The handling model is what makes or breaks any sort of racing game or simulation, which is why EA Sports claims to have improved in this area for F1 23 compared to its predecessor: Real data from the actual Formula 1 teams have influenced development to make driving the cars more realistic, but also more enjoyable - has it worked? We have looked into this in the pre-release version of the game.
Each year, the F1 game franchise has to walk the fine line between realism and accessibility. The World Championship has millions of fans around the world, so the series should appeal to the majority of them - convincing all of them is impossible, as a result. On one hand, there are more casual racers that play on a console and PC using a game pad, on the other hand, there are the sim racers with wheels, pedals and rigs.
To fully experience the reworked handling model, we have tried it without assists, both in Grand Prix and time trial mode. A big gripe of many players of F1 22 was the throttle response of the cars, which was mentioned as a point of improvement in particular in the Gameplay Deep Dive. The power curve seemed to have a very sudden peak, leading to unforeseen spins while on the throttle in lower gears.
The cars also feel less understeery than before on the default setups, making it easier to get them to turn into corners - as they should, judging from onboard recordings of real F1 cars, as they are glued to the road by an abundance of downforce. This, however, also makes them feel a bit lifeless until you really start pushing them hard. Only then will you feel the 1000 hp, 798 kg rocketship you are in charge of move around a bit. Whether or not this is entirely realistic is up to those who have actually driven a modern Formula 1 car - Like McLaren pilot Lando Norris, who has already given the game a try.
Infusing more life into the FFB system could go a long way to make the cars feel even more alive as a result. In general, they handle well and affect the FFB in a predictable manner - although some time needs to be factored in to get your settings just right, just like in any game or sim.
Each year, the F1 game franchise has to walk the fine line between realism and accessibility. The World Championship has millions of fans around the world, so the series should appeal to the majority of them - convincing all of them is impossible, as a result. On one hand, there are more casual racers that play on a console and PC using a game pad, on the other hand, there are the sim racers with wheels, pedals and rigs.
To fully experience the reworked handling model, we have tried it without assists, both in Grand Prix and time trial mode. A big gripe of many players of F1 22 was the throttle response of the cars, which was mentioned as a point of improvement in particular in the Gameplay Deep Dive. The power curve seemed to have a very sudden peak, leading to unforeseen spins while on the throttle in lower gears.
Less unpleasant surprises
Now, turbocharged hybrid F1 cars without traction control will have wheel spin under acceleration if you are not careful, there is no doubt about that. But in F1 23, this feels more predictable. It did happen during our testing, but usually, you knew immediately that you have overdone it while you watched your car head for the closest barrier to integrate itself in. A light foot on the loud pedal while accelerating out of slow corners is a must as a result, but there should be less suprises in the form of involuntarily swapped ends of your vehicle.The cars also feel less understeery than before on the default setups, making it easier to get them to turn into corners - as they should, judging from onboard recordings of real F1 cars, as they are glued to the road by an abundance of downforce. This, however, also makes them feel a bit lifeless until you really start pushing them hard. Only then will you feel the 1000 hp, 798 kg rocketship you are in charge of move around a bit. Whether or not this is entirely realistic is up to those who have actually driven a modern Formula 1 car - Like McLaren pilot Lando Norris, who has already given the game a try.
Force Feedback
F1 23's Force Feedback does what it needs to: It is possible to predict slides and spins and catch them if your reflexes are quick enough, the system communicates what the car is doing well enough. However, it seems like road details are often absent, at least in the preview version - even on bumpy tracks like Interlagos.Infusing more life into the FFB system could go a long way to make the cars feel even more alive as a result. In general, they handle well and affect the FFB in a predictable manner - although some time needs to be factored in to get your settings just right, just like in any game or sim.