Thanks for the impressions everybody. Can't wait to pick this one up for the 360 as soon as I can find it, hopefully tomorrow.
F1 2010 Impressions (PS3, 360, PC)
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Re: F1 2010 Impressions (PS3, 360, PC)
New Video 1080p PC
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Here's another short video showing the game running on maxed settings at 2500x1600 resolution with vsync on. Again, I must say, excuse my poor driving.
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Re: F1 2010 Impressions (PS3, 360, PC)
Question guys, is there a built-in movie making system for replays or are you guys using an external app?Comment
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Re: F1 2010 Impressions (PS3, 360, PC)
Originally posted by zoxcvI have a few huge concerns other then the pit problem.
1. I pulled off to the side of the course to see if any CPU cars crashed, or had any failures. After letting it go for 20 laps, nothing. 23 other drivers driving around without incident. I hope my small test is wrong, but if not it's game breaking for me.
2. I crashed with another driver intentionally to see what would happen. He wrecked, which brought up a 5 second yellow. His car vanished off the track and we immediately went back to green. So no yellow laps. A sim that plays like an arcade racer. To me this renders the game unplayable. I again hope that I am missing something here.
3. Zero crowd noise. Drive by the grandstands and its silent. Very poor atmosphere overall.
So my first reaction is that this game is great to look at and fun to play but as a sim it feels very shallow.
Please correct me if I'm wrong on any points. I do really want to get into this game.Comment
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Re: F1 2010 Impressions (PS3, 360, PC)
I haven't got a chance to play yet. Hopefully I'll get to pick it up tomorrow between life business. But I'm thinking with you man. I think this is a pretty good looking title only to get better. One thing it seems is Codemasters got out the devs way and let them do them. Unlike EA I don't think Codemasters was on their back so much telling them what they must do besides probably keeping the menu and look continuity which is a small thing to a dev. I think the overall direction of the project went the way the devs wanted it to. Seems like a fix for the pits is going to be a small thing also. They say it's just a programming logic thing where in order to prevent pit lane pile-ups they have some safety programmed in. Maybe it's a bit aggressive and they just need to tone it down.Comment
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Re: F1 2010 Impressions (PS3, 360, PC)
Originally posted by zoxcvI have a few huge concerns other then the pit problem.
1. I pulled off to the side of the course to see if any CPU cars crashed, or had any failures. After letting it go for 20 laps, nothing. 23 other drivers driving around without incident. I hope my small test is wrong, but if not it's game breaking for me.
There should be a few accidents a race but not many more than that. The only thing what would bother me is a lack of car failures.Comment
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Re: F1 2010 Impressions (PS3, 360, PC)
Picked this game up today and I'm really enjoying it. After a few hours of flying off the track I think I have the hang of it now.
I tried online also and it was pretty good. Theres always the usual online dickheads but besides that it was quite enjoyable and I picked up some wins.
I also tried career mode and after coming first in my Toro Rosso I was quite shocked. I wanted to struggle in my first season but after qualifying 5th I found it suprisingly easy to get to the start of the pack.
But overall Im really enjoying this game.
Btw thanks for all those who posted screens and vids of the game.Comment
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Re: F1 2010 Impressions (PS3, 360, PC)
codemaster forum post, few questions answered; pace car, car failures, etc.
"During production of this game many people have asked me why we didn't include X, Y or Z features. I've been told so many times that X is a vital ingredient only for the person next to them to disagree. There is no ideal feature list that'll gain unreserved approval from everyone. We simply cannot include everything in our first game and tough decisions have to be made. We didn't include mechanical failures (for example) because I would like us to do this properly. For starters I don't like random failures so straight off it'll take us longer to implement a system whereby wear and tear on the car feeds into the likelihood of systems shutting down. I want the player to be able to work around them if spotted early enough. For the older gamers out there, think of the crack that'd appear at the top of the screen as your car took a pounding in Crammonds wonderful Stunt Car title. Why no Safety Car? That became quite a topic of conversation in the office! The SC issue is quite black and white, even amongst the community. Yes, it's quite cool in real life because it sparks a lot of activity, change of strategy and brings the cars closer together but I want all those elements in our game not just a car that trundles around the track when an accidents occurred. We want to include things that we have time to do justice to and that proved extremely tough with the game you'll soon have in your possession let alone anything on top of that. We built this game from the ground-up and everything took a great deal of planning and effort. We pushed the development period as far as we could... we're always very aware of what's being called for. Sometimes I feel as though the gap between F1 games has played against us because people have had so long to imagine all the features they'd love to have in their ideal F1 title."Last edited by kennytomson; 09-23-2010, 05:48 AM.Comment
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Re: F1 2010 Impressions (PS3, 360, PC)
http://community.codemasters.com/for...nks-t4rg4.html
codemaster forum post, few questions answered; pace car, car failures, etc.
"During production of this game many people have asked me why we didn't include X, Y or Z features. I've been told so many times that X is a vital ingredient only for the person next to them to disagree. There is no ideal feature list that'll gain unreserved approval from everyone. We simply cannot include everything in our first game and tough decisions have to be made. We didn't include mechanical failures (for example) because I would like us to do this properly. For starters I don't like random failures so straight off it'll take us longer to implement a system whereby wear and tear on the car feeds into the likelihood of systems shutting down. I want the player to be able to work around them if spotted early enough. For the older gamers out there, think of the crack that'd appear at the top of the screen as your car took a pounding in Crammonds wonderful Stunt Car title. Why no Safety Car? That became quite a topic of conversation in the office! The SC issue is quite black and white, even amongst the community. Yes, it's quite cool in real life because it sparks a lot of activity, change of strategy and brings the cars closer together but I want all those elements in our game not just a car that trundles around the track when an accidents occurred. We want to include things that we have time to do justice to and that proved extremely tough with the game you'll soon have in your possession let alone anything on top of that. We built this game from the ground-up and everything took a great deal of planning and effort. We pushed the development period as far as we could... we're always very aware of what's being called for. Sometimes I feel as though the gap between F1 games has played against us because people have had so long to imagine all the features they'd love to have in their ideal F1 title."Comment
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