F1 2012 Review (360/PS3) -
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Codemasters has turned their F1 games into an annual release, and F1 2012 looks to add on to the success of the first two games with new modes and the same gameplay fans have come to know.
However, the game might have used a playbook that played it too safe this year.
That was a very solid review. Personally, I rate the game an 8.25. I really prefer it to F12010 and 2011, despite any changes. And I like the added modes and the young driver test, which was very helpful to me.
The polished up graphics and menus are really nice, too. I'm having fun with 2012.
GO 'HAWKS!
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"Best of Both Worlds"
Still a good game but being a casual F1 fan I found this far too similar to last year's iteration.
Great review though, the " eerily similar to last year" just sums it up.
But then again what can they do? Its F1 after all, same rules (more or less), same cars, one or two new tracks. I really think Codies need to do a once every two years type release for these games, they are getting stale.
They could continue working on the physics. The cars *still* look, at times, like slot cars. When the cars turn it's not really evident that the tires are gripping the surface, and it should be. It's as if the cars are spinning on a pin.
Also, there still isn't a lot of immersion to the product. When you are in the cockpit and looking at things from a driver's perspective you should really feel like you're in a death trap hugging the surface with all sorts of noise around you, and I don't feel that.
Totally agree with the summary. I would probably rate it 7. As mentioned there really only marginal improvements from F1 2011. More annoyingly the same weaknesses of earlier title still exist. The game really fails to capture the atmosphere & prestige of F1 events.
My biggest complaint with this series is the apparent schizophrenia Codemasters is suffering with the grip model.
Last year's game had too much oversteer due to excessive front-end grip. But at least that abundance of traction gave players the feeling of connection with the asphalt until they inevitably swapped ends.
Codemasters probably heard the complaints about oversteer and typically overreacted, as this year's game features far too much understeer. The annoying byproduct of that programming decision is a lack of front-end grip, which kills the feel of driving.
I didn't play F1 2010, but F1 2011 and 2012 both have lacked a feeling of "weight" generated by mechanical and aerodynamic grip. F1 cars generate enough downforce at 150 mph to run on the ceiling of a wind tunnel.
Yet the steering in F1 2011 and 2012 -- especially this year's game -- is far too light. You never get the sense you're driving a 1,300-pound race car with bags of grip through either a proper physics model or force feedback through the controller.
That doesn't mean the car should be connected to the track like a slot car. But it shouldn't feel light. It should feel violent.
Formula 1: Championship Edition was able to simulate both grip and weight BEAUTIFULLY in 1998 on the PlayStation. Fourteen years later, and the physics of F1 console games seem to have regressed.
I still haven't pulled the trigger on this game because, frankly, it seems way too similar to last year's iteration. I just can't justify spending $50 for what essentially seems like the same game (aside from the adding of the new Texas F1 track and the loss of the track at Istanbul). I'm not saying it hasn't changed at all, but the demo was way too similar.
And, yes, a classic F1 season would be awesome, especially if you could actually race in a season mode for it.
It would be awesome to do a late 1980s season mode with all the legendary drivers and tracks from that era (plus, the fact that the cars were radically different with no aids, no automatic clutch, etc.). Of course, with all the changes in the last 25 years, that in and of itself would make it very difficult for them to do, so we'll probably never see it happen.
I would also like to add how bad weather conditions are the year. There is no feeling of gradual deteriation of grip levels. When it starts to rain you literally go from having a car which drives like its perfectly dry to driving like its on an ice rink. This is one area where the game really frustrates. It kills your lap times & actually makes you consider turning off Dynamic Weather.
Codemasters should add some historic cars and tracks to the game, much like 2K does with vintage teams for the NBA series.
And for Christ's sake, return a season mode, all three practice sessions and scalable tire wear to the 2013 version of the game!
They can't due to FIA licensing issues (they've said this on their forums each year when it comes up).
I've tried it with a wheel, the game is designed around a gamepad and a casual audience. Turn off every assist and drive with a wheel, the handling isn't that good, use a pad and the car is more responsive and more stable.
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