So half the midst of it

So half the midst of it

F1 2010 - Formula 1 - [PlayStation 3] (Video Game)

Customer Review

Much can be said about F1 2010. I shall confine myself to the times things that are especially important to me in a racing game.

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Driving experience
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The sense of speed comes across well. With 300 km / h on the track to ride feels very fast. At high speeds to be traversed curve combinations fast response and good track knowledge require.

The car setup makes itself strongly felt. Set low or steeply-Wing, soft or hard, fresh or worn tires, all that can be felt on the track. During a race it shows how the tires degrade more and more grip. The grip is always noticeable at all. One notices immediately when the vehicle loses his grip on the track, and can intercept accordingly imminent Dreher even if you react quickly.
The course provides in the course of a race weekend by the rubber marks always more grip, and that makes not only optically a darker racing line noticeable, but you can feel it too.

With a steering wheel (with game pad I am never driven) always has one doing a good control of the vehicle. The controller responds directly and precisely. Driving errors are always my fault, and never in the game.

Switchable technical aids such as ABS and traction control are of great use. If you switch it off, you have to be very careful with the accelerator and brake handle, otherwise one spins faster off the track than one would like. Also "braking mistake" (standing wheels) are then possible.
Even with switched adaptive equipment but high concentration is required. Room for mistake and Dreher because there are still not enough.

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Opponents / KI
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The AI ​​drives predominantly aggressive but fair. Pull back to avoid an accident, but never voluntarily vacate the field. If one has set itself behind an AI driver, starts this to drive battle line. So he pulls for example before a curve already on the line on the inside to a not to give way to slow him down inside. The other way around try the AI ​​drivers to gain an advantage when trying to overtake the player. On a straight drive consciously in the slipstream - one leaves the racing line, so they move with to continue to stay in the slipstream. Through such maneuvers you can provide wonderful position battles with the AI. So to be a racing game!

However, it must adhere to the AI ​​drives a bit too flawless. Mistake there here and there, and sometimes even a spin, but cause failures mistake AI almost never. Almost always come every 24 cars to the finish. This clouds the realism a little.
Not even when a previously dry race begins rain, to AI drivers turn on slicks off the track, as it would happen in reality probably at least sporadically.

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Damage model
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The damage model has light and shadow.

It bangs heard lots of small parts flying around, the cars can take off, rotate wildly and sometimes roll over. Spectacular accidents are also possible if you are daring plan.

All in all, the damage model but a little too good-natured. Walls one can often easily laterally touching the front tire and just keep driving. Even the front wing infected little contact with other vehicles quite often away without damage. Tyres can only burst or tear. Minor damage is at all only on front wing possible. The rear wing breaks either completely or not at all.

Changes in driving behavior has damage to the vehicle under certain conditions. Only an outline of the front wing or blowouts affecting driving behavior (but colossal). Minor damage to the front wing (in harm display yellow) affect at all.

Rarely, but stupid: It may happen that you will be catapulted even without enemy action and without gross mistake of the race, and in the truest sense of the word. This is possible in Abu Dhabi and South Korea, where there is an embellished with curbs articulated each on a busy place at a fast pace, over which one should not go by all four wheels at full speed, because you can roll over it. Rarely happens because the part does not belong to the racing line, but when that happens, that's annoying.

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Trappings / Miscellaneous
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Codemasters will make you feel to be part of the center of all. You experience everything from the driver's view, even the main menu is (clearly) designed as a paddock. This concept is implemented in total rather halfheartedly. There is no presentation ceremony, no warm-up lap, no grid with grid girls, no safety car.

After the race you have to face an interview - with podium finishes at a press conference, otherwise in the paddock at a TV crew. However, the questions are repeated many times, and soon catch the interviews to be nervous. The values ​​journalist Carolin Schuster I want anyway so slowly no longer see.

The pit radio can convince only in its infancy. The information that will be given are rarely really helpful because you can see all the important HUD. But the man speaks sometimes just stupid stuff. Example: In a 14-lap race (20% race distance) it rains. When I go in Round 7 for scheduled stop in Box, the rain stops, so I switch to slicks. One lap later, I am told by team radio that the track dries slowly but soon I may come in, so that you can switch to slicks.

Annoying is that far too rigorous punishment system. Even very slight, unintended collisions lead to penalties. If you drive in qualifying on the inside minimally into the grass, the round will be void. Scandalously you will even be punished if the AI ​​drives a the rear. What shoud that? On the other hand, one can setlich press nebenherfahrende vehicles unpunished in the yield limit.
The criminal system is completely unbalanced and on the whole quite simply unfair.

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Technology
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Some, a few places the framerate unfortunately buckled significantly. This is especially noticeable in Monaco - ie calculated on a route where you can use the lack of run-off areas at least. Otherwise, the performance is good but almost everywhere.

Load times are rather bad, and pretty much on the pain threshold, but fortunately come only perform the start and the end of a race weekend. A once-packed race weekend does not cause further delays.

The great strength of F1 2010 on the technical side is of course the dynamic weather system. Not only that, it adds a random component and more tactics, it even looks outrageously good. Even on the virtual camera raindrops accumulate, run and blur and take sometimes also the view of small areas of the image. And woe to anyone who dares to go in the spray of the person in front. The in itself is virtually impenetrable, but you get even a blur effect when one ascends to close. Then you have to veer and go from the spray to get a clear view again. More intensively can gives you a racing feeling hardly. Gorgeous!

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On-line
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In pretty much every run the first corner on the weal and woe of the race decides. Stupid, you have no influence on whether you can get away salvation, or not. Many players are too careless, some too aggressive and unyielding, and sometimes you even doing what, who are aware only on riot of unrestrained and go purposely in the bunch. Since it does not help then that the bully is punished (penalty, DQ), if you end up even without any fault in the gravel.

The best recommendation is simply to join the Internet of an organized group, the emphasis on civilized driving.

Otherwise, my experience is true for most, the higher the rank of the player online, the more reasonable he drives.

At the race against human opponents makes naturally far more fun than against the AI, only you just have to look for enemies with whom you can deliver fair position battles.

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Conclusion
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F1 2010 has become a successful racing game. In some places it is suffering, but on the whole, Codemasters has here is what I expect from a racing game.

Tastes good, feels good Rank: 5/5
March 29
very good transmission Rank: 5/5
May 9
well thought 2 Rank: 4/5
January 29
A good idea but ... 1 Rank: 3/5
December 12
décue 1749 Rank: 2/5
October 21

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