F1 2011 Review
Test of Vettel.
Version tested: Xbox 360
Take away the sponsors' liveries, they say, and it'd be hard for the untrained eye to tell two F1 cars apart. So precise is the science behind the sport, and so rigid the rule set, that beneath the colour schemes the lines and sweeps are largely the same, designs dictated by wind tunnels, doing away with the wonderful eccentricity witnessed on the grids of yesteryear.
It's a problem that's familiar to Codemasters' F1 2011. Last year's game was a well-honed racer, benefitting from the experience the publisher has accrued in well over a decade of pushing motorsports games forward. Proving it could do a racing game was the easy part; proving it could do justice to the licence was a challenge it passed with ease.
So it was no surprise that last year's inaugural HD effort pressed all the right buttons, but F1 2010's real pleasure came in the subtly different spin that Codemasters took on the sport, drilling down to its core and making sure that chasing split seconds was as rewarding as chasing down the title. The affection for and knowledge of F1 was clear; the result was the best take on the sport for years.
Now comes the tricky third test; can it do enough to establish a yearly franchise, an exercise that's normally the reserve of publishers with a little more clout?
F1 2011's answer to that particular question is, sometimes, not too convincing. Some areas remain sparse and many of its improvements can be measured in tenths rather than seconds. Still, it's a sport where every little detail counts, and the finite changes do undoubtedly make for a better game.
Authenticity is the watchword here, and it's evident from the off. Gone is the piss filter that, although thankfully reserved in its application last year, has often sullied Codemasters' games. Revealed is a game that possesses moments of understated beauty.
Seeing the bronze foliage of early-autumn Monza reflected in the chrome bodywork of a McLaren MP4-26 on a clear afternoon should be a spectacle, and in F1 2011 it most certainly is. Increased trackside detail helps, as does a richer, more dynamic weather system that captures some of F1's more esoteric delights, whether that's the setting sun of Abu Dhabi, an encroaching shower over the forests of Spa or the low blanket of grey that always grips Silverstone in the month of July.
1/7 India's new track is a cut above the standard Tilke-designed fare, but it's no match for classics like Monza and Spa.
Alongside all that business about going fast, F1 cars are designed to be lusted over - and F1 2011 doesn't miss a trick in this regard. From the potent curves of this year's Red Bull to the eccentric lines of the HRT, it's one of the genre's most attractive garages, meaning it's a shame there's no option to properly gawp at these handsome models. The attention to detail stretches that little bit further now, with each cockpit and steering wheel faithful to the real deal - the kind of attention to detail that's manna to fans of the sport.
There's added authenticity in the handling, too, which makes a profound progression from last year's overtly snappy model. True to the current focus of the sport, tyres are the foundation from which the rest of the handling flows. The limit of adhesion is now a more tangible concept to tinker with and skirt around, and when it's overstepped, it's easier to recover control.
Even more authentic is F1 2011's simulation of the ever-evolving properties of a tyre, and it places an emphasis on compound choice that's unmatched on consoles. The performance differential between prime and option tyres - the two dry compounds available to the GP grid - is marked, with the right tyre being worth over a second on most tracks.
Getting tyres to the optimal temperature takes time, and peak performance is finite. It's an aspect that played a small part in F1 2010, but here it's pronounced, and to great effect: qualifying sessions become condensed time trials, while races are as much about managing the car as attacking the track.
Other essentials of the makeup of F1 in 2011 are also in, and they're confidently handled. KERS - the brief boost power that's on the majority of cars on the grid - is in, as is DRS, which allows drivers to open the rear wing on some straights. Combining the two when they're on tap in qualifying sessions is a challenge unique in games, and exploiting both in the race is equally satisfying.
And of course there's the much-requested addition of a safety car. It adds authenticity but little else, with speed being limited for up to two pedestrian laps. Thankfully it's optional, as too is mechanical damage. It's another appendage that does little aside from adding to the authenticity, and both features only make fleeting appearances; through the course of a season the safety car made only one appearance, while our DRS failed us a couple of more times.
Racing itself is enhanced by AI that's more consistent than before, and it passes the Retifilio challenge - the racing genre's equivalent to the Turing Test - well enough. Pile into Monza's first corner and the 24 cars will maintain a respectable speed, dodging each other and not coming to a standstill like they so often do in the genre. It's an intelligence that's maintained throughout the racing, and going wheel-to-wheel is an experience that's more gratifying than frustrating here.
