotus vs Lotus’ war will note Renault and Lotus are referred to as “Lotus Renault GP” and “Team Lotus” respectively.

As last year, the data is based on the start of the season. So the McLarens sport their distinctively bright early-season rear floor, and don’t expect appearances from Pedro de la Rosa or Daniel Ricciardo.

KERS and DRS

F1 2011 by Codemasters

F1 2011 by Codemasters

The new rules for 2011 have been faithfully recreated too. You get limited KERS boosts and DRS use is also true to life: it’s unavailable in the first two laps of the race and only available for use when you’re close enough to another car.

However it’s never been as difficult to overtake in an F1 game as it is in real life, and while playing I seldom had the opportunity to use DRS in a race situation.

Lee Mather, chief car handling designer, said the DRS has been modelled closely on real life, including the ‘forbidden zone’ in the tunnel at Monaco:

“It’s authentic, we do it correctly. There’s a DRS activation zones, we have them marked one the circuit. In some instances we have boards at the side of the circuit as they do on certain tracks. We do it exactly as it is.

“For the circuits that haven’t been announced we make a very educated guess.”

“Things like KERS and DRS are incredible for a racing game because they lend themselves towards a game incredibly well,” he added.

Multiplayer

F1 2011 by Codemasters

F1 2011 by Codemasters

The developers are keen to stress that the game is more than just an update of the content from F1 2010. One of the main areas they’re focussed on this year is multiplayer.

The addition of an offline multiplayer mode, where two players can race each other on one console with a split screen, will surely please the many people who asked for the feature last year.

Online players can now race a full grid of 24 cars of which up to 16 can be player-controlled, the rest run by the computer.

But the most interesting and original aspect of the multiplayer mode is the new co-operative championship, where two people can play through the game together. This should add much greater depth to the experience than the usual online crash-fests.

What’s in, what’s out

F1 2011 by Codemasters

F1 2011 by Codemasters

At Wednesday’s press event the developers faced the usual barrage of questions about what’s in and what’s not in the game.

Those hoping for the introduction of the safety car are to be disappointed. It’s clear from talking to the developers they feel players would only enjoy following the safety car briefly before getting tired of it and choosing to skip the interruption.

Mather told me: “The safety car is one of those things we’ve been asked about a lot.”

“If we can get a safety car in the game which we feel enhances the experience, we’ll have the safety car in the game. If we can’t, if it takes away from the enjoyment of the game, then we won’t have a safety car.”

Red-flag scenarios are also not modelled, and nor is there a pre-race formation lap. There won’t be any download-able content for the game either.

However the team have addressed some of the criticisms of the previous game, starting with the use of sector times during qualifying laps for that authentic, high-pressure hot-lap experience.

Seeing the whole race

In F1 2010, the inability for players to scroll through rival cars in replay mode to see how their race was progressing led to speculation that the races were being ‘faked’.

This feature will not be in F1 2011 either. Mather said: “You still can’t scroll between the cars, but you can see their progress. The ability to swap between the cars is still, technically, very difficult to do.”

However the developers say they understand the complaint and have made other changes to allow players to better appreciate the race going on around them:

“It’s something we’ve given a lot of consideration because we felt exactly the same way about it,” says Mather.

“Obviously in Formula 1 you can be out on your own, completely in the lead, it’s your race to win. But there’s somebody behind on a different strategy and in the end he bumps you down to third or fourth.

“There’s a couple of things we’ve added to help that. The race engineer is now present in online races, so he will be able to update you. Let’s say for example you’re doing good pace, the engineer will come on and say your race pace is good so you’ll know you don’t have to push any harder, and you’ll know that when the pit stops and everything play out you’ll be in a strong final position.

“We’ve also added additional element to the on-screen display. Previously you had a spot that showed you temperatures and damage. There’s now an additional one which shows you an idea of how much fuel you’ve got beyond and below the optimal points, and also the projected rejoining position should you pit.”

He adds they didn’t include a list of positions for all drivers because of a lack of screen space. However, players can now pause the game and access data on the drivers positions, pit stops and major events that have happened during the race.

