Tag Archives: F1

Evolution Of F1 Games 1974 – 2020

Formula 1 as a sport turns seventy years old this year. That’s quite a momentous occasion to celebrate. I used to be a huge F1 fan, mainly through the eighties and nineties with Ayrton Senna being my favourite driver. Then, the blackest race weekend that was Imola  94 happened and for me, F1 died. Still, I’ve always enjoyed playing F1 games even if I really don’t follow the sport itself much anymore.

So I thought, to celebrate seventy years of Formula 1, that I would look at how F1 games have evolved through the years. From the first ever F1 game right up to the latest in 2020. Now, I’m not going to cover every single F1 game as there’s quite a lot of them and when you get into the latter games, they’re really just yearly updates. But I will be looking at some of the more notable F1 games to see how they’ve changed over the decades. Plus, a lot of the early games may not have been officially F1 licensed, but it’s very clear they were definitely F1 influenced. There will be links aplenty to gameplay footage of many of the games, a big thanks to the various YouTubers who complied the gameplay.

So anyway, here we go on an F1 trip through gaming, spanning six decades.

BORN 1950

The first ever Formula One race was held in 1950 at the famed Silverstone circuit. Italian driver, Emilio Giuseppe Farina would go in to be crowned the first official F1 World Champion. I don’t have to go back to the fifties (especially as video games didn’t exist then) for the first ever F1 game, but what could be considered the first F1 themed game is still very early in gaming history.

The Seventies

1972’s Pong is often considered the first ‘proper’ video game. It’s certainly the one game that kick-started the whole arcade and video game revolution in those early days. Back then, gaming was in its infancy and games were very simple. Perhaps the first F1-ish game could be Speed Race from 1974.

SPEED RACE

Developed and released by Tatio in Japan (Midway in the US where it was called Wheels), Speed Race offered some very simple gameplay. You controlled an F1-like car on a fast vertically scrolling road. Given just ninety seconds to make it as far along the road as you could. Along the way, you’d have to weave in and out of other racers. The arcade cabinet itself was a stand up thing with a steering wheel, simple hi-low gears and an accelerator peddle. The game itself was very basic and may not have offered much in the way of F1 thrills, but it’s cabinet design screamed F1. I believe that Speed Race was also the first ever vertically scrolling video game.

Also from 1974 was Gran Trak 10, developed and published by Atari. This wasn’t scrolling like the previous game, but instead had you racing around a single screen track. Gran Trak 10 was a bit more in-depth compared to Speed Race. It was another stand up cabinet with peddles to accelerate and break, but this one offered multiple gears, including a reverse. There was only one track available in the game and you had to race through checkpoints to extend your limited time. Do as many laps of the track as possible before the time runs out.

A lot of those early seventies racers followed a similar gameplay style. Simple weave in and out of traffic, or complete laps within a time limit. Titles such as Sprint 2 (it wasn’t a sequel, the number just reflected the number of players) was the first in a long running franchise Night Driver and F-1 were further early examples of such games with similar ideas. The latter using a unique miniature diorama and projector system to create the illusion of racing over standard graphics. But it was perhaps Sega’s Monaco GP from 1979 which could be considered the first ‘proper’ F1 game.

MONACO GP

Where as the previous games mentioned may have had an F1 art style to the cabinet with some F1 questionable influence, Monaco GP was unmistakably Formula 1… mostly. This one played very similar to Tatio’s Speed Race, it just had fancier graphics and a few new gameplay additions like night driving, ice roads, etc, all those things not seen in Formula 1 . Still with that vertical scrolling, race against time thing while dodging other cars. It certainly wasn’t a revolution in gameplay, but it was definitely trying to engage the F1 fans of the day. I mean, it was called Monaco GP, named after one of the most popular and famous races in F1 history. Plus, once again the cabinet was F1 themed especially the sit-down version.

The Eighties

If the seventies was the infancy of the Formula 1 game, then the eighties were its teenage years. The first few eighties F1 games still carried the same ideas and concepts from the seventies, not too much evolution really going on. Then 1982 happened and Namco released Pole Position. Just reading that title should spark off memories of many an older gamer and if it didn’t, this screenshot will:

POLE POSITION

Pole Position was perhaps the defining Formula 1 game of the eighties. Playing from a third person perspective, you raced around a (for the time) accurate recreation of the F1 Fuji racetrack. Before you could race, you’d have to ‘prepare to qualify’, as the digitised speech would tell you. Put in a good time for a lap and then it was on to the actual race. Here it was you against several CPU controlled opponents in a championship race. Overtake other cars, try not to explode by crashing into billboards and come first. Pole Position was the first F1 game to depict a real race track and also the first to feature a qualifying session and actual racing instead of just overtaking endless opponents. The following year in 1983 and Namco followed up with Pole Position II. Very much more of the same with some minor graphical refinements. Plus it added three more tracks, taking the total to four. Though the gameplay between the two games was identical.

