F1 2010

Candid camber.

"The car's the star." It's the oft-quoted cliché of the automotive industry and often applied to racing games too, aptly so in the case of a Forza Motorsport or a Gran Turismo. The sprawling interactive car catalogues that dominate the serious end of racing games lavish polygons on photo-realistic car models and processing power on simulating every pitch and twitch of their handling characteristics, often to the exclusion of all else (including damage modelling and the intelligence of your opponents).

When it comes to Formula One, the pinnacle of motor sport, however, the car will never be the star, no matter how much its detractors claim that it's all about the hardware these days. In Formula One, the rivalries, fragile egos and contractual machinations of the star drivers grab the headlines and write the true story of the season, and that's especially true this year, with four world champions in the field, two of them British and in the same team, one of them a seven-time legend returning from retirement, haunted by the spectre of irrelevance. As sleek and technocratic as it is, Formula One is still a sport, and sport is still a dirty, human business.

Codemasters understands this well. Once we learned that the publisher, with its specialist Racing Studio, had snagged the F1 rights, a competent and graphically impressive rendition of the on-track action was almost a given. This, after all, is the outfit that has turned out great racing game after great racing game using the excellent EGO engine, and last year's Wii taster made in conjunction with Sumo did nothing to dissuade us.

'F1 2010' Screenshot 1

The game currently features the 2009 cars while Codemasters plays catch-up with the new season.

What we didn't necessarily expect, and what Codemasters has just revealed this week, was an involved and innovative career mode that makes you, the driver, as much of a star as the car. Aiming to simulate the intrigue and rivalry of the Formula One paddock, it can accommodate dynamic objectives, shifting team fortunes, team-mate relationships, championship rivalries, in-season and out-of-season R&D, contract negotiations and even media interviews. It's what makes F1 2010 not just, potentially, the best F1 game in years, but one of the most interesting racing games of any stripe in development right now.

We'll get to that shortly. But, sinking down into a bucket seat and racing wheel arrangement for a few laps of Monza in a Red Bull, it's neither the car nor the driver that seems the immediate star of F1 2010; it's the tyres, or maybe the weather. EGO has always excelled at tangible textures and particle effects and the result is a simply stunning-looking racing game.

Whichever camera you use - they're all good, but I favoured the third-person cockpit view, TV coverage style, showing my driver's helmet bobbing and twisting under G-forces - the visible and highly realistic changes to your tyres as they wear down or pick up dirt immediately put you closer to the tarmac than any previous F1 game has managed, as well as offering some useful visual feedback on grip. Rainy conditions are astonishingly immersive, fountains of spray rising from the cars and spattering the camera while the cars's full wet tyres leave carve lines of dry asphalt through the standing water.

'F1 2010' Screenshot 2

The game will feature GRID's rewind system, allowing you to unspool errors, but not unlimited as in Forza 3.

The handling is unsurprisingly twitchy and takes a little getting used to after months of the hefty-yet-supple Forza 3; you need to brake very early and be gentle with the wheel and throttle, as the Red Bull needs almost no provocation to spin out. It's not impossible to get things under control in five minutes with all the assists turned off, although a decent lap time is still a distant dream.

The team is keen to avoid talk of either "arcade" or "simulation" handling, preferring to use words like "authentic", "predictable" and "consistent". That could be because DiRT and GRID's lighter handling styles have disappointed sim fans, and Racing Studio is keen to extract itself from a debate you can't win. But it's also fair; making something as incomprehensibly fast, agile and volatile as an F1 both driveable and involving is no mean feat, and based on a short play-test this handling scheme seems well up to the task.

"It's quite awkward that the cars go quite quickly, if you look at GT or Forza most of the popular multiplayer races are in the lower ranks where you've got more time to brake, more time to react and catch the car," says chief game designer Stephen Hood. "F1, it's all over in a flash. But we're trying to make the cars quite consistent, so you're able get into a rhythm. I brake here, this is where I accelerate. Once you get into that rhythm, that's when you start to push it, you're on the throttle a bit earlier coming out of a corner and it starts to step out and you can catch it. We're doing a lot of work on that at the moment, I think that will be ongoing throughout the series, but it's looking promising."

