Archive: studio-liverpool

Pitpass ran an interesting story yesterday about the deadlock that appears to have been reached between Sony and Bernie Ecclestone who are in negotiations to create a new Formula 1 video game. It is a shame that Bernie’s “hardball” attitude has led to this apparent stalemate.

I have been a big fan of Sony’s Formula 1 series of games. Its history can be traced back to 1996 when Formula 1 (based on the 1995 season) was released. It was a complete masterpiece. Developers Bizarre Creations had made the first 3D Formula 1-based video game and they got it near enough perfect first time round. It is still a joy to play the game today.

It was an arcade-style racer which meant that it was fairly basic, certainly by today’s standards. But it was a huge hit even among non-F1 fans. It was Europe’s second biggest selling video game of the year.

Formula 1 97 followed the year later, refining the product to a great extent. You could even set an option to have tear-off strips. When your visor got too dirty you had to press a button to clean it! It also had a separate arcade mode which felt like a completely different game. This meant that the game pleased non-F1 fans and dedicated F1 geeks alike.

From there, things went a little pear-shaped. Despite the huge success, Bizarre Creations decided to call it a day with F1 so that they could concentrate on Metropolis Street Racer. That series has since become the hugely successful — and, I must say, excellent — Project Gotham Racing series.

In the meantime, Psygnosis, the publishers who owned the rights to the F1 game, were left in the lurch. Visual Sciences were given the job of developing Formula 1 98, but they had just a few months to do it in. Sure enough, the game was an utter beast — buggy, unplayable and generally unsatisfying.

Another change of developer came for Formula One 99. Studio 33 were brought on board. They managed to do a competent job, but it was clearly a case of getting the basics right first as the game was slightly bare. It was, however, the first game to incorporate the Safety Car! Whether gamers enjoyed the experience of being behind the Safety Car is another matter…

In the intervening period, Psygnosis was bought by Sony Computer Entertainment Europe and renamed Studio Liverpool. This began Sony’s association with the F1 license. Gradual improvements were made for both the 2000 and 2001 editions, but the glory days of Bizarre Creations’s games would not be reached on the PSone again.

It is worth remembering that this period was a rather congested time for Formula 1 fans. In some years there might have been around half a dozen different versions of the F1 game. The PSone alone had four F1 games released in 2000.

As well as the Sony offering, Video System brought their F1 World Grand Prix brand from the Nintendo 64 to the PlayStation. Developed by Lankhor, the game was highly realistic, with a dizzying array of different set-up options and horrifically realistic handling. At least, I hope that was the case because it made the game damn well unplayable. It was a struggle even to reach the end of a straight. It was without a doubt the worst F1 game I have ever played.

The following year, Video System published a second game based on their 1999 license. This time they turned to Ubi Soft to develop it. F1 Racing Championship was considerably better than the first attempt, but that wasn’t saying much. As it was the third PSone game based on the 1999 season, there was little reason to buy it, particularly as the year was now 2000!

More successful was the Electronic Arts series. The company made the brave decision of publishing F1 2000 at the start of the 2000 season. Sony had been releasing their games at the end of each season. This meant that there were some inaccuracies in the game as teams proved to be more or less competitive than their pre-season testing form showed. But that seemed academic when all of a sudden there was a chance to play the F1 game several months earlier than normal, and crucially before the Sony edition came out.

However, the EA game was simply not as satisfying as the Sony version. For one thing, EA brought in Visual Sciences to develop the game, although this was kept quiet! VS was the company that made a hash of Psygnosis’s Formula 1 98. Although this time round they did a better job, it was still a bit of a handful to play.

EA also made the decision to release an updated version called F1 Championship Season 2000 at the end of the season to fix some of the inaccuracies of the original. There was quite a neat “scenario mode”, where you would relive actual events from the 2000 season. But by now the PSone market was truly over-saturated with F1 games.

Presumably realising this, FOA gave Sony an exclusive license to publish Formula 1 games from the 2003 season. EA’s parting shot was to release F1 Career Challenge. This took advantage of their licenses for the seasons from 1999 through to 2002. You would begin your career in a poor car and try to make your way up to a better car through the seasons.

This added a much-needed new dimension to F1 games which were often very samey for the obvious reasons that they were all based on the same circuits and the same cars time and time again. Sony / Studio Liverpool have since added a career mode to each of their subsequent F1 games.

These were difficult years to be an F1 gamer. Instead of getting what we wanted — namely, a decent F1 game every year — we were getting several mediocre games, none of which did the trick. Thankfully this changed with the move to the PS2 and the exclusive license awarded to Sony. It was tough luck if you didn’t own a PS2 though.

Sony’s early PS2 games were not all that great. But they were notable for being the only way you could get DVD reviews of the 2000 and 2001 F1 seasons, complete with footage from F1 Digital+. These remain the only official review DVDs of those seasons.

Every year the F1 game improved a little bit. Formula One 04 was enjoyable enough. But Formula One 05 was probably the first time you could say there was an F1 game as good as Formula 1 97. There were also some neat features where, using the Eye Toy peripheral, you could insert your own face into the game and watch yourself participate in the podium ceremony. Rather surreal, but good fun! Unfortunately, F1 05 was far too easy to play even on the hardest difficulty settings. Another nice touch was a set of unlockable classic cars.