By now, and thanks to the success of Namco’s two Pole Position titles, F1 racers were fast becoming hugely popular in the arcade and even at home. The rise of cheaper hardware saw consoles and computers in the abodes of avid gamers around the world. 1983’s Chequered Flag for the ZX Spectrum was an early example of a F1 simulator. You got to chose from three F1 cars, two called Ferretti and McFaster (Ferrari and McLaren) and race around six representations of real F1 tracks and four fictional circuits. There were no other cars to race against, just you trying to put in fast laps… oh and you had to avoid on-track hazards like oil slicks and broken glass, just like real F1? Chequered Flag also featured a pit-stop game mechanic, the first game to feature pit-stops where you could repair and refuel your car.

Grand Prix Manager from 1984 on the ZX Spectrum was the first ever F1 management game. Putting you in charge of a Formula 1 team. Chose your difficulty, number of races, sponsor, driver, hire mechanics and then it’s away you go. You have to keep an eye on your team, the car, drivers as you advance through the season. Grand Prix Manager was basic, very basic stuff, but it did the job well enough, for the first ever F1 management title.

GRAND PRIX MANAGER

By the mid eighties, there was a great mix of arcade style racers, more simulation style F1 games and even a few hybrids of the two. Atari released Super Sprint in 1986, a sequel to their long running Sprint franchise. 1985’s Formula 1 Simulator, despite it’s name, was less a simulator and more a Pole Position clone for the home market, even though Pole Position saw several home ports. Pitstop and Pitstop II (1983 and 84 respectively) offered some simple but fun F1 action for home computers. The latter of the two, me and my brothers spent many an hour on racing each other on our Commodore 64.

The late eighties began to see the rise of the officially licensed Formula 1 games. Satoru Nakajima F-1 Hero for the Famicom from 1988 was one of the first licensed F1 games. It saw a release outside of Japan on the NES as Michael Andretti’s World GP, which actually made little sense as Michael Andretti wasn’t an F1 driver, he raced in IndyCar. Though he did eventually race in F1 for the 1993 season. Anyway, the game was one of the first to offer a playable full F1 season, complete with all the real races and ‘drivers’… though pseudonyms were used. Then there was Nigel Mansell’s Grand Prix for home computers from 1988. This one was much more simulation-like and even allowed you to try full race distances. It also offered recreations all of the sixteen Formula 1 circuits of the time.

FINAL LAP

Arcade titles such as 1987’s Continental Circus and Final Lap, 1988’s F-1 Dream and 1989’s Super Monaco GP (the sequel to the Sega classic Monaco GP from 1979) began to push just what arcade games could really do. Buttery smooth and fast gameplay with exciting race action to boot. But then, as the eighties began to end, a real game changer was released. Namco had already established themselves a great arcade racer developers, but in 1988, they unleashed a genuine beast of a game. Winning Run was was a revelation in arcade racers, F1 themed sure, but it was the titles amazingly impressive 3D shaded polygon graphics that really blew people away. Giving you a choice of two difficulties (cars) but only one track. You have to complete a qualifying lap before going up against twelve other racers to fight for first place. Winning Run opened the doors for 3D polygon racers, both in the arcade and at home.

The Nineties

Well this is it, the decade where Formula 1 game really took hold and began to show just how good they could be.  There were more F1 games released in the nineties than any other decade. The arcade format began to grow a little tired of the Formula 1 racers and started to look at other racing disciplines for games to be based on, but the home market was a very different story, you could hardly move for F1 themed games for home consoles and computers. It was 1991 when one of the finest Formula 1 games ever was released with Formula One Grand Prix.

