However, last year’s follow-up, despite having numerous improvements on its forebear, sold slightly less and was generally considered to be a much tougher game. “I think the problem that we had in the past was that we didn’t call things out,” said Steve Hood, Creative Director on F1 at Codemasters’ Birmingham Studio.
“It’s really galling for developers when there’s that blood, sweat and tears, we’ve put all that work into this title, there’s all those new features from 2010... But we didn’t always call stuff out, so if there was a new feature in there, players didn’t always find it. This year it’s a very simple thing that we never got around to doing; little tags that just saying ‘new feature in here!’ It just makes the player a little more inquisitive about ‘what is this new thing? Oh, Champion Mode? I think I’ll try that out.
The mode in question reflects the staggering line up of talent competing in the sport this year. Each of the six current superstars has specific events calling you to beat them. The first is Kimi Raikonnen, starting a half dozen positions ahead of you but on worn tires. To advance, you have to chase him down in your freshly kitted vehicle and complete the circuit ahead of him. Beat him and it’s Lewis Hamilton’s turn, taking him on in a wet weather race – and as much of a cliché as it is for the British racer to be caught in the rain, it makes for superbly thrilling race material.
The weather system is one of the areas that’s had significant improvement this year. Deemed revolutionary in 2010, it’s operating at a whole new level now. “We spent a lot of time working out on the console what we could do with the weather systems,” Hood says. “We’ve made these storm-fronts which can sweep across the track, and that’s awesome.” The dynamic weather patterns can produce localised effects on different parts of tracks, depending on your location. A longer race might see rain sweep over half of it, demanding a change in your tire strategy or when to make pit stops – not to mention the nightmarish effort of steering a precision vehicle while blinded by back-splatter from the car ahead.
Criticism over 2011’s perceived difficulty should be lessened this year by a streamlined control system. “Making the cars easier to drive on the pad was number one priority for us,” Hood explains. “Yes, we build it and developed on the steering because it gives you a clear focus on what’s going on. Yes, we’re working on the physics engine [but] we want the players to experience the beauty of Formula 1, which differentiates it from other racing series. You can only get to that point if you can stay on the track and drive consistently.”
“F1 2012 should come across as a more complete experience, and we’re trying to call out the things that it has got above and beyond from 2011,” says Hood. “It’s obvious to players what they’re spending their money on this year.”
Retaining the authenticity devoted fans crave while being just a touch more accessible for newcomers has seemingly paid off. The new tracks look to be a joy, and the precision given to the player – especially on a pad – is much improved. All told, F1 2012 is shaping up to be the finest virtual outing the sport has seen yet. A real winning formula.
Source : feeds.ign.com
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