F1 2011's advances feed well into the multiplayer, where AI is less of a concern - eight computer-controlled cars help flesh out the 16-player option, providing a full grid for online racing. Here, without the safety net of the rewind button, mistakes are more cruelly punished, and the tyre management makes F1 2011 a distinctively strategic multiplayer racer.
A refined UI gives a little extra feedback and helps inform the strategy, both online and off. It stops short of providing reams of telemetry to mine into - and if F1 2011 is ever going to win over the core simulation crowd, this is an area that needs to improve dramatically - but it's several steps ahead of the broken timekeeping of last year's effort.
With the handling and presentation having come so far, it's disappointing that other areas haven't been lavished with the same level of attention. Last year's career came with the tag 'live the life', a promise of wish-fulfilment for those that daydream of earning their crust behind the wheel.
1/6 Time Attack is a new time trial mode that fixes the track, car set-up and weather conditions to enable a level playing field for online leaderboards.
The promise is the same this time out, though it's broken in much the same way it was in F1 2010. Careers are again managed from within a motorhome - an attractively well-rendered front-end that also, unfortunately, means the action is always a handful of loading screens away - and there's a handful of flourishes, though its failings are familiar.
Contract negotiations are at least more nuanced, beginning much earlier in the season and gaining some gravitas from the addition of the real team principals' names - so Tony Fernandes will be personally pleading for you to stay at Team Lotus while you ponder the unthinkable by shaping up a move to Lotus Renault. Interviews before and after races are disappointingly wooden, inconsequential and abstract, and in introducing emails from agents and team bosses F1 2011 only falls in line with previous, more sterile takes on the sport.
But at least the core remains, and the delightful pull of battling your teammate over extended Grand Prix weekends hasn't dimmed. Likewise, the slow rise from the back of the grid is just as compelling, even if the largely static calendar (India and Nürburgring are this year's new locations) engenders a little déjà vu over the course of the seasons.
It's a familiarity that ultimately stops F1 2011 from ascending to the heights of the genre. Strip away the new lick of paint and it's tough to tell F1 2011 apart from its predecessor, and though it's certainly tighter, smarter and more technically accomplished, some of the old faults remain. A marginally better outing than last year, then, and that's enough to ensure that, as F1 games go, this is still quite comfortably the best.
8 / 10
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Comments (80) Latest comment 8 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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From videogamer review:
Perhaps the most significant addition to multiplayer is a co-op career, which lets two players team up for a season. While you'll drive for the same manufacturer, the fun here is derived from the rivalry between partners - the constant battle to become the boss' favourite. I'd originally planned to enlist the services of my F1-mad father to help test the feature out (he helped me review F1 2010, after all), but an opportunity didn't present itself this year.
Most 'significant' yet no mention from EG.....
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Eurogamer button is stuck.
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"The review comes very much across as evolution and not revolution. Still an 8 is inevitable from EG."
FIFY
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I don't know if you're just being disingenuous, but how can you write about a feature if it's not there for you to use?
Correct me if I'm wrong and you did in fact receive final code.
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I have to admit to being a bit pissed off with the way Codemasters dealt with F1 2010. It was released broken and they took months to fix some pretty major bugs. Not only that but on the PC they added a DX11 mode that actually broke the wet/rainy races (puddles would dry up in seconds!). They never bothered to properly fix it either, choosing instead to focus on next year's game! Nice... that is not how you treat your customers, Codemasters. As such I'm not going near this game until I know it is relatively bug-free on the PC and that DX11 works properly this time.
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Weird theres no mention of it? :/
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It isn't co-op career. It's just one season.
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Odd. I am double checking this with Martin - he's in Tokyo at the moment so excuse us if it takes a little while. He certainly didn't mention anything about the safety car not being included to me.
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Cheers mate, just need to make sure
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The latter is more likely
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He also received no patch notes at all. I can't explain the discrepancy between our experience and The Sixth Axis', I'm afraid.
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...my thoughts exactly.
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I think the paper publications had older code so they could review before their print deadlines. Online reviews should be using final code so SC should be in there.
Pre ordered months ago. Could of got a 2 and i would still keep my pre order. A week suddenly seems long...
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Apologies, it's just a mixture of it being a busy week on the site, and not getting access to the finished game until the servers went live on Wednesday. Naturally, with such an online- and community-focused game, we want to give it a little time.