F1GP

At the time, Formula One Grand Prix, from game designer Geoff Crammond was THE definitive F1 game for home computers. Its impressive 3D graphics were highly detailed for the time and the game offered a very, very in-depth, simulation representation of the 1991 season. Though the game was not officially licenced by the FIA, Geoff still made the game as authentic as he could. All the correct tracks were there and so were the drivers and cars… kind of. The driver helmets and car liveries were in the game, but the names were not. However, Geoff was smart enough to add an editing tool in the game so you could change the names with ease. There is so much I could write on this one F1 game alone (like it’s online and modding community that still exits) that this article would go on for days and I have so much more to cover… like this game’s sequels. But I will finish by adding that this game was the one that not only got me into racing some, but also F1 as a sport much more deeply. Yeah I watched and enjoyed F1 before this, but it was all the car set-ups, track info, etc from this game thatmade me want to understand the sport more.

Two of the biggest F1 drivers in the sport of the era got in on the whole licensing thing in 1992 when they had games released bearing their names and likenesses. Nigel Mansell’s World Championship Racing saw you able to play a full F1 1992 season as the mustachioed one himself. This was much more arcade-like but still offered things like pit-stops, minor car set-ups, tyre choices and the like. Even the greatest racing driver of all time ever got in on the action with Ayrton Senna’s Super Monaco GP II from Sega, a licensed version of their long running F1 series of games. This one was based on the 1991 season and Ayrton himself even helped with the development of the game. He not only allowed the use of his likeness, but Ayrton pops up though the championship offering you driving advice and tips for each track, all of which was written by the man himself. Plus he helped with how the cars should handle and even designed two fictitious tracks for the player to drive on, Ayrton even had a few voice samples in the game too.

SENNA SUPER MONACO GP II

There really were a slew of Formula 1 games in the early nineties, they were everywhere. Titles like F1 Pole Position, F1 Hero MD, Formula One World Championship: Beyond the Limit, F-1 Sensation (which was actually fully FIA licenced), F1 Grand Prix: Nakajima Satoru, F1 Circus Special: Pole To Win to name just a few, were all released between 1990 and 1994. I just need to give special mention to F-1 Grand Prix Part III from 1994 on the SNES. One of my favourite F1 games on any console at the time as it melded a really great racing game with some light management elements, allowing you to create your own F1 team.  But 1995 saw Geoff Crammond return and vastly improve on F1 game when he released the sequel, Grand Prix 2… only this time, fully licenced by the FIA. All the races, drivers (with the exception of Ayrton Senna and Roland Ratzenberger for obvious reasons), and teams for the 1994 Formula 1 season were wonderfully recreated and the simulation feel of the previous game was exceed ten-fold.

But it wasn’t all about heart pumping racing as Grand Prix Manager and Grand Prix Manager 2 saw releases in 1995 and 1996 respectively. Two very good and solid F1 management games full of options and variables as you take your chosen F1 team onto victory over a ten year career. To be honest, the games do feature some very questionable AI and overall simplistic gameplay, not exactly in-depth for management games, but still offered some good gameplay along the way.

GP MANAGER 2

1996 saw the release of Formula 1. Perhaps one of the most important F1 games to ever be made. This was the genesis of the F1 games we have today. Formula 1 featured the most accurate representation of the sport to date at the time. Fully licenced cars and drivers, tracks designed using actual real-life data and telemetry, TV style presentation including Tag Heuer timings. It even had commentary from the legend that was Murray Walker. This wasn’t quite as simulation heavy as Geoff Crammond’s games, but it was the first F1 game to get the whole feel and presentation of the sport right.

Formula 1 as a sport already had a rich history worth exploring in the nineties, and one game broke from the norm of trying to make the most recent season the star of the game. 1998’s Grand Prix Legends took the sport back to the sixties, in particular, the 1967 Formula 1 season. The tracks were tighter, the cars didn’t have the safety features and the sport on the whole was far more dangerous an this game tried to capture that. A full on simulation of what it would’ve been like to drive and F1 car back then, Grand Prix Legends was brutally realistic, a trait that turned many gamers off and the title didn’t sell well. But it is a game sim fans look back on with fondness.

GP LEGENDS

As the nineties came to and end, the F1 games did not. F-1 World Grand Prix, Formula One 99, Monaco Grand Prix: Racing Simulation 2, Grand Prix World and Official Formula One Racing were all released in the last coupe of years of the decade. And believe me, I’ve not even covered half of the F1 games released in this decade.