Besides, "a lot of games have focused too much on car handling to the detriment of AI," argues senior producer Paul Jeal, and he might have a point. F1 2010 features the combative, situationally-aware opponents that GRID fans will remember, albeit less crash-happy. Codemasters shows clips of AI drivers making defensive lurches across the track or trying to shake the player off their slipstream. They also have the characteristics of their real-life counterparts, excelling at wet-weather driving, starts, overtaking or tyre management as appropriate.

With refuelling having been banned for the 2010 season, strategy now focuses on managing those tyres - usefully for Codemasters perhaps, since grip has more impact on the moment-to-moment driving experience (although the animators who got as far as motion-capturing a full pit team including fuel rig before the rule change was announced might disagree).

'F1 2010' Screenshot 3

Codemasters is having to work fast to keep up with the shifting sands of the sport. "It keeps us on our toes," says Hood.

The track surface is fully dynamic in both dry and wet conditions, with the racing line becoming increasingly grippy as a race goes on, but the rubber "marbles" scattered by wearing tyres making the rest of the track more and more hazardous. You can even use wet patches on a drying track to cool your tyres, while the driver has control over wing angles and engine performance levels, as do the current F1 pilots, if they wish.

The number of cars on track is yet to be confirmed due to the instability of the team line-up this season; Codemasters was ready to field a full grid of 26 cars for 13 teams, but only 12 teams made the season's first race in Bahrain last weekend. In online multiplayer the numbers will be halved, with each player taking a whole team's slot, but that's still a healthy grid of 10 to 13 opponents. In both multiplayer and career mode, the game will set you objectives relative to the ability of your car and your standing against your opponents.

"If you're driving for a Lotus or a HRT [in multiplayer] you're not expected to win every race, you have an objective which looks at the relative quality of the car, your times on that track in comparison to the other people in the room, the ranks of the other drivers, and you might be given the objective of trying to finish in the top three, try to finish fifth," says Hood. "So you still have a goal, and it's not about that charge for the first corner."

'F1 2010' Screenshot 4

The 2010 track line-up means we get Spa, Suzuka and Silverstone. Yes.

It's when this objective system slots into the broader canvas of the career mode that things get really interesting. A career game can run for three, five or seven seasons; a shorter run will give you the option of starting in a top team, while over seven seasons, you'll need to start at the back of the grid in one of the sport's three new teams, Lotus, Virgin or HRT. The ultimate aim is obviously to win the championship, but in the early stages it might just be to reach the second round of qualifying or complete a race distance; and you've the choice of trading seats to the top, or bringing your original team with you.

"Some players might choose not to hop team, they might say, 'I love Lotus, they're my favourite team and I want to make them champions.' In this game... they can become a Ferrari, a world-dominating team," says Hood. "You don't feel as though they're just a stepping stone." Although, for licensing reasons, you'll be stuck in a sort of 2010 groundhog year as far as the driver line-ups and liveries are concerned, Hood thinks that the evolving fortunes of the teams, influenced by your own performance, will make them feel different. "Once you've gone past that first season which is very much 2010, then you kind of create your own fantasy," he says.

That fantasy will find voice between races and sessions in F1 2010's evocation of the Formula One's famous paddock. A development of ideas explored by Codemasters with the RV in DiRT 2 and garage in GRID, this aspect of the game will allow you to move between your garage and hospitality suite, interacting with the media as well as your engineer, team-mate and agent and rubbing shoulders with other drivers. Finish in the top three and you'll even participate in the post-race press conference.

In your trailer, you can view standings, the latest contract offers and use your agent to find yourself a new seat, if you're so inclined. In the paddock, journalists will ask you questions based on your performance - or perhaps ignore you, if your team-mate is a better story - and you'll be able to choose your answer, be it diplomatic, or a strong dig at your team-mate or team. This kind of psychological warfare will have a secondary effect on whether you're considered the preferred driver in the team, how good the team's in-season upgrades are, and whether your car setup is tailored to your driving style or your team-mate's.