Handling

F1 2011 by Codemasters

F1 2011 by Codemasters

The switch to Pirelli tyres has meant significant changes to how the cars handle.

This opens up the opportunity for more varied tyre strategies, as Mather explains: “We’ve run quite a lot of long races while testing the tyre durations out.

“We’ve finished within a second of each other after starting on different compounds. Steve [Hood, chief game designer] won a race at Spa running on a one-stop strategy while I ran two or three. He just wanted to try it out to see if it was possible. At one point in the race he was significantly slower than we were, we were taking seconds out of him on every lap.”

I took the opportunity to get a first-hand feel of how the cars handle in F1 2011. They feel more challenging to drive – twitchier, and more likely to catch you out if you get too greedy with the throttle on corner exit. Unless you’ve got all the driver aids switched on, of course.

The variation in their performance between different types of tyre compound is much more noticeable – unfortunately I didn’t have time to get much of a feel for how long the tyres last.

Some of the improvements made to the handling are left over from developments that were planned for F1 2010 but never made it, as Mather explains:

“We were working on an improved suspension model. Unfortunately due to some other technical difficulties we couldn’t get it fully implemented.”

They settled on a compromise solution for the first game: “It was very good, but it wasn’t quite where we could get to.”

The new model is implemented in F1 2011: “It makes a big difference to the feel of the cars. It allowed us to start with a clean sheet on cars set-ups.

“It gives the feeling of a car that’s in contact with the track surface. That was one of the biggest things we really wanted to gain – the feel.”

Graphics

F1 2011 by Codemasters

F1 2011 by Codemasters

Aside from the inevitable updates, the tracks have been enhanced with further details.

This seemed to have a consequence for frame rates in the game, which appeared to stutter when many cars were visible at once, but I’ll reserve judgement on that until I’ve played the finished version.

The garages and paddock have been the focus of considerable work and can now be viewed in much greater detail than before.

The level of detail extends to the cars, where players will now see differences between the steering wheels authentically replicated. This is especially important, as your virtual drivers’ hands will be busy flicking the gear lever and jabbing the KERS and DRS buttons.

We were shown side-by-side comparisons of the new and old versions of the game, which demonstrated the finer details very well. Unfortunately they cannot be shared here because Formula One Management have not signed off the graphics used for public release.

The finished product

It was clear from the mixed public reaction to last year’s game that many have strong opinions about what features should be included. Mather explains: “The way we have to look at it is we want to take as much as we can from Formula 1 and make the game as close as we can to that.

“But not at the penalty of taking away the enjoyment of playing it.

Codemasters had dozens of machines running the latest build of F1 2011, described as a “beta” version which still had “two months’ polishing” left to do.

From the half-dozen chances I had to play it’s clear there is plenty of work to be done on elements such as crash damage, graphical glitches and bug fixes – the latter a significant source of frustration for early buyers of the first game.

F1 2011 will be released on September 23rd for PlayStation 3, Xbox 360 and PC. Handheld console versions will appear later. F1 Fanatic will have a full review of the version for major consoles.

Buy / pre-order F1 2011 for Sony PlayStation 3
Buy / pre-order F1 2011 for Microsoft Xbox 360

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136 comments on F1 2011 – Codemasters’ F1 sequel played

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  1. Faraz said on 8th July 2011, 10:06

    Looking forward to it. I hope this time the random grid generator doesn’t have a Mclaren on pole at every race.

  2. Magnificent Geoffrey (@magnificent-geoffrey) said on 8th July 2011, 10:07

    This sounds really, really promising. From what I’ve read here and elsewhere the handling has been improved significantly and it’s much less forgiving than last year. I can’t wait to start fighting with these ‘twitchier’ cars.

    Enjoy your Collantine Cup title, Damon. It seems like it’ll be pretty hard for you to defend it this year…

    • Lee said on 8th July 2011, 10:53

      I agree. The last game was good but rain seemed to have very little effect on the grip even though the lap times dropped considerably which was strange and I found it very annoying that once the car behind was over 30secs back you no longer had any idea on just how far back it was.