The Two-Thousands

As the next century began, F1 licenses became more strict and the games began to thin out in an quality over quantity kind of way. That’s not to say there still wasn’t a good few F1 games released. Kicking things of right was that man again, Geoff Crammond, with the third of his brilliant F1 games.

Grand Prix 3 followed the 1998 season. Yes, that is two years out of date. Though it was given an update in 2001 for the 2000 season via an expansion pack. Much like Geoff Crammond’s previous F1 titles, this one once more offered a fantastic racing experience and some in-depth simulation options. Electronic Arts got in on the F1 act using their famed EA Sports (it’s in the game) label, releasing multiple titles.  F1 2000, F1 Championship Season 2000, F1 Manager, F1 2001, F1 2002 and F1 Career Challenge all offered a more acradey feel to the racing over a deep simulation. Except for F1 Manager which was obviously a management game.

F1 Championship Season-2000

Grand Prix Challenge from Infogrames was a decent attempt at an F1 title, though it strived to be more simulation-like, it never really felt like it. Williams F1 Team Driver from 2001 put you in the driver’s seat of a young driver trying to make it into F1. Starting out in  go karts before Formula 1600cc, Formula 3, and finally onto Formula 1. An interesting title that was doing things a bit different from the usual Formula 1 games a the time, but overall, it was pretty disappointing. 2002 saw Geoff Crammond release his final F1 game with Grand Prix 4. This was pretty much more of the same from Geoff, still a good F1 racer indeed. But the problem was that other games on the market were beginning to get better and better, meaning these, once standout games no longer stood-out.

Formula One Arcade

Formula One Arcade from 2001 did exactly what the title suggested. It was a much more arcade-like game wrapped up in the official F1 licence. As far away from a simulation as you could get as the races featured power-ups like speed-boots, large high-grip tyres and even shields. This was all about high-octane, OTT racing.

By 2004, F1 games started to just became yearly update affairs. Sony secured the official F1 licence back in 1996 and made plenty of games from it too. Fourteen games in total released between 1996 and 2007. Other studios made F1 games, sure, but by the mid 2000s, Sony monopolised the market. Then in 2008, Codemasters were the ones to pick up the licence, though they didn’t use it proper until the next decade. There were still a very small handful of Formula 1 games released. For instance, F1 2009 was published by Codemasters, but developed by Sumo Digital. It was in 2010 when Codemasters released and developed their first Formula 1 title.

The Twenty-Tens And Twenty-Twenties

Yup, from this decade onward, Codemasters had exclusive rights to the official F1 licence. Meaning only they could release ‘proper’ F1 games. I don’t think it’s really worth going into all of their titles as they are basically yearly updates over the previous game. From F1 2010 to the most recent F1 2020, Codmasters have given us a decade of solid F1 simulations. Their F1 games over the last ten years have been great and easily offer the best Formula 1 racing around. All fully licenced with all the tracks and drivers representative of their respective years. I reviewed the most recent game only a few weeks back too.

F1 Race Stars

Codemasters did release a little curiosity of an F1 game back in 2012 that wasn’t part of their F1 sim games. F1 Race Stars was a more kart-racing-style arcade game, Full of power-ups, weapons and crazy track layouts that included jumps and even loops. Far and away from the simulation games, F1 Race Stars was actually really good fun and it even featured the official FIA licence too. Yup, you could drive as any of the twelve teams and twenty-four drivers from the 2012 season around OTT tracks inspired by the real circuits.

Other games have offered F1-like racing in some of their games. Rockstar introduced F1-style cars and races in GTA Online and the Forza Motorsport series has also included  Formula 1 cars and tracks. As too does the Assetto Corsa franchise. Though in these cases, they are either fictional cars or historical ones due to Codemasters having exclusive rights to the current F1 season.


And so, that’s pretty much it. Formula 1 games from the dawn of the sub-genre in 1972 right up to today in 2020. From simple arcade racers to more in-depth, realistic simulations and even management titles. F1 has seen a real evolution in terms of games that has spanned six decades. As much as I love the Codemasters F1 sims, it’s a shame they have exclusivity over the licence. I’d like to see more studios making F1 games like back in the eighties and nineties. I’d like to see more variation on the sport too instead of these yearly updates. Codemasters’ own F1 Race Stars was good fun and showed you don’t have to always make 100% serious Formula 1 titles.