These factors will also be influenced by your performance in races, qualifying and (if you take part in it) testing. Beating your team-mate will increase your standing with other teams and lead to better contract offers, as will beating your championship rival (who you can pick from three offered by the media). Putting in more laps will give the team more data and improve your upgrades. The idea is that you won't be driving the same car all season; real F1 drivers don't, and it has the added benefit of giving players the sense of technological progression they so obviously enjoy in the likes of Forza and GT. Your involvement in the setup of your car can be as sim-deep or as shallow as you like.

'F1 2010' Screenshot 5

Watch out for Schumacher, Barrichello and Vettel in the wet.

"We're quite adamant, especially after talking to Anthony Davidson [F1 test driver and consultant on the game] - he's very keen for us to replicate what goes on in real life," Hood says. "It's not about you being the engineer, as it is in most racing games, where you start with a base setup and, what do you tweak? Camber? What do all these things mean? You can access all that because it all runs through the physics engine, but if you basically drive the car and think it's not turning in enough, you can interact with the race engineer and say, maybe, the car's not turning in enough, you want more oversteer."

Although one F1 car is hardly going to differ from another like a Renault Twingo from a Bugatti Veyron, they will all settle onto a spectrum between neutral and aggressive, oversteering setups, according to the preference of the dominant driver in the team (e.g. Jenson Button for the former, Fernando Alonso for the latter). Codemasters is keen for there to be some differentiation across the field.

"We're very big on trying to have some differentiation for the player between driving for team X and team Y," he continues. "It comes through on the team's ability to upgrade your car, the expectations for them and who your team-mate is for example. But also in the handling, it's about how much you can shift the ballast around in the car, the power of the engine, the type of tracks that it suits, the way that it eats its tyres... some subtle things."

The F1 2010 developers discuss the game.

It's a fascinating proposition. On already solid-looking racing foundations, Codemasters is building a blend of interactive sports drama and the sense of progression offered by the RPG schematics of Forza and GT. What's more, it's doing so in a way that's sensitive to how involved the player wants to be, and most importantly of all, that reflects what's interesting and exciting about Formula One as a sport.

There are many untested ideas and lofty promises here, and the developers themselves are keen to point out that they hope to develop them over several iterations. But on this evidence, they already have one of the cleverest licenced sports games, and one of the most intriguing racing games, in years.

F1 2010 is due out for PC, PS3 and Xbox 360 in September.

Comments (65) Latest comment 2 years ago

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  • clearblue #1 2 years ago

  • ERG1008 #2 2 years ago

    I'm not really into F1 but this does sound rather interesting.
    If it handles well & the career mode is done well, this could be a buy.
  • Ceatlan #3 2 years ago

    At last somebody is implementing race engineers. For years I wanted a game that let me go out to testing and practice laps and then when back in the pits, given the data from the laps and some feedback from me, suggested changes to the cars setup. In most games I have no idea what things to change on the car, but I am prepared to drive laps perfecting the setup and pointing out whats not right for me.
  • LOLLERS #4 2 years ago

    "The idea is that you won't be driving the same car all season; real F1 drivers don't"

    errrr....
  • Hydrogene #5 2 years ago

    Seems original and ambitious. But it will only be interesting if they don't screw up the driving models.
    A lot of bloom in the screenshots, someone should tell them it's so 2005...
  • ligurmatic #6 2 years ago

    @LOLLERS

    I'm sure McLaren and Ferrari (to a lesser extent) would claim that the car they started 2009 with and the one they finished with were very different beasts.
  • LOLLERS #7 2 years ago

    oic, it came across as you'll be changing teams all the time...it's been a long week.
  • effinjamie #8 2 years ago

    I'd really Love this to be good! Fingers crossed, but I think I'll be waiting for the review
  • Jay-ITFC #9 2 years ago

    CANNOT. WAIT. FOR. THIS. GAME.
  • superdelphinus #10 2 years ago

    sounds gay in a good way
  • TSYNDMonkfish #11 2 years ago

    This sounds very promising, especially the whole progression of the car over a season. I love the sound of the RPG-like career mode also.