      I also did not like the difficulty settings as it seemed that you could either have a hard race without driver aids or an easy race with driver aids. I wanted the drivers line and auto gears but with hard opponents which was not possible.

      One other thing was that the computer players never seemed to crash on their own or make mistakes. As this is a major part of the dynamics of an F1 race I thought it was a significant omission.

      • Owl said on 8th July 2011, 11:00

        ‘I wanted the drivers line and auto gears but with hard opponents which was not possible.’

        You can.

        Set the difficulty to expert then scroll down and change the assists to whatever to want, making sure the AI difficulty level at the bottom is set to ‘legend’

        Simples.

        • Lee said on 8th July 2011, 13:54

          I will try again, but I did not see a way to turn on or off the driver assists without changing the difficulty. I will look tonight when I get home as I may well have missed something.

          • Owl said on 8th July 2011, 14:36

            No worries. I think you have to press [whatever select is on your respective console] on the difficulty select bit to access the extra settings.

    • Lee said on 8th July 2011, 10:56

      I also forgot to mention the fact that there did not seem to be any way of changing the Engine before a race weekend so doing so would mean fore fitting a practice session. And there was no way as far as I could tell of seeing how many tyres you had left.

      • Owl said on 8th July 2011, 11:04

        To see your remaining tyres, while your in the garage press left to go to the tyres menu then you can scroll through the different tyres and press select/enter to see how many sets you have remaining and what condition they are in.

        • Lee said on 8th July 2011, 14:00

          Brilliant! I will take a look later. To be honest I was sort of expecting the info to be on the console screen.

          • Lee said on 8th July 2011, 22:09

            No, I am about to start a race and I go to the tyre menu, press select and it say “Unavailable”

      • F1Sidewinda (@f1sidewinda) said on 9th July 2011, 9:14

        Lee, you have to have the difficulty on, I think, either hard or expert before going into the race from the motor home then you have a limited no. of tyres, penalty’s will be harsher, damage is higher, and the AI will be at the difficulty set. At least that’s how it works on 360. Hope it helps.

    • BasCB (@bascb) said on 8th July 2011, 10:58

      LOL, I guess you are already planning the off season championship. But it will be in a shorter time frame, to add pressure. And featuring even more players to coordinate!

  3. Magnificent Geoffrey (@magnificent-geoffrey) said on 8th July 2011, 10:08

    Also, I’ll shamelessly plug these gameplay videos F1 2010 NeoGAF champion Lucius86 posted from the event:

    http://www.neogaf.com/forum/showpost.php?p=29156973&postcount=234

    • Mike said on 8th July 2011, 15:05

      Sweet. That Vid with Croft had me in stitches!

      Oh, on a completely related note. Those championships you were running. What console where they on? I’m quite certain I want in this time round.

  4. Pingguest said on 8th July 2011, 10:11

    “Things like KERS and DRS are incredible for a racing game because they lend themselves towards a game incredibly well”

    I’m not surprised by this…

  5. Mads (@mads) said on 8th July 2011, 10:16

    Aww. No safety car. That is a shame. I wouldn’t like to drive behind it for lap after lap, but i would like the strategic element of having it. I think that could be a lot of fun.

    • Prisoner Monkeys (@prisoner-monkeys) said on 8th July 2011, 10:47

      I don’t understand the need for a safety car. I can understand why the hardcore fans might enjoy it, but they’re outnumbered by casual gamers who probably don’t want to spend lap after lap coasting around the circuit at 100km/h. The only way I can see a safety car working would be with either a) the option to skip it and return to race conditions, which would probably advance the race by a few laps, or b) the ability to turn it on and off in the menus.

      • Magnificent Geoffrey (@magnificent-geoffrey) said on 8th July 2011, 11:01

        Either option A or B would be fine, with B being the best idea in my opinion.