I’d love to see more historic F1 games. Why not relive the career of a legend like Ayrton Senna or Michael Schumacher? Start out in karts, before moving through the ranks of the  Formula Ford 1600 Championships, Formula 3 before moving into F1? There could be a real-life comparison kind of thing where the actual career of Senna/Schumacher is going on in the background and you have to try your best to match it. I’d like to see more F1 management games, a sub-genre greatly underused. I’d like to see more acradey-like games and so on, titles that push the imagination of F1 beyond the simulation genre. There’s so much scope to be had with the sport, yet all we are getting are yearly updates of (admittedly) great F1 sims and cameo roles in other driving games.

And There They Go: F1 2020

I used to be a huge Formula 1 fan, my era was eighties and nineties. I have to admit to not really being into the sport today like I used to be. Ayrton Senna was my driver, and when he died at Imola in 1994, for me, F1 died with him. Still, I continued to watch for a while after Senna’s death because of one man, Michael Schumacher. Shuey was the bad guy I loved to hate, my pantomime villain. Then when Schumacher retried (the first time) from the sport in 2006, I really had little interest anymore. But even so, I still think F1 is a fantastic sport and do have an interest in it to this day, I just don’t have the passion for it like I used to. My interest for the sport extends to F1 games, the latest of which. F1 2020 from Codemasters is released tomorrow… if you have the Deluxe Schumacher Edition, if not, you’ll have to wait a few more days. I’ve had my review copy for a little over a week now and I’ve put in a good few hours. So, time to take a look at the latest F1 offering from Codemasters.

The Game

Right, let’s get the elephant in the room out of the way first. An F1 game is an F1 game, is an F1 game to be honest. You’re hardly going to see any major advancements over last year’s edition. But that’s not necessarily a bad thing at all. The thing about the Codmasters’ F1 franchise is that they are quite simply sublime. You’re just not going to find a better Formula 1 game around… well Codemasters do have the official licence, so it’s not like they have too much competition in that regard.

F1 2020 SCREEN

The game kicks off with you creating your avatar. Look, sex (yes, you can be female), name, nationality, etc. Then it’s to the main screen where there are a multitude of options available. Solo play allows you to take part in various singleplayer races and events. There’s the basic time trial with you tearing around any of the twenty-six tracks (twenty-two official F1 circuits and four shorter variations) in the game on your own just trying for fast times, this is a great mode for trying out car set-ups. Grand Prix mode allows you to create your very own season. Choose a car and driver and then create your own season with between one to twenty-six races, you can even have twenty-six of the same track if you want. Set your difficultly from the wide range available, use driving assists and so on. Choose the length of not just the races themselves from only five laps to full length, but you can also tinker with the entire race weekend too. Short or longer practise sessions, one shot or full qualifying. You can create your very own race season.

Both the Time Trial and Grand Prix modes allow you to race using any of the cars in the game. There’s the official Formula 1 2020 cars, a selection of classic cars from 1989 to 2010 or even race in the Formula 2 2019 cars.

Then there is Championship mode. This one is split into two separate modes itself. First up is Championships where you can take part in various pre-set events such as a full F1 2020 season, Classic Championship, F1 Sprint, F2 World Tour and even a Legendary Tracks event. A wide variety of races across both F1 and F2 featuring several decades of cars. The second mode features the Invitational Events, twelve special events with specific restrictions and challenges. Checkpoint Challenges where you have to race through checkpoints before your time limit runs out, Pursuit in which you have to catch and overtake all opponents within a lap limit, Time Attack is self-explanatory and Overtake Challenge where you must overtake a set target number of cars within a time limit. Each of these challenges are on set tracks using a specific car. So that’s your singleplayer options, and I’ve not even talked about the extensive career mode (later).

F1 2020 MENU

Then there are the multiplayer modes. Weekly Events are usually tied with the current, real-world F1 season. Leagues allows you to take part in or set-up custom made online league races. Then there are both ranked and unranked single online races. Finally, there is the return of split-screen mode where you and a friends can enjoy some couch F1 races together on the same screen. Just to finish, there’s a theatre mode which allows you to relive some of your finest moments in a highlight reel, as particularly interesting races are compiled into handy highlights which you can save and re-watch whenever you like. Plus, there’s a showroom where you can look at any of the cars in the game from the 2020 season, the 2019 F2 season and even all the classic cars in much more detail.