    Lets hope they don't make the driving model to realistic though, as Id like to do some overtaking..
  • superdelphinus #12 2 years ago

    no mention of the FPS though

    UH OH
  • icelt #13 2 years ago

    @Ceatlan

    F1:CE had testing/practice sessions. You would drive a few laps, the game would suggest a change, you'd then drive the car a few more laps and then it would compare your best results with each sector by sector. You could do numerous iterations of this for wing settings, camber settings, general suspension settings, ride height settings, etc. So it's already been done.
  • Turrican #14 2 years ago

    Have spent many hours completing full seasons of early classics like Geof Crammond's Grand Prix - this game promises to deliver much more than ever before but its a big ask for their first attempt.

    The key quote in this article is 'over several iterations'. This is being aimed as franchise machine like Fifa, my big worry is that there'll be some showstopping bugs. Previous F1 games had some serious fails when it came to racing a full length race (like putting qualifying setups on your race car, weather always going wrong etc). I hope for the best but will be relying on the forums moreso even than the reviews to get the real picture of how it plays.

    Again to draw the comparison to Fifa 10, loads of features were promised but an awful lot were broken and never fixed because they moved on to the World Cup Edition development.
  • HarryPalmer #15 2 years ago

    Not sure i like the idea of being able to unspool your errors, worked well in GRID though.
  • Faldrath #16 2 years ago

    Full length races? Yes? Yes? Yes? Please? Pretty please?

    Oh, also... no Games for Windows. Please? Pretty please?
    Edited by 1 at 19/03/10 @ 17:30
  • GuyNoir #17 2 years ago

    Umm, all the shots seem to be from an "audience/spectator" point of view, but don't include the required virtual thrill of several millions of pounds worth of hardware being twisted into salvage. You know it's the only reason why you'd have such a facility.
  • superdelphinus #18 2 years ago

    can whoever did the preview say whether it was 60fps or not?
  • Fl0yd #19 2 years ago

  • RageBoy #20 2 years ago

    Really looking forward to this but I found the faster the cars got in Grid, the more difficult I found it to control them so bit worried how this will play.

    The career mode sounds ace though!
  • Jonny5Alive7 #21 2 years ago

    Can't wait for this. Slightly disappointed that you can't have full 24 player races online but I suppose that was to be expected.
  • MrChuckles #22 2 years ago

    Well, that's interesting, i was nattering to Stephen Hood about making a F1 management game a couple of years ago... Maybe i should get back in touch :).
  • Machetazo #23 2 years ago

    well now, this is interesting. Potentially, pre-order inducing intereresting. I particularly liked the sound of the top of page 2, and two-thirds down the final page. Now, please get it done. :)
  • Beano #24 2 years ago

    60 fps or 30 fps?

    Oli dropped the ball...
  • Machetazo #25 2 years ago

    Didn't you rate the rest of the article?
  • raion #26 2 years ago

    I keep reading how the F1 season keeps changing and so they have to adapt... which is all well. But I wonder, the fact that the season does not feature refuelling means they have to cut it off entirely (especially if they've done the work already)? Can't they keep the realism to the season for the career mode, and give us the option to have it our way for race weekends, and let me choose as many opponents as the engine will allow?
  • DirtyDubs #27 2 years ago

    What a great tune on the video (F.E.A.R. Unkle mix, Ian Brown)

    oh, and the game looks great too!
  • G-Money #28 2 years ago

    Is it gonna by fully compatable with G27 or not? Will the paddles and buttons be fully mapable. These are the things I need to know....
  • mojo_x #29 2 years ago

    Is is September yet? This is the first time in 12 months or so that I've been genuinely and *extremely* excited for a game release. This is a day one purchase.

    But please...no draconian DRM in the PC version. Securom and permanent online server connections make baby Geoff Crammond cry.

    Edited by 1 at 19/03/10 @ 19:35
  • IneptPercy #30 2 years ago

    If ever I built my PC for a game this has to be it.
  • FooAtari #31 2 years ago

    While I still think this will GRID in F1 cars (I hope I'm proved wrong) they can't really make things much worse that what the 2010 season is going to be like based on the extremely tedious first race.

    Formula 1 - Celebrating 10 years as the biggest joke in Motorsport.
  • Dop #32 2 years ago

    I hope it's not too much of a simulation - the idea of driving round and round for a couple of hours without ever being able to overtake the car in front probably wouldn't work too well as a game!
  • jamiscool #33 2 years ago

    Oh great didn't realise this was PC as well. Fab.

