![]() ![]() Before, it would often bump into you as you passed, even spinning you out as it clumsily attempted to slot in behind you, but all that has changed now that it reacts with true authenticity. The AI has been upgraded too, especially how it responds to other drivers. The physics of everything, from the weight of the car to the way tyre wear affects grip, is as good as it has ever been. As I mentioned earlier, the handling is great and responsive. Luckily, the racing is the main point of an F1 game and that’s where this one shines. It still looks good and every track is extensively modelled to within an inch of its life, but again that slight tinge of disappointment is everpresent. Often you’ll be trying to learn a new track and you’ll be looking for the distance markers leading up to the next corner, only they’re blurry and indistinct (and not because of motion blur), as is almost everything outside of the sphere of the car’s existence. The background detail is where it suffers though, like vaseline has been smeared over the lens of the game’s camera. ![]() The framerate is still smooth as silk and the attention to detail on the cars is astonishing, even down to seeing the blistering on the tyres as they wear down. Visually, it feels like a step backwards too, strangely. ![]() No matter how you look at it, that isn’t acceptable. F1 2017 is incredibly similar to 2016 both on and off the track, with animations seemingly taken frame-for-frame and slotted into the new game. This is understandable, given that it worked so well last year (if it ain’t broke, etc.) but there’s a tinge of disappointment in that too. It feels almost identical to last year’s game, albeit slightly more sturdy as the car feels more connected to the asphalt. Once you hit the track, very little has actually changed in the handling. This is what the drivers have to contend with, after all. If that sounds boring, it’s probably because it is, but when you’re actually racing it does mean that there is an extra layer of realism to how you look after the car. In a bid to match the rules of the sport, this management includes changing various components between races, monitoring the wear and tear of each part, and incurring penalties should you use more than the allotted number of parts in a season. Then again, maybe that’s exactly how many of the drivers feel.īut once you get into the behind-the-scenes stuff, like directing the R&D department via the new upgrade tree, it does offer something beyond simple racing. As nice as the idea of this is, you often just find yourself wanting the guy to shut up so you can get back to what you were doing. Everything they tell you could be done through simple emails, but Codemasters wants us to experience the “full package” of an F1 driver’s season. Your agent and engineer are both back, seemingly using the exact same models as last year, and like nothing more than to waste your time in between races. Like the last few games, there’s a cinematic slant to the career mode, with many scenes taking place in the paddock. This is incorporated via a new owner of whichever team you choose to join (I went for Toro Rosso, because I like to earn my promotion to a higher team), and this new fella is probably one of those men with more money than sense and a childlike need to take control of everything. ![]() So, what can be done to breathe new life into this licensed franchise?įor starters, Codemasters has added a line-up of classic cars and invitational events to F1 2017’s career mode. After a bit of a shaky start in 2015, last year’s game brilliantly captured the feel of the sport, but it’s all starting to feel a little samey. Codemasters has done a good job with the F1 games since the debut of F1 2010, gradually getting better with each iteration, with the odd exception. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |