Where were we?
Despite the undeniable goodness of his driving model, which is a hybrid approach between the arcade and simulation, F1 2010 presented a series of balance problems mainly concerning artificial intelligence. What resulted was then inevitalmente altered the pace of the race, which is not always reflected the realistic performance of Formula 1 racing. Notwithstanding that we have got to try F1 2011 for only a few hours and then we can not yet give a definitive opinion of many elements and detailed, let's see if the main shortcomings of the previous game have been remedied.
F1 2010 had severe limitations in terms of artificial intelligence. How do you know who is informed about the game, the product developed by Code masters allows Birmingham to address the career of Formula 1 through seven seasons, starting from smaller stables. There are four levels of difficulty, but also by setting the difficulty to Legend was possible to win races with the Lotus, one of the least efficient cars. In some circuits, also get good results it was easier than in others.
Things changed significantly when setting up simulations of fuel consumption, in Formula 1 today we start with a full tank of fuel and this differs significantly the reactivity of the car at the start of the race than the concluding bars, and degradation of the tires. If there were no substantial differences in the behavior of drivers then AI at varying levels of difficulty, it has huge differences if you enable simulations, with further changes also according to the circuit.
All this made the unpredictable behavior of opponents because it was not substantially related to logical factors and performance in previous races. In some circuits, in fact, although the pilot was weighted by the presence of the simulations, the AI will not feel the same limits. This is the case of the Grand Prix of Catalonia, for which evidently adopted the Code masters Birmingham ploy to ensure a suitable level of challenge. The result is that the AI cars literally devoured some corners, failing to win a very insurmountable margin for human guidance.
F1 2010 is one of the games that I spent more time this year, and although I can not define a dragon in the guide, I managed to win several races with the law and without Lotus-level simulations, while enabling the simulations are not in any circuit able to finish the race in less than 15/20 seconds from the last. Code masters frustrating a situation that obviously can not solve by simply adding new levels of difficulty, but obviously also touching the operation of the same simulations and artificial intelligence.
In the presentation, the developer has assured the British that all these limits are exceeded in F1 2011, and now that the AI works best in both qualifying and the race. In qualifying, for example, what actually happened on the track was not reflected in the times that you could see at the end of session.
Two other limitations related to the management of the engines and career development. The regulation prevents the F1 engines to use more than eight during the season, with the ability to mount one of the units used in previous races. The game, Code masters Birmingham instead required the installation of a new unit before the initial session of free practice. It could change the engine, choosing one of the other 7 available, but this resulted in a significant penalty in terms of time spent by mechanics to perform the operation, which was basically losing practice session.
During his career, then get the bids of the other teams based on performance and level of experience that these depend, above all, according to the attitude taken during the interviews in the paddock. Apart from the unclear relationship between responses and contract deals, happened in the 2010 F1 teams withdrew its offer if it is not accepted immediately. The result is that even after a great season with the Lotus ran the risk of ending up in less than a team, just because it was delayed for a few races to respond to the offer of contract.
That said, F1 2010 was able to get a remarkable response from the public, with good sales and rave reviews. This was caused by the excellent driving model prepared by Code masters Birmingham has proved rewarding and enjoyable for most players, while coming to terms with the pure simulation and therefore not reaching or games like rFactor iRacing from this point of view. He noted, for example, a certain level of external intervention, we could say "high", which called the car automatically in the best condition as a result of small errors.
Obviously, a game like that Code masters will create, as well as adapt to the game pad to be able to attract even those who are less experienced in driving, and then too many mistakes could be frustrating for a certain type of player. Moreover, in some junctures the car seemed to react in a pre-determined: for example, almost always when it lurched came into contact with a curb, particularly under conditions of very trim waste.
Posted by: Wasim Javed
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