What’s New

F1 2020’s biggest new feature is an all new My Team game mode. Here, you can create your very own team instead of playing as one of the officially licensed ones from the grid. To be honest, I’ve been screaming out for a create a team mode in an F1 game since playing F-1 Grand Prix Part III on the SNES in 1994 (loved that game). Yeah, it’s great jumping into a Ferrari, McLaren, Mercedes or whatever. But when it’s your own team, it just feels a bit more special. The My Team mode offers you the chance to be a driver/owner and even throws in some light management gameplay too.

You start out by creating a team name before choosing a main sponsor. Different sponsors offer different benefits. For instance, one sponsor may offer you a bigger initial payout, but smaller bonuses per race. Or maybe your chosen sponsor will give you a smaller sign up deal, but bigger bonuses. If you meet you sponsor’s goals through the season, then they are more likely to offer you even more money, money you’ll definitely need to keep your team afloat. Next up is your engine provider choice, again, each of them has their own benefits, but you have to be careful not to spend too much and keep an eye on your bank balance as you still have to sign a second driver to join your team. Drivers have varying skills that can be levelled up as you race and they gain experience. Then, as long as you’ve not blown your budget, you can create your team. Next you have to choose and design your car’s livery, there are only five pre-set liveries to choose from, but more via DLCs. The livery customisation really is little more than just being able to change colour schemes, it’s very basic really. There are no Forza style custom creations here. Once that is done, it’s then on to designing your team badge that will be on your car and driver overalls, etc. Finally, you have to select an overall colour scheme for your team. Once all that is done, you’re then ready to unleash your newly founded F1 team on to the grid.

In between race weekends, and back at your team’s HQ you can invest in R&D to help improve your car, upgrade your factory facilities to help improve your drivers, sponsors and general car build. Hire drivers from the driver market, create new helmet designs, give your driver a new pose/celebration, design overalls. Then if that’s not enough, you’ll also have to find things for your employees to do between races. Hold parties, send drivers on training, make promotional films, etc. All actions that can increase your team’s morale and profile, improve work ethics and so on. There’s really quite a lot to keep an eye on when maintaining your team. It’s a very light management aspect over dedicated F1 management games that never feels like it’s taking away from the main event of racing. It’s a nice balance between F1 simulation and a management game.

F1 2020 MY TEAM

When you do hit the track, your custom team will not be very competitive at the start, this is why you need to invest in new tech and research new parts. You’ll really struggle at the back of the grid (if you’re not playing on easy) and it’s a slow progression. Keep the sponsors happy and the money rolls in, invest that money on factory improvements, R&D, better drivers and before you know it, you’ll be fighting it out on the track for points and maybe even the championship itself. The My Team addition is the biggest to the game and is bay far and away the stand out feature of F1 2020.

The standard career mode has also seen some new features added. The pre-Formula 2 races are back from their introduction in F1 2019 and been improved upon too. Now you can choose to race a short three race season, a mid range six race season or even go for a full on twelve race season in F2 before advancing to the big leagues in F1. Though they seem to have removed the story element that was in the previous game. Then even the F1 season itself can be adapted to suit your tastes. Like the F2 introduction, you can change the length of your F1 season, add and remove races. You can essentially create you own custom season from all the circuits available. Both the My Team and standard Career modes feature a ten year career to follow. If you play with a full race weekend and full race length, that’s a lot of F1 action for your money.

F1 2020 CAR

Then there have been some general tweaks and refinements. I personally found the cars, both F2 and F1, a bit easier to drive in this game over previous ones. They seemed more stable and controllable. A virtual rear view mirror has been added and so has a ‘casual’ mode which allows you to make your driving experience a little easier if you’re looking for a more arcadey F1 game over a simulation. Podium Pass allows you to unlock new avatar items and you can even create your very own trophy cabinet to show off best victories and accolades. Then there are two brand new tracks for the 2020 season with the first ever Vietnam Grand Prix at Hanoi and the return of the classic Dutch GP at Zandvoort. Both tracks offer some great and varied racing.

Overall

I may not have the passion for the sport like I used to, but I do still enjoy playing the games and this is the best F1 game around. The refinements over last year are not huge at all, but they are noticeable. I found the cars handled far better, more nimble with less under-steer than the previous games. The career mode is as great as it was previously and allows you enjoy the F1 circus your way with so many options and variables. Make the game as easy or as hard as you like with a multitude of gameplay tools. Turn on traction control, breaking assist, make the AI easier, change the number of laps per race and so much more. Pretty much any and everything can be tinkered with and fine-tuned to suit your personal play style and difficulty level. You can even alter the amount of races per season and pick and choose specific tracks to race. Or you can go full on pro career mode with a full season, full race distances, full race weekends and zero assists, high AI difficulty at the flick of a button if you want a genuine Lewis Hamilton feel.

