(Played on Xbox 360 with a gamepad
whilst I await my new Fanatec CSR Wheel/Pedals)
As I tentatively pop my copy of
Codemasters 2013 game into my xbox my mind wonders back to my first
exposure to Formula One games and the Psygnosis/Bizarre
Creations game of 1997. Games and the equipment we play them
with have progressed hugely since then but what I'm really
anticipating is the unmistakeable voice of legendary commentator
Murray Walker to bellow out of my speakers as the legendary
commentator introduces the much anticipated classic content the game
offers. Codemasters have since their foray into the F1 franchise
steered away from placing commentary over the racing action in favour
of the raw engine sounds and atmosphere. I have to say I think they
have made the right decision as I can honestly say however funny it
would be to have Murray dissect some of the on track action the
repetition would become unbearable quicker than one of Fernando
Alonso's race starts.
Murray's introduction of the Classic
Mode adds to that legendary feel that you first get as you see the
car in the sparse pit garage and then again when you take charge of
one of the classic machines. The full Classic Edition comes at a
financial cost to the gamer whilst the standard packaging includes
the 80's tracks and cars. The 90's content that is missing from the
standard edition will be made available via DLC a few weeks after
launch. The classic element is a facet of gameplay that many having
been screaming out for, for some time. 17 iconic drivers, 12 cars
and 4 extra circuits from the 70's, 80's and 90's give the title a
whole new spin.
Those of you desperate to venture out
as Senna in the MP4/4 etc will however have your hopes dashed as the
licensing for these classic drivers, cars and circuits has been a
challenge already. (PC modding communities I'm sure will have a field
day in terms of replicating other liveries, teams, drivers etc over
the coming months)
DLC (Downloadable Content) however
could open up another platform for Codemasters to introduce more
elements to the game with Niki Lauda's Ferrari 312 (as seen in Rush)
available for download and use in time trial from the get go.
Technical nuance as any reader of my work will know is my bread and
butter so my instant reaction is to reach for the classic stuff and
discern the difference in power and handling characteristics between
the varied machinery on offer.
I was only able to get hold of a
standard copy and so only the 80's classic content is available,
whilst my first job was to get hold of the 70's Ferrari via Racenet.
As soon as the DLC is activated for the 90's content I'll be
purchasing it as it's very much welcomed addition to the game in my
opinion.
I decided to jump straight into the
Ferrari 312T2 at Montreal (Time Trial) as I wanted to use the circuit
as a benchmark for back to back testing all the cars (as this and Melbourne are the two circuits for some reason I know better than any). Of course this
car wouldn't set any lap records as with a mere 450bhp (ish) it's not
quite got the poke of some of the other machinery and no where near
the downforce. In entering the first corner, I'm immediately
impressed that the car inherently adopts lift of oversteer making the
car easy to point and shoot into the corners. Normally being swayed
to the Offset T Cam darkside, Cockpit view is suddenly my weapon of
choice with an aesthetically pleasing level of detail allied to a
great view of the circuit. After a few laps I feel assured that I'm
comfortable with the way the car feels and have a handle on the
clearly tweaked physics engine the games platform now uses. Best
time in a 5 lap stint 1.22:906
My next assignment in ascertaining the
games credentials is a trip in the Ferrari 87/88c which I'm hoping
would provide me with a stark contrast to the 312. I'm not
dissatisfied as it certainly is departed in the way the car handles.
The turbocharged 88c is an absolute handful and requires both a
different approach and style to how it's driven. Power seems fairly
restricted in the lower revs but as you nail the loud pedal a huge
surge of power causes the car to become unsettled. It feels as if
the car is almost counter balanced around a central point with both
understeer and oversteer possible dependent on corner entry / apex
speed. Best time in a 5 lap stint 1.18.842
Then as a
barometer to the previous car I thought I'd give Williams' FW12 a go,
in theory the normally aspirated Judd powered FW12 although it
featured reactive ride should not be able to surmount a challenge to
the Ferrari of the same year. This however is where I was left
shocked as, as I rounded the first few bends I noted the car was able
to hold a higher apex speed. Traction was also of course less of an
issue as you didn't have to feather the throttle out of the corners
and whilst the Ferrari was able to reel in the Williams in a
straightline overall the car was much more manageable. I will have
to return to this back to back test when my new wheel/pedals arrive
as I feel certain I should be able to drive the Ferrari much quicker
than the FW12. Best time in a 5 lap stint: 1.18.446
Obvious
limitations have been placed on the use of classic content by FOM as
the liveries are devioid of the tobacco sponsorship that adorned the
racers back in the day. However a neat trick employed by the
designers is the use of different HUD's for those that play outside
of cockpit view and an instagram style filter which adds a yellow hue
to the overall picture. Unfortunately the damage model is switched
off on the classic cars and so we won't get the feeling of how these
cars handled when damaged. These touches all add up to a brilliant
nostalgic feel to the game.