    Although, please don't sacrifice any of the console multiplayer for PC version please Codemasters, thanks.
  • greenllama88 #34 2 years ago

    Sounds good... not really into F1 or racing games but have really wanted to see sports games put more effort into career modes so this looks like it could sneek its way into my games collection :)
  • secombe #35 2 years ago

    Online, relatively equalised cars racing...after 6 months playing Forza online I can't wait. The preview almost apologises for the 'lack' of cars, for me it's a huge positive.
  • AHiFi #36 2 years ago

    Mmm, starting to become less and less enthused by this one; but I am looking forward to future and, hopefully, fuller iterations of the sport as a whole, rather than the star culture.
  • Shikasama #37 2 years ago

    There are many untested ideas and lofty promises here, and the developers themselves are keen to point out that they hope to develop them over several iterations.

    So why should I buy this one?
  • dfish #38 2 years ago

    the return of the sepia filter, what would we retroheads do without the EGO engine. they've manged to make this bloomin thing(see what i did there) look worse than F1CE.
    Edited by 1 at 19/03/10 @ 20:35
  • pac666 #39 2 years ago

    Looks like a definite buy. Will all depend on the feel, hopefully a well timed demo will confirm.
  • andijames #40 2 years ago

    This game holds a lot of promise and, as an avid F1 watcher, hopes it comes out as exciting as the 1996 version was when it first appeared on the PS1 (albeit with a teammate per team pitting every lap)
  • BillMurray #41 2 years ago

    I would very much like to play a demo of this.
  • AgentBalti #42 2 years ago

    Got to agree with Ceatlan, the thing that gets on my tits with Forza is that you have a myriad of settings to tinker with - all of which those with out a degree in engineering have sod all knowledge about. What do I tweak to get the best of my Focus RS? How the fuck do I know? (Pardon my French, but this is the reaction I feel like having when 'playing' Forza.) If I'm supposed to be some uber-driver winning all this cash or credits, then I'll pay for an engineer to do that stuff, not let me flounder in red or green land of figures, whilst my back end still flies out and I've bugger all clue as to why. Well done to Codemasters for that development. I do the driving, you do the maths. Sounds like my kind of game!
  • DoKtoR #43 2 years ago

    Bring it on - there hasn't been a decent F1 game since Grand Prix 4 (or Grand Prix Legends - whichever of those came out last)!
  • urban #44 2 years ago

    i do hope they keep the 2009 cars in there too.
  • icelt #45 2 years ago

    @DoKtoR

    F1:CE, for one, begs to differ with you.
  • DoKtoR #46 2 years ago

    @icelt

    F1:CE - Edge Magazine - 4 out of 10. Nuff said.
  • Rodchenko #47 2 years ago

    @DoKtoR

    Screw Edge.

    F1:CE was a decent offering. It had good sense of speed, handling and setup that lay at the right spot between arcade and sim, great rain effects and a satisfying career mode. Granted, it felt a bit sterile outside of the actual racing because there was nothing much happening but overall it was the best console racer since F1 '97.

  • metalangel #48 2 years ago

    @ceatlan and others: SBK has had this for several years. When in the pit (which is during every session except the actual races) you have your engineer there. You can choose from a list of issues (bike not leaning fast enough, brakes locking too easily, etc) and the engineer will make the necessary adjustments to your setup AS WELL AS telling you what he just did so you know what to come back and tweak yourself if you're still not happy.
  • Oli Verified Reviews Editor, Eurogamer.net #49 2 years ago

    The early code I played was probably under 30fps, I didn't ask but I imagine Codemasters will be aiming for 30 as with their other racing games.

    Full race distances will be possible, yes.
  • Miths #50 2 years ago

    Assuming they don't screw up the handling (GRID was horrible with both controller and wheel/pedals, DiRT 2 struck a pretty good balance between those two "dirty" words, arcade and sim), it sounds like this could be pretty damn good.
    Though for multiplayer racing I doubt I can be pulled away from iRacing (which will be getting last years Williams F1 by the way).
  • thelzdking #51 2 years ago

    This could be the first really decent non-Crammond F1 game.