        And anyway, why would casual gamers buy an F1 game and then complain about the Safety Car? Why not just buy a Forza or a DiRT or a GT5 or a Burnout if you just want to go casual racing? If you buy an F1 game, you should expect it to be a simulation of F1 racing and everything that entails. If I want an FPS which is all-action and provides casual pick-up-and-play gameplay, I’ll buy Call of Duty – I wouldn’t buy Operation Flashpoint and then complain about the slower but more realistic gameplay because that’s the whole point of that franchise?

        Basically I think they should pay less attention to the casual gamers. Yeah, they help to sell more copies but they aren’t the ones who’ll still be playing it regularly even two months after its release.

        • unocv12 said on 8th July 2011, 12:06

          Mag, I agree with you.

          I think that F1 should be for people who really want to race F1 cars as much as practically possible. ie. Put in saftey cars, put in engines going if your use one too much. Put in tyre wear.

          Then I can play GT5 and be happy with that and F1 if I want something harder and with F1 features more intricately in it.

          And if you don’t then just play NFS or Forza or GT.

          BUT

          Codemasters wouldn’t be happy. Codemasters don’t make Gran Turismo nor Forza and so everyone person who decides to go and buy GT or Froza for PS3 or 360 respectively is a lost fcustomer.

          Sure we may enjoy having a great game, but until F1 is produced a company already producing a bigger game then we stand no chance.

          To that respect I would like to see Polyphony have a go. The F2007 and F10 are fun in GT but are missing competitors and more tracks and I’m sure they are not allowed to make the car as exact as they would like due to licensing agreements. (i.e, may look and sounds like an F2007 but can’t have the driving characteristics.. if they define the ‘car’ by its ‘characteristics’ thinking legally).

          But then yo would be worried that they would just stick the NFS engine into F1 which could be bad.

      • Mads (@mads) said on 8th July 2011, 11:55

        I see that not many people would like to spend laps behind a safety car going incredibly slowly, nor would i. But the fact that it bunches up the cars could be interesting. Some cars pits, some don’t and the race goes on from there. I think if they just implemented option a and b it could work both for casual fans and for the more “hardcore” fans.
        I have tried a few times to be spun or by my self spin out on the first lap and then pit for a new set of tyres to stay out of traffic and make up the time and it would be much better if you could hope for a safety car to come out and save my race, or in other cases if you are in front ruin it.
        And of cause if they did implement a safety car they would have to make the AI crash more. In F1 2010 it is very rare that a car don’t make it to the finish line. They are also too tough, you can crash a lot and still continue. Just to make the safety car needed. If they keep the AI like in the first game the SC would be used like two times in a whole season.

  6. Magnificent Geoffrey (@magnificent-geoffrey) said on 8th July 2011, 10:19

    One thing that does surprise me is this:

    “You still can’t scroll between the cars, but you can see their progress. The ability to swap between the cars is still, technically, very difficult to do.”

    So why does every single racing game not made by Codemasters allow you to do this, then? I don’t really believe that, to be honest.

    • ed24f1 (@ed24f1) said on 8th July 2011, 10:36

      Yes, even games such as Grand Prix 2 could do this, and that was 15 years ago…

      • Fixy (@fixy) said on 8th July 2011, 10:49

        Even F1 Challenge ’99-’02, and that was in 2003. Of course the other cars had lower-res textures to not overload the game, but that’s fine. I mean, tha cars are there anyhow, it’s just to see them from another view, the on board camera.

      • Ben Curly said on 8th July 2011, 13:28

        In my opinion their AI cheats and they try to hide it. I think it’s buried deep into the engine of the game. Of course as it is, it’s hidden very well, but still… I think we could spot it right away, if they allowed to scroll between cars.

    • SirCoolbeans said on 8th July 2011, 11:21

      That surprises me too.

      All the cars will have been loaded into memory already, so that shouldn’t be a problem. Unless of course the AI car models have a lower level of detail and that would clearly show when switching away from the players car.

