Ferrari Challenge Trofeo Pirelli Preview

Life begins at 430.

Mark Cale really likes Ferraris. He likes them so much, in fact, that as CEO of System 3, he's been making a game exclusively about them. On top of that, he's delayed the game's launch since November of last year, endlessly tweaking to get that Ferrari feel just right.

And Cale must be confident he's nailed it, because he's taken a bunch of journalists to Silverstone to experience the real thing before playing the game. This sort of Pepsi taste test is a bold move (I think we all agree Infinity Ward took things too far carting us off to the Ukraine to shoot real Russians for COD4), and one that could easily backfire if Ferrari Challenge doesn't live up to the comparison.

There's a strange hint of family outing to proceedings as I bundle into one of Cale's Ferraris (a 60th anniversary 612 Sessanta, coming to the game as DLC). That sensation lasts precisely up to the point where he puts his foot down, and it feels as if I've been hit in the stomach with a well-placed fridge freezer.

This, Cale tells me cheerfully as I'm squeezed back into my seat and my brain starts to trickle out of my ears, is the g-force. I didn't think it existed outside of travel on the Millennium Falcon, but it does - racing drivers experience it all the time, and it's the one thing videogames can't recreate.

'Ferrari Challenge Trofeo Pirelli' Screenshot 1

Motion control on the Sixaxis has precisely one implementation - enabling angry fist-shaking in the in-cockpit view.

But g-force is just the start: that elusive Ferrari feel is all about a sense of brooding power waiting below the surface, coupled with the crazy grind as the stomach-melting speed of the straightaways gives into a frenzy of brakes as you drift around a corner. These cars may look calm and classy, but they really like to throw you around. Being in a Ferrari is a bit like being inside a really top class tumble-dryer, then - albeit a tumble-dryer that costs around GBP 200,000.

And the good news is, g-force aside, Cale's game seems to be on target. The cars in Ferrari Challenge are jolting and commanding, the handling is precise yet still has a thick, luxurious feel to it, and there's a real connection to the track, thanks to a bespoke physics model that applies centrifugal force to each tyre. With the assists off, the complexity of the Ferrari is - often tragically, in my case - right there on the screen, generally ploughing into the tyre wall. With them on, the cars retain a wilful charisma, yet the game starts to approach a restrained arcade feel. It's still a caricature of sorts - when Bruno Senna, cousin to Ayrton and the game's 'test driver', tweaked things for absolute accuracy, none of the developers could get the cars to go in a straight line - but comprehensive assists allow you to select your own sweet spot.

The Ferrari Challenge itself is a championship series which uses a single model - in this case the F430. Eutechnyx, the developer, has kept this purity as the game's centre: the career mode is all about racing your F430 against other identically untweaked cars, as in Yu Suzuki's F335 Challenge. If your heart's set on variety, then this probably won't appeal, but there's a brutal clarity in knowing the competition comes down to skills alone.

There are cars to unlock, of course - 32 will ship with the game, going back to a 1957 Testarossa - for use in specific challenges, but this is a game about mastery rather than shopping. It's not about finding shortcuts, but fitting, as closely as you can, into someone else's grand plan. The racing line isn't there on the ground to be beaten, but to be matched.

Visually, the game has an undeniable streamlined beauty. Cars are detailed and alluring, deforming with a crunchy realism, and the tracks are uniformly good-looking. Weather effects can be called in, but the game seems best with its SEGA-style blue skies showing off the shiny hardware. Things are looking relatively sunny in terms of AI, too, with a system of virtual button inputs replacing more traditional splining. "The cars will react to what's around them," says Cale. "The computer can say, 'Do I out-brake this car and try and make it or not?'" AI competitors certainly seem a bit more flexible, shunting each other around and suffering the consequences of over-enthusiastic cornering. It's not Burnout - and the game's 30fps frame rate needed to allow for its AI complexity may upset many - but it's also far from the sedate lunchtime drives of Gran Turismo.

Twelve tracks will ship with the game - regular suspects such as Monza, Hockenheim and Silverstone - and there's sixteen-player LAN or online multiplayer available (split-screen is impossible due to the high poly counts of the models, apparently). There was no sign of the DS, PS2 or Wii versions, which will follow later, although game-sharing is confirmed for the DS and gestural controls for the Wii. The absence of the 360 continues to be something of a mystery, too, with reasons given ranging from sales dilution across the formats to complex licensing issues.

'Ferrari Challenge Trofeo Pirelli' Screenshot 2

Audio is crucial to Ferrari Challenge: an engine in full voice sounds like a dinosaur being put through an industrial shredder.

There's no doubting that racing games have hit the skids of late, with Project Gotham Racing 4 underperforming in the shops and SEGA Racing Studios closing its doors following the commercial response to SEGA Rally. Despite this, Cale seems confident: "The racing genre is by far the second-most popular genre in the world after first-person shooters, and the best brand to be associated with is Ferrari." It's still hard not to see the dangers of releasing a game with such a precise agenda, however: Ferrari Challenge may just be too focused for many players, with its intense attention to a single manufacturer being mistaken for a limitation.

Anyone concerned that Ferrari Challenge is merely a brand cash-in can set their worries aside - this is a polished and often stubbornly distinct game, and opts for reverent love rather than cynical exploitation. With DLC adding a new track and five cars every month, Cale's dream is eventually to release every Ferrari ever made; it remains to see whether this kind of content can stop the game from being perceived as a dual of 430s. From what we've played, Ferrari Challenge is confident to carve its own path: it isn't about making your own perfect car, it's about driving someone else's. And luckily, that someone else is Ferrari.