The main content
of the game remains much the same as it's 2012 counterparts, largely
due to the sports calender remaining unchanged (except for the loss
of the European GP in Valencia). Of course the cars remain visually
representative (of the cars from the Melbourne grid for licensing
purposes) and the rules of the sport are upheld. Clearly work has
been undertaken to reign in the level of difficulty posed to the
average gamer with kerbs no longer spitting you into the gravel at
the first sign of ambition over talent. That's not to say you don't
have to work hard, as understeer and oversteer are still both factors
should you push your luck, however both are readily catchable with
the right input. Both the AI drivers ability and the way in which
penalties are presented have been tweaked, improving on some of the
flaws of the last game. As a reference I also ran the RB9 around
Montreal and my best time in a 5 lap stint was: 1.15:520
The young drivers
test that made it's first outing in 2012 returns to greet you at the
start of the game and although I wanted to dive straight into the
classic stuff, I did circle back to complete the various challenges.
Expanding on the challenges presented to the gamer in 2012 the YDT is
a lead in for those perhaps not au fait with the sporting and
technical regulations of the racing. The more hardened fan will
however find some of the challenges a little tedious reaching for the
skip button, as I completed all the challenges rather effortlessly
with a majority of gold medals.
A welcomed
invigoration of the Proving Grounds section also see's many more
challenges available to the gamer. These challenges sometimes
represent historic moments in Formula One, (albeit in their modern
vehicle) none more so than the last bronze challenge that replicates
Lewis Hamiltons last few laps at Interlagos in 2008. I hope that via
DLC the team are able to produce more of these challenges as it's
certainly a way of adding longevity to this years title. Career mode
is something that is once again slightly re-jigged but largely
overlooked and although the team will face a massive challenge giving
a representative feeling for 2014 this is now an area I feel they
will be looking to make progression in. The saving grace for me in terms of GP & Career mode is the ability to now save mid way through a race. This is invaluable for people like me who struggle for game time.
With the Codemasters team almost certainly now fully concentrated on 2014 and the associated new technologies (much like the real F1 teams) I'd love it if for 2014 they could expand upon the Racenet challenges currently being run to encompass a 'Race Weekend' challenge, whereby after qualifying the real grid is assembled for you to race against.
With the Codemasters team almost certainly now fully concentrated on 2014 and the associated new technologies (much like the real F1 teams) I'd love it if for 2014 they could expand upon the Racenet challenges currently being run to encompass a 'Race Weekend' challenge, whereby after qualifying the real grid is assembled for you to race against.
I'm now left wondering whether
Codemasters are able to re-introduce cars, drivers and circuits that
have featured in past incarnations of their game via DLC. This would
give us a tantalizing roster of drivers, cars and circuits that
aren't currently available. The cars would of course be the stars
for me if that were to come to fruition with the likes of the BrawnGP
BGP001 and Red Bull RB7 available, whereas it could increase the
circuit count by adding the Turkish GP, the Valencia street circuit,
Silverstone's old GP layout and Hockenheim. Of course much like we
see in other games these would come at some financial cost but I'd
expect this to encourage Codemasters to further develop the 'Classic'
feature further down the line.
Codemasters have always tried to strike
a chord between the F1 fans that are more casual gamers with those
that are looking for a simulation. The problem sometimes is that you
end up in an awkward half way house that no-one likes. You simply
cannot deny that visually and audibly the team have it absolutely
bang on the money but when it comes to getting screwed down right
into the nitty gritty does it fall short? The largest problems they
face are they're their own worst critics and feel perfection is never
achieved for this reason alone they would make a great F1 team,
striving for perfection is quintessentially what the teams and
drivers are looking to achieve. Balancing the wants and needs on
gamers whom use both a standard gamepad with those who invest £100's
if not £1000's in game wheels, pedals, gaming rigs etc is a massive
task and one I don't envy. Personally I lack the time or aptitude to
work on a simulator and so feel that for a game that needs to attract
as many people to purchase it as possible (as lest we forget that
anything that bears F1's name is inordinately expensive) it does a
fantastic job of recreating both the contemporary and historic racing and so implore you to give it a try.
It's a great game, but if it's the standard (not Elite) CSR wheel and pedals you're waiting on, be prepared to be a little disappointed -- they're not on the officially supported list (although the Elite is), so they just show up as "Microsoft Wireless Wheel" in the game and there's very little force feedback offered, even with all the settings turned up to full.
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