      Memory could be tight, they would have to store the movement inputs for all the cars and for every lap, but then they are doing that already because the AI cars are in the correct positions when you replay the race already, and you could compress/decompress that data at runtime. Unless they are only storing data for the cars around you, it would be memory intensive at the start of the race, but thin out as things progress and the cars spread out.

      Their engine appears to be deterministic too, if it’s not they are doing a good job of hiding it!

      I’d love to know why! They’ll be a good reason for it, otherwise they would have added that in the first game.

      • SirCoolbeans said on 8th July 2011, 11:31

        And it’s not as easy as saying “but Grand Prix 2 did this in the 90’s” because things don’t really change. Developers do have more technology available but then players expect so much more. So we still run our games at the limit of the hardware (usually RAM and VRAM). The chances are they have used those hardware resources for another cool feature instead and replays lost out.

        You’d be surprised just how early in development games use up their hardware resources, from pre-alpha onwards it’s a battle between art, code, design, and especially the poor audio guys for memory.

        • AdrianMorse said on 8th July 2011, 12:34

          Still… Formula 1 Grand Prix (e.g. ‘Grand Prix 1′) did it in 1991 on a 7Mhz machine with 1Mb of memory.

          I played F1GP a lot, but once a replay caught me by surpise: I was leading the French GP at Magny-Cours, and after the adelaide hairpin I thought I’d check what the others were doing. To my surprise, in the replay, I went off at the first corner!! My hypothesis is that F1GP stored the inputs in memory, and then re-enacted the last part of the race with those inputs. Sure enough, when I pressed space to resume racing, I was in the gravel trap…

    • KazeXT (@kazext) said on 8th July 2011, 14:19

      It’s not that it’s technically difficult to do in general, but I’m sure I read somewhere that it’s difficult to do with the Ego engine which the game is built on. That sounds to me like they could only do it with some sort of ugly hack which is the kind of thing that would reduce performance or introduce bugs.

    • Antranik (@antranik) said on 8th July 2011, 14:24

      Yeah, I was wondering that too. I mean, games like GP2 which are over 10 years older can do this…

      • Robert McKay said on 8th July 2011, 21:10

        Heck the original “Formula 1″ on the original Playstation let you cycle through everyone in the replays.

        And they had more cars then! :-D

  7. Torg said on 8th July 2011, 10:24

    Extremely excited about f12011. Ive heard many good things about it already including the progressive oversteer (instead of the snap oversteer that can be corrected by tapping the brake) The sound in the game is meant to be brilliant too, very authentic engine and tyre sqeal sounds including tyre lock ups.

    Not so sure about having your engineer talk to you while in muitplayer mode though, hope you can switch this option off. Get bored of listening to my engineer state obvious fact and telling me i can easily pass someone even though theres no evidence to back this theory up.

  8. Fixy (@fixy) said on 8th July 2011, 10:36

    “For the circuits that haven’t been announced we make a very educated guess.”

    I hope if their predictions are wrong that they will release a patch with the correct zones. Sounds good though!

  9. streetfighterman said on 8th July 2011, 10:40

    Why don’t you just get iRacing and race a the Williams FW31 on laserscanned tracks on a great simulation instead? Waaay better than this arcadish thing :)

    • Torg said on 8th July 2011, 10:44

      You tried f1 2011 yet?

      • streetfighterman said on 8th July 2011, 11:05

        quite confident it’s arcade. It’s what codemasters always aim for.

        • SirCoolbeans said on 8th July 2011, 11:27

          I wouldn’t describe F1 2010 as “arcadish”. Sure it is with the default settings, but if you turn every single driving aid off it’s very hardcore and challenging.

          The problem the game had was that the difficulty settings menu was nested within semi-hidden menus and people didn’t realise you could customise things to your taste.

          Lots of friends at work said the game was too easy for weeks after it was released until I showed them where to find the difficulty settings, then they loved the experience!

          • streetfighterman said on 8th July 2011, 11:47

            It’s not simulation man. Don’t even try to make it out to be. Don’t even think Codemasters state it is.
            All I’m saying is, if you like driving and want simulation you rather try iRacing than F1 2011.