I think it's fair to say that our reviewer is enjoying it greatly and it will probably be warmly recommended.
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Thanks for the clear-up. Odd that Codemasters would send out unfinished code to one publication and not to another...
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The group with the F1 Championship in it is here: http://www.eurogamer.net/forum_threads.p...
It's an box league and there's no ps3 league i know of on here unfortunately. Anyone else playing on ps3 then feel free to friend request me - clean racers only
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Day one
Or day -1 if my local independent shop has anything to do with it
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Bring on Forza 4...
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2010 suffered by low and uneven framerate.
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If they did, how long for?
What is meant by " some of the old faults remain" please give more details!
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I had the exact same thoughs when reading it. Not because it positive but becase it just list the well known new features and adds a few comments to it. Lacks details.
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"And of course there's the much-requested addition of a safety car. It adds authenticity but little else, with speed being limited for up to two pedestrian laps." - You could have at least got someone knowledgeable of F1 to review this.
Jesus Christ ... that review is a joke.
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Sounds like it should come with an attached grenade launcher.
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Remember the GT5 Eurogamer review lol, Forza must get 11/10
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Yeah, ad supported like most of the internet. People who advocate (even indirectly) paid websites are idiots.
Also, Vettel is shite, put any other decent driver in his car and he'd get his ass handed to him.
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Him mentioning the 'piss filter', then just moving on as though we all know exactly what he's on about, is odd.
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Can. Not. Wait.
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Codemasters is showing what they do best. So far it has an 86 on metacritic.
Even though I feel sorry for the folks in Guildford this justifies their decision to re-focus their direction for gamedev - stick to what you do best.
Codemasters will live to fight another day.
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I feel this review kind of fails to tap into pretty much everything fans of the sport/game series want to know about, and I find the comments about things 'adding authenticity but little else' is laughable. Authenticity is the watchword in F1 games! The addition of the safety car, provided it appears often, jarringly, annoyingly, etc etc, as in real life, should change the entire game. And no F1 fan would consider turning it off!
I want to know about how the front end looks. If they haven't got the official presentation graphics then that's a major black mark (flag?). The lack of additions to 'live the life' are pretty galling, considering they've had a year and it's hands down the best thing they could expand upon (since no other racer really does it properly).
Kind of disppointed that it only took one year and one more release for Codies to follow the EA path of minor yearly polishing. Poor. Is financial budgeting really so conservative that wholescale additions now take two years to appear?
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Reading stuff that equates to :
-"This feature,it only adds authenticity, no big deal"
regarding some of THE most requested features by F1 fans....and then almost complaining that they didn't go overboard with them and kept the experience....authentic?
Not a single mention of online Co-op, a feature demanding a paragraph on its own.
No mention of how DRS and KERS affect race day dynamics, especially in multiplayer modes.
No mention of visual tyre degredation.
I already knew tyre degredation was more pronounced, but I'd like some actual proper detail into how and where it manifests itself during gameplay.
This review:
-Does enough to put casual F1 fans off.
-Lacks necessary info to keep the hardcore fan interested.
*looks elsewhere*
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Codemasters used to do this, as you're probably aware. TOCA 2 had modern and historical racing cars. Not a large selection but it was a welcome addition. I agree, with a selection of unlockable 70s and 80s cars would be good, as long as these were kept separate from the main game.
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its just the mind set of the modern gamer. everything is either FUCKING AMAZING !!!! WOOOO or TOTALLY FUCKING SUCKS BOO!!!!! no in between any more.
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Ah, but I think it should be one step more than 'just' having historical cars. I think it should be historical famous moments in racing. So yes it would include cars, but also include commentary etc. Definitely a separate mode, but something to make the game feel more than just a small evolution. Again, NBA 2K11 did an amazing job of this with their game and Michael Jordan.
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Way too tired from an early and long workday to properly focus or continue playing, but had to try a few laps--a couple TT laps at Montreal (1:14 flat = 24th as of 1pm CDT. Means nothing, I think there were less than 100 hot laps) and a couple laps of P1 at Melbourne. The handling seems, I guess, looser; I was able to catch a few oversteers, which is nice. The KERS and DRS is definitely a cool addition...especially at Montreal.
My driving was shit as I haven't played 2010 in many months and I'm damn rusty. I hope y'all enjoy!