The addition of the My Team thing is great. It has the right balance of management sim and yet it doesn’t feel overbearing. There’s a good deal to take in, yet it’s not so in-depth that you feel lost on all the options and variables of running your own team. I felt a sense of pride and it all seemed much more personal when racing in my own created team over just choosing one of the pre-existing ones. Slowly building your team from the ground up, taking on an inexperienced driver and watching them grow via experience made earning a half decent finish in the middle of the pack feel really deserved, in a way that jumping into a Ferrari and securing podiums regularly just does not do. The My Team mode is brilliant.

F1 2020 BOX COVER

But there is one thing I found disappointing if I’m honest. I’ve been playing the special Michael Schumacher edition and for me, I found the extra content severely lacking. F1 2019 also had a special edition, a Senna & Prost version. The extras allowed you to not just drive some of their iconic cars, but also drive as and against Senna & Prost too in special race challenges. You could even play as either in the career mode. The extras in F1 2019 showed there was potential to grow in new titles with similar ideas.

This Schumacher edition really has very little going on. There are four of his iconic cars and some cosmetics for your avatar… that’s it. You can play as Shuey I guess, if you select him for your avatar, but I don’t remember seeing him in the driver’s selection for the My Team mode. I’d just thought that with having the licence to one if the most celebrated F1 drivers ever, that Codemasters would really do something with it, and they haven’t. I’ve never been the world’s biggest Michael Schumacher fan, but I do respect him (mostly). Personally, I’d love to have seen Schumacher specific challenges, memorable races of his that you could relive either as Schumacher or one of his rivals. Drive into the side of Damon Hill to cheat your way to win the championship, play as Rubens Barrichello then after out-driving Michael Schumacher all weekend and in the race, be told to move over to let him win, that kind of thing. Actually drive as and against Shuey in specific challenges and memorable moments from his career like you could with Senna & Prost from last year’s game. But all that’s here is the option to use Schumacher as your avatar, the four cars and some minor cosmetics. It just seems like a waste of the license to me.

F1 2020 Schumacher

Plus this year marks the seventieth anniversary of Formula 1 too. There is a little bit of DLC to celebrate this momentous occasion… and again, it’s nothing more than a small handful of cosmetics. You’ve got seventy years of F1 history to celebrate, so how about some classic cars and drivers? Brabham, Häkkinen, Moss, Fangio, Lauder, Clark, Mansell, to name a few. Maybe some older tracks that haven’t been seen for years like Estoril, Brands Hatch, Sepang, Fuji, Hockenheimring, Imola… well maybe not Imola? They could have featured the original tracks and updated ones. A documentary looking at the history of the sport or at least some of its more stand out moments good and bad? It’s not everyday you can celebrate seventy years of something is it? There’s so much Codemasters could’ve done with the seventieth anniversary of of F1, but what you get instead is a new car livery and a helmet/overalls design. For me, the extra content is really not worth the extra money at all. Seven decades of the sport completely ignored.

F1 2020 70

Conclusion

So is this worth buying? If you’re a die hard F1 fan, then you’ve already made up your mind. This is an F1 game, very, very similar to the previous entries (which were great). There are no huge strides of advancement here, just the same thing as before, updated with the new 2020 line up. But that really is the crux of the problem with these yearly update-style games, I’m pretty sure they could just update the new info with a bit of DLC instead of a whole new game. The My Team addition is great, best thing about F1 2020, but again, I’m pretty sure they could’ve been added via a piece of DLC.

But saying that, this is still a damn fine racing title, you’ll not find a better F1 game around. If you are going to grab this, I’d suggest just sticking with the standard edition of F1 2020 as the DLC extras are bare-minimal and a step backwards from last year’s Senna & Prost content. I got my review copy for free and I still felt let down by it if I’m honest. Unless Codmasters have more planned for the Michael Schumacher licence in the future, then I really don’t see the point in spending the extra for it here. Then the seventieth anniversary of F1 is just completely wasted here too. Great game, amazing addition with the My Team thing but the DLC is really a let down.

Still, at least you can actually drive a full season in the game, unlike the real 2020 Formula 1 championships…