

- CODEMASTERS F1 2013 CLASSIC EDITION DRIVERS
- CODEMASTERS F1 2013 CLASSIC EDITION DRIVER
- CODEMASTERS F1 2013 CLASSIC EDITION FREE
It felt to me that the Lotus-Renault 98T had the most powerful engine (in real life, it most certainly did: in 1986, Renault’s turbo V6 produced up to around 1300bhp in qualifying trim, and more than 900bhp in race configuration!), but it understeered in slow corners so badly that I couldn’t drive it as well as the FW12.


Strange as it may seem, I really liked the Williams-Judd FW12 because of its superb handling. I drove them all, and I definitely favored certain cars over others because of superior engine and handling characteristics. You get much the same story with the classic F1 cars. In Formula 1, even though the cars may superficially look similar to each other to the untrained eye, there are myriad differences in detail which, in sum, contribute to fairly significant performance variances from car to car. Similarly, although they all run Renault engines, the Williams is a lot slower and handles very poorly compared to the beautiful black and gold Lotus, while the mighty Red Bull is just in another league altogether. 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.
CODEMASTERS F1 2013 CLASSIC EDITION FREE
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.
CODEMASTERS F1 2013 CLASSIC EDITION DRIVER
With driver aids, players can either select each aid’s effectiveness (high, medium, or low), or turn it off altogether.
CODEMASTERS F1 2013 CLASSIC EDITION DRIVERS
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. It is something we would like to pursue at some stage but not for this year's game.Gameplay for a title such as F1 2013 is essentially all about the experience of being in control of a racing car. Also the fact we were not able to get McLaren signed in time meant that we did not have access to many of Senna's cars. Again there is a pre-existing agreement with another developer, this time in Brazil, which complicated the issue. "With regard to Senna, obviously we are all huge fans and would love to have him in our game at some point. The team has an existing deal with another developer which complicated matters." Unfortunately we could not reach an agreement with McLaren in time to get them into the game. "This is very much a start point for us in terms of classic content and our licensing team has done an amazing job in securing the content that we have, including three iconic teams and ten former World Champions. With Codemasters' F1 2013 out later this week we reached out to the studio to learn a bit more about some of the decisions that went into the choices for Classics Mode - and as it turns out licensing meant we won't be seeing Ayrton Senna or classic McLaren cars in the game.