    Please don't be shit!
  • Agent_Llama #52 2 years ago

    Agree with the calls to keep the 2009 cars in. Or does the cynic in me smell a DLC opportunity already thought of by Codies? ;)
  • StarchildHypocrethes #53 2 years ago

    I have my fingers crossed for this.

    I'm still amazed that no-one has come near to equalling the old Geoff Crammond F1 games in all these years.
  • StarchildHypocrethes #54 2 years ago

    /high fives thelzdking
  • jambo74 #55 2 years ago

    Don't belive a word that comes from Codemasters after OFDR.
  • X #56 2 years ago

    F1 games have bored me for years since F1 '97 on the PS1 and the last Geoff Crammond incarnation especially (although nothing holds a candle to his GP2 game) but this could be the one that finally gets me interested again. I suppose it was inevitable as the real sport has been boring for the last decade and is finally picking up again recently.
  • DoKtoR #57 2 years ago

    @Rodchenko

    Edge hasn't disagreed with me yet on a review - I might be a bit harsh on game design but I guess that's just because I'm an old school gamer. Back in the days of Microprose, Bullfrog and Cinemaware they knew how to make games that were fun (not that I'm discounting newer games from companies like Bethesda though).

    At least codies are prepared to try something new in the genre, and I hope they do succeed.
  • thelzdking #58 2 years ago

    /high fives StarchildHypocrethes back

    If we all hold hands, close our eyes and just believe hard enough it will be good.
    Edited by 1 at 21/03/10 @ 03:33
  • northside #59 2 years ago

    I haven't been immersed in an F1 game since EA's F1 2002 on PC. This does sound promising though, and after the last preview about all the guff about replicating life in the paddock i'm cautiously optimistic. Of course it will all mean nothing if the handling isn't up to scratch.
  • Vedfolner #60 2 years ago

    "Edge hasn't disagreed with me yet on a review" - lol :)
  • icelt #61 2 years ago

    Well if all it takes is quoting a review to justify one's opinion as unassailable fact:
    [link url=http://www.gamepro.com/article/re views/101348/formula-one-championship-edition/
    ]http://ww w.gamepro.com/article/reviews/1...[/link]

    F1:CE - Gamepro 5/5, 'nuff retort :p
    Edited by 1 at 23/03/10 @ 02:39
  • Harmonica #62 2 years ago

    This game is making all the right noises for me. Worst case scenario, they don't polish up the handling enough and the paddock stuff is only surface-deep. That would be a disappointing start for the series.

    But hopefully we get solid enough handling, with cars that develop to a certain extent over each season, and lively-enough paddock stuff, so that screwing with all the other egos on the track is fun and not entirely rote after one season. Ultimately if people really want hardcore sim racing they should play rFactor. I just want cars that feel real, not insanely difficult racing.

    Plus points for mimicking the F1 TV presentation to the letter. It always adds a lot to the game.
    Edited by 1 at 23/03/10 @ 04:24
  • JensonJet #63 2 years ago

    As was suggested in the article, Codemasters certainly don't concentrate on handling over AI in their driving games. In fact I'm not sure what they concentrate on. Making their driving games unrealistically arcadey? Tailoring their games to an American audience? Designing a game engine that'll impress in screenshots but run at an unimpressive, last decade's standard, of 30fps?

    As F1 has far fewer cars and tracks than any other driving game, I would have thought the developers could have taken the opportunity to replicate the previous 5 or 10 seasons. This way we'd have had an opportunity for a proper career mode. Then we could have seen a proper building of a race driver's career and worked towards getting a drive for a top team. Stuck in 2010 season forever more is a pretty thoughtless and dumb idea. I don't know why I'd expect anything less from Codemasters!
  • Harmonica #64 2 years ago

    Having them develop the previous seasons would mean the game arriving on the next console. Seriously. That's a hell of a lot of assets you have to work on. Yeah, previous generations you could just about manage it but not these days.

    I agree that jury is out on pretty much the entire game, especially due to the slippages.
  • spiny #65 2 years ago

    Classic cars as DLC please!