          • SparkyJ23 (@sparkyj23) said on 8th July 2011, 11:53

            Well the lack of real timing as a developmental choice tells me it is a world away from anything other than arcade. A very pretty arcade but arcade all the same.

          • Torg said on 8th July 2011, 12:33

            Yeh agree with you mate.

            I hate the way people try and brand stuff ‘arcade’ just because it doesnt meet exactly the same level of realism as say IRacing. So F12010 might be missing out on a few features to make it feel as authentic but this doesnt mean it falls into the ‘arcade’ category. With all assists off and sims on the game does a briliant job of creating a realistic feel and is by no means a walk in the park to master.

            From what ive seen anyway Rfactor graphically looks very poor.

          • Stephen Jones (@aus_steve) said on 8th July 2011, 13:22

            i agree as well.. i play both iracing and F12010, and they both deserve a place on my Hard Drive..

            Just because it isn’t iRacing-Grade Simulation doesn’t mean it isn’t a good game. Some of my greatest battles online have been on “arcade” games like F12010

          • Magnificent Geoffrey (@magnificent-geoffrey) said on 8th July 2011, 13:28

            Yeah, I’m a fan of both arcade and simulation racing games. F1 2010 satisfied me as a player in ways GTR2 or GPL have never done.

          • SirCoolbeans said on 8th July 2011, 13:43

            @streetfighterman

            I didn’t call it a simulation, I just said it’s not an arcade game. It’s somewhere in the middle, and it’s a great place to be.

        • Lee said on 8th July 2011, 13:59

          It certainly isn’t an arcade game. It is not a super accurate sim either but it is far closer to pure sim than arcade. Even with it’s faults it is one of the best F1 games I have played.

          • Harold said on 9th July 2011, 3:28

            Everyone is different, but if it is not realistic as possible I could not be bothered with it at all. But i am a simulation fan.

            The graphics are nice, very nice, but with out it being a simulation, personally I would never buy it. Might play it at jb hifi for five minutes though.

          • Lee said on 9th July 2011, 11:08

            Well I am sure in that case you must either be playing on an F1 teams sim or not at all as you are not getting anything approaching realistic on any PC or console. If it was ultra realistic it would be almost unplayable for anyone without a grounding in F1 racing….. Those cars are very difficult to keep on the track let alone race!

            F12010 is a sim, just not an ultra realistic one as lets be honest they are very niche indeed.

  10. Sam said on 8th July 2011, 10:43

    Ah…more twitchier handling? A source of major frustration for me of last year’s game was the inability to ‘save’ the car when the rear stepped out…infact it did so quickly enough that you never really even felt the loss of traction early enough to react. Of-course this is only Beta…I’ll just be patient and see what becomes of the physics down the road.

    • Sam said on 8th July 2011, 10:44

      And Codemasters really need to release Grid 2…RaceDriver:Grid was their best race offering I thought. Better than the three DIRTs and F1 2010.

    • LosD said on 8th July 2011, 10:55

      What? With all aids off, the car was TOO easy to save. A tap on the brake, and then all was good.

      • BasCB (@bascb) said on 8th July 2011, 11:00

        I guess part of it is 1. the experience of the player with racing games and 2. the equipment used (wheel type/controller) and maybe its different between platforms?

        • TdM said on 8th July 2011, 12:45

          And probably 3 it’s kind of a counter-intuitive save… I’ll agree with being able to spin it back to pointing in the right direction on the brakes when you do end up facing the wrong way but I’m not sure the ‘brake save’ was that realistic – the balance shift would make the spin worse in most cases in real life

          It’s certainly not impossible to catch the spins even without using the brake but without the brake you need to be quite fast and the real problem is that there is no ‘feel’ so you don’t get any real warning that it’s going.

      • Wallbreaker said on 8th July 2011, 13:15

        That´s not what he was talking about. What he really meant that if you oversteered the car, it would be impossible for you to avoid spinning. Of course, hitting the brakes would help you not to spin the car completely but once the car oversteered it was impossible to avoid spinning and continue with a loss of a few tenths of a second. You always ended up standing nose-to-barrier.