Comments (24) Latest comment 4 years ago

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  • Pedrolot #1 4 years ago

    'Motion control on the Sixaxis has precisely one implementation - enabling angry fist-shaking in the in-cockpit view.'

    ROFL...
  • seasidebaz #2 4 years ago

    awesome, can't wait for this...

    hopefully this could be the racing simulation i've been waiting for. and if it's compatible with the g25, well.... that's me a lot of money out of pocket :)
  • Beano #3 4 years ago

    "It's not Burnout - and the game's 30fps frame rate needed to allow for its AI complexity may upset many - but it's also far from the sedate lunchtime drives of Gran Turismo."

    Only 30fps? ... Fail!
  • secombe #4 4 years ago

    First game I've seen on the PS3 (or any 'next gen' console for that matter) that has me really really tempted to get one. Reading this preview brings to mind GTR2 a bit, which is still my all time favourite racing game. If this has 70% of the realism of that and the handling is good then put me down for a copy (and a PS3)

    It may get marked down for it's limited scope, but I think that's a good thing, I would rather 30 cars worked perfectly than 500 with slightly tweaked variations. Funny how this will more than likely be massively overlooked by GT5, yet at the moment seems much more like the 'simulator' that the GT series has always claimed to be.
  • bad09 #5 4 years ago

    I loved F355 on the Dreamcast so this sounds really interesting
  • ostrasized #6 4 years ago

    split-screen is impossible due to the high poly counts of the models, apparently
    What utter bollocks.
  • woodnotes #7 4 years ago

    Lots of excuses here.

    No splitscreen because of the complexity of the models? Only 30fps because of the AI?

    Let's just say that Forza 2 had to deal with full damage modelling, the most advanced racing AI and physics we've seen in a console game, and still managed both 60fps AND split screen.
  • seasidebaz #8 4 years ago

    @woodnotes: yeah, but forza2 looked shit. and the ai was still on rails, ie SCRIPTED
  • bloke #9 4 years ago

    Bollocks to that - there's no well written racing AI on earth which would seriously effect frame rate on a PS3.
  • a212 #10 4 years ago

    Forza 2 - 60 fps?

    Than something has had to be wrong with both my alien-surgery bionic eyes and my telly...
  • Beano #11 4 years ago

    Yes, Forza 2 was 60fps... the graphics were simple and a bit boring but 60fps is preferred over 30fps and "flashier" graphics IMO.
  • mainaman #12 4 years ago

    Yes,racing sim with promising graphics for a console!

    30 fps-if steady,no big deal!
  • seasidebaz #13 4 years ago

    yeah, the drivatar was basically a script that took your "driving style" and raced according to your "style"

    although, i had a monster ae86 in forza1 that i trained my drivatar with, every corner i took was a drift, the drivatar ignored it and raced the line instead.

    never tried it in forza2 cos if i remember, you couldn't train them, only hire them. so it's still scripted.

    i also didn't mention, the ai in this game will probably be on rails. if the ai knows how to "race", then all the cars should block all the other cars, so the pack won't move unless a car crashes.
  • secombe #14 4 years ago

    How did Simbin do the AI in RACE/GTR etc? I know there were an obscene amount of calculations per second for every single car quoted for that game, and despite putting well over 100hrs into GTR2 (and counting) I'm still amazed by some of the things I see my AI opponents do.

    It's not perfect (if you spin they aren't particuarly quick to avoid you) but when racing it's easily the best AI I've played against.
  • septimus #15 4 years ago

    Forza 2 has the same shit scripted AI as PGR4, GT5 (replace 5 with whatever) and any other console racer. It's really fecking annoying.
  • Miths #16 4 years ago

    PGR4 ran at 30 fps - it certainly didn't bother me the least. As long as it's a rock solid 30 fps I honestly think that's enough for racing games. I've had GTR2 dip down to 10-15 fps at race start - although in one case that was admittedly with 60 cars on the track at Spa :), and below 25-30 it does start to get too choppy for comfort.

    It's really starting to look like I'll eventually have to find a way to get my G25 set up in front of my TV. GT5P wasn't enough to convince me to try to find a gracious way around low glass tables and other living room furniture, but with this and possibly Grid (assuming that one didn't disappoint, and at this time I still don't have a clue) it looks like I'll have to find a way.
    I've seen some fancy contraptions made just for that purpose, but then there's still the matter of having to move everything in and out of the living room if you don't want it sitting there looking entirely out of place among all the nice furniture you just bought for your new apartment :).
  • MaxiSleep #17 4 years ago

    "and the game's 30fps frame rate needed to allow for its AI complexity may upset many"

    I really don't buy this explanation.

    And the screen shots look somehow soulless.
  • secombe #18 4 years ago

    And the screen shots look somehow soulless.

    More so than the Gran Turismo series?
  • Shyvah #19 4 years ago

    "a dual of 430s"

    Duel, surely...
  • MakyoDetector #20 4 years ago

    AI scapegoated, LOL. Screens suck but who cares if it will have physics.
  • smurphs #21 4 years ago

    Buggrit. Now I have to start saving for a PS3. Grumble grumble....
  • suicida #22 4 years ago

    I want this game more than GT5...
  • darc #23 4 years ago

    DS and Wii releases? I actually thought this might be some kind of April Fools thing when I read that. How can the spirit of this game possibly be captured on that sort of hardware??
  • Rodster #24 4 years ago

    The Suxaxis controller is so lame. That's the best usage they could get out of the controller? Why not also enable PSP compatibility so we can also use it as a rear view mirror? Now I want to see you drive in a straight line. :p

    I'll make a predication. It won't be worth the 5GB install.
    Edited by 1 at 06/06/08 @ 15:26