![]() The Force India-Mercedes, while fast in a straight line, is not as good in slow corners as the Mercedes-AMG is both these Mercedes-powered cars feel faster in a straight line than the McLaren-Mercedes. I very much like that each car model is distinct from the rest. Can the game satisfy someone familiar with what high-performance driving really is like? But my question is, just how realistic can it be? I mean, I’ve never driven a Formula 1 car myself I am, however, quite experienced with go-karts (I’ve even tried shifter karts) and have test-driven high performance road cars for BMW and Chevrolet and Ford in years past. ![]() So, clearly F1 2013 can be as easy or as realistic a racing game as a player wants it to be. The strictness of the enforcement of the regulations can also be tailored to a player’s preferences. The player can also choose whether or not he would like to experience the entirety of the Grand Prix weekend (full-length Free Practice sessions and full-length knockout-style Qualifying) or truncated versions thereof. In Grand Prix and Career modes, the player can configure race distances, from a length of three laps to 100% race distance. With driver aids, players can either select each aid’s effectiveness (high, medium, or low), or turn it off altogether. ![]() I turn options like these off because real-life F1 drivers don’t have these to rely on.ĭriver aids such as Driving and Braking Assists, anti-lock braking systems (ABS), traction control, dynamic racing line, and others are also enabled by default as well. Also on by default is an on-screen display (OSD) with various data – speed (selectable between metric and Imperial units), a track map, DRS and KERS status, proximity arrows, etc – designed to make the driving experience easier for novices. The default camera view is chase, but players who prefer a more realistic experience can select a cockpit view. No matter what game mode you play, once you’re on-track it’s basically the same experience. It’s very possible that some of what I describe in this review might be something that less experienced, or less sensitive, players may not necessarily agree with or even perceive. Not only that, but a lot of what driving a vehicle – real or simulated – of any type entails is based on the driver’s sensitivity to all the various stimuli assaulting his or her senses. While this sounds like a fairly simple thing to describe in theory, the reality is that it’s really a very difficult thing to articulate because everybody’s experience level is different. Gameplay for a title such as F1 2013 is essentially all about the experience of being in control of a racing car.
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