![]() ![]() Her mouth was a sagging gash without lips or expression. Her right eye was bright and blinking, but her left was a greasy slit. There was a gasp as the light hit her face. She hesitated, but only for an instant, then crossed the room and sat. The outline of a young woman appeared at the door. Across the room a security officer, stern and plain, opened the door. An old woman's voice from the shadow: 'Send her in'. Their attention on a single chair, bathed in light. To just call it a game to me is not enough anymore.Three figures waited behind a simple table. To me, a simulation is how many real-life, physical components we simulate, and especially this year, there are not many features that I can think of that we don't simulate. "To me, a simulator is not how easy it is to drive or how easy to make it spin. ![]() With my real motorsport experience, I can say that real racing cars are made to have a lot of grip," Greco continued. "In over 20 years of my career between sim racing and real motorsport, I have always come across questions like. "This year, the way the car feels, with the force feedback, and how it all works together, we are very close to what I want from a simulator," he said in the game's press release. Like me, Greco says he got tired of gamers conflating difficulty with accurate simulation. "It's the hardest thing to convey in any racing game because you're not physically in the car-the feeling of tire on tarmac, how it grips, how it behaves when there are changes in temperature or weather conditions."įurther Reading This isn’t a game: We try out a professional driver-in-the-loop simulatorIt actually reminded me of the steering feel I experienced in a professional racing simulator recently, which will be welcome news to David Greco, F1 2018's senior car handling designer. "We split the elements that are most important, that need to be simulated at that rate, and it was very much a known thing that we wanted to get," Mather told Ars. If you're playing with a wheel-I used the Thrustmaster T-GT and a PS4-you'll notice there's really good force feedback, which you use to feel how tires and suspension are working and therefore just how hard you can push for lap time. On top of that, the way the suspension and chassis are modeled has been improved, and the relevant bits of the simulation are now running at 1000Hz-regardless of the platform you choose for the game. All of these affect how quickly the tires get to operating temperature and how long you can make each set last. F1 2018 boasts a revised tire model now simulating the temperature of the carcass as well as the tire surface and also the brake temperatures. ![]() New modes aside, the racing itself has been improved, too. In addition to ranking your experience (from rookie to veteran), you're also scored on a scale from "sportsmanship" to "showmanship." Some teams, like Ferrari, want a showman others prefer a more buttoned-down, less-cocky driver.Īnd if details like that have you looking at a worn copy of F1 2016 or F1 2017 and wondering, well this may be the game for you after all. We can't just try things and throw them away if they don't work." With such a tightly constrained dev window, we can't waste any time. The career added in 2016 was just the beginning, and we know where we wanted to take it, what features to add over time. "It's actually not the ideas that are the problem, it's purely the time we have to create it," explained Mather. I don't envy the task in front of Lee Mather (the game director) and his team at Codemasters-luckily, F1 2018 is proof there's genuinely a lot of thought going into that effort. Then again, persuading cynics like me to open our wallets again is probably an even tougher job from the developer's side. "It's just like the Game Name 20xx you love, but now with one extra year on the date" can be hard to spin out into a full-length piece. Reviewing the latest version of a yearly sports franchise game isn't always something to look forward to. Platform: Windows, PS4 (tested), and Xbox One ![]()
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