    • Torg said on 8th July 2011, 11:22

      This has been rectified from what i hear, oversteer is now progressional.

    • spanky the wonder monkey said on 8th July 2011, 11:57

      yep, me too. the game seemed to use slippy sections on the corners. you’d go half way around a corner fine, then the back end stepped out and it was a half rotation (ps3). you could repeat this time and time again. same corner, same slippy section. i found that a major annoyance, esp compared to gt5 where you can easily drift through corners with proper throttle balance. just didn’t get the same feel in f1 2010

      based on f1 2010, i’ll try 2011 before i buy as i was also disappointed with the lo-res graphics in 2010.

      still think the not viewing another cars race in the replay is a cop out. as others have said, it’s been around for donkeys years.

      • Lee said on 8th July 2011, 16:14

        How many F1 cars have you seen drifting lately?

        • spanky the wonder monkey said on 11th July 2011, 9:16

          my point was that oversteer is controllable in gt5. in the f1 2010 it isn’t. it appears to depend on whether you’re on the ‘slippy’ section of track or not.

    • F1Sidewinda (@f1sidewinda) said on 9th July 2011, 9:19

      Buy a steering wheel.

  11. Fixy (@fixy) said on 8th July 2011, 10:50

    Where are the drivers sitting? They are way too high. Apart from that the graphics look good.

  12. silencer said on 8th July 2011, 10:51

    I hope the drivers roaster get shuffle at the end of each season. it is kind of bored that the AI driver didn’t change a team. Karthikayen get shuffle in to red bull would be awesome or vettel goes to lower team

    No safety? that is good actually. but at least the mechanical and technical breakdown of the car should be much better than F1 2010.

  13. cyanide (@cyanide) said on 8th July 2011, 11:04

    So basically no new features. It is updated graphics with updated physics, updated drivers and teams and circuits.

    No safety car, no red flags, no way of checking out AI cars’ races (which basically means that everything is faked this year as well).

    F1 2010 was fun as long as you didn’t ask too many questions (why are 3rd sector times never shown? what strategies is everyone else running on? what’s going on with X driver? etc). The moment you tried to do something that’s possible in pretty much every game, you were told that it was too difficult technically, or that they developers didn’t find it interesting or useful.

    Good luck with the game, I see a biased review with no thought towards what was promised before even the previous game came out.

  14. I feel this is simply the game 2010 should have been – they basically released it unfinished. I was thoroughly dissapointed with it and as such probably won’t bother with this one.

    “players haven’t put the game down months after it came out.”

    Well, I can only speak from my experience, but everyone I know who bought it stopped playing it within a couple of weeks. The graphics were great, the racing was actually ok, but the reply value wasn’t there. I’d rather hit a hoop with a stick to be honest. Real shame as GRID was one of the most enjoyable racing games ever.

  15. Dan Selby said on 8th July 2011, 11:15

    I really don’t see why they can’t have a safety car period much alike how they do on the NASCAR games.

    All they do is bring out the waved yellows, show a replay of what caused the safety car to come out, then it skips to about 3/4’s of a way through the final safety car lap so you can warm your tyres and receive the green flag! How could that be so difficult?!

    It’s not even new technology. As mentioned above, it’s been used in games over ten years old, even on the PlayStation 1!

    I totally understand why a full drawn out safety car period would be too much/a little pointless, but surely a shortened version?

    Safety car IS a part of F1, especially these days even more so. If there’s a sudden downpour and you have a big lead, you’d expect the safety car to come out and have your lead rapidly reduced for the restart. It’s a complete game changer (excuse the pun), so to simple ignore it isn’t really on. But that’s just my view.

    All the rest sounds very positive, though. Glad they’ve bought back the split-screen. Can’t believe it’s been ignored for so long with other motor racing games!

    As much as we love the online capabilities, I don’t think we ever wanted it at the expense of a good old fashioned split-screen local game!

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