Formula One 06 further refined the game. By now, a number of authentic features had been added to please the F1 fans. For instance, in career mode if you are stuck in the test driver role you have to be prepared to trundle around an empty track doing consistent laps — a lot more difficult than it sounds! Come race time you could even choose to drive the formation lap yourself and you would have to get the tyres up to temperature.

(You can read my more detailed reviews of Formula One 05 and Formula One 06.)

There has been one game on the PS3, F1 Championship Edition (strangely familiar title, that). It is based on the 2006 season. I’ve never had the chance to play it, but it looks great.

Just as the F1 series was becoming great again though, the F1 games have dried up. I had wondered why. After all, the 2007 season ought to have been more lucrative for Sony because of the hype surrounding Lewis Hamilton. Unfortunately, Bernie Ecclestone seems to have thought this more than Sony did, leading us to the current deadlock.

In the meantime, Electronic Arts have signed a £5 million deal with Lewis Hamilton. However, this does not necessarily mean that a new EA F1 game is on the horizon. Several years ago Jacques Villeneuve was involved in a fantasy racing game called Speed Challenge: Jacques Villeneuve’s Racing Vision. This EA deal could be a similar plan.

With stalemate all round, it is probably too late even for a game based on the 2008 season to be made. What a terrible shame. You might think I am going overboard a bit. But for me, the annual video game has become an important memento of the season, just as much as the review DVD is. If I feel a bit nostalgic for Pedro de la Rosa in an Arrows, I stick on Formula One 99. Now it looks like two whole years will be lost.

Fans of F1 games should check out F1Gamers. The site is chock full of obtrusive adverts, but it’s a good resource nevertheless.

Here, finally, is my review of this year’s Formula One video game for the PlayStation 2. I’ve had a few weeks to let the game sink in, so it’s time to let rip!

Diving straight into a ‘quick race’ and the game feels quite similar to last year’s edition — on the surface at least. It can be difficult to find your feet when you play a racing game for the first time. Different racing games all feel quite different, so you will often find yourself running wide or spinning off on your first lap. But within another two or three laps you will find your feet and you’ll be right up to speed.

Not so in Formula One 06. A brilliant new feature in the game is that each kerb is individually modelled — they are all different. So you can’t just attack every kerb like you would in most racing games.

Martin Brundle’s excellent book, Working the Wheel, which I read earlier this year, really illustrates the fact that tackling a corner and finding the racing line is not merely a matter minimising the angle of the corner. You must also watch out for bumps, crowns, dodgy drain covers, slippery paint and whatever else might increase or decrease your grip.

Formula One 06 gives a sense of that. You actually have to learn which kerbs you can ride, and which way you can ride them. You won’t always get away with it. Some evil kerbs — such as Variante Alta at Imola and the final chicane at Magny Cours — can throw you up into the air, into a spin or straight into a wall. A lot of trial and error is involved. This is a great feeling though. It feels like you really have to learn the tracks as opposed to just pointing your car towards the apex and flooring the throttle.

One of the other things I quickly noticed was how easy it was to spin the car. It can get quite frustrating. But it would just be boring if it was too easy, right? And that brings me on to another great thing about this game. My biggest problem with last year’s edition was that it was simply too easy. Even on the hardest difficulty level with all driver aids turned off, the AI cars would just tour around at a snail’s pace. The game simply was not enjoyable, and as such I didn’t play much of what was otherwise a pretty solid game.

The good news is that the difficulty has been ramped right up for Formula One 06. At first it is actually quite intimidating. All of your opponents seem almost impossibly quick. When you combine this with the fact that it can be quite easy to spin and that you now have to tiptoe your way around the kerbs, you end up with the opposite problem to what we had in last year’s game.

I wouldn’t go so far as to say that F1 06 is too difficult. Besides, it would be better for it to be too difficult than too easy. But let’s just say than in Career mode I’ve been sacked from Scuderia Toro Rosso, and now I’ve found myself doing donkey work for Super Aguri, unable to get a race drive. I guess that’s realistic.

While we’re on Career mode, I must mention how much of a step up this has taken yet again. In particular, the role of test driver has been well thought-out. The qualities needed of a test driver are quite different to those of a race driver. A racer needs to drive fast, spend all day looking cool and spray champagne like nobody else can. Meanwhile, a test driver has to trundle around doing hundreds of laps at a time — not quickly, but consistently, so that the team can collect data.

So in F1 06, a test driver’s role is not merely to go quickly, although that’s obviously part of it. But as a test driver you must go consistently quickly. It’s all very well to beat your target time by two seconds — but can you do that for three laps in a row? Because this is what you have to do in F1 06. And I can’t do it! I am a complete failure at driving consistent laps. The amount of times I have set two stunning lap times only to lose my concentration on the third lap — I am going insane with this game. And I love it!

On a similar note, the developers have also devised a clever way to make Friday practice mean something. It is called Race Car Evolution. Your team will send you out with a variety of different set ups, and from there you can judge how each change affects the handling of your car and ultimately your lap time. At first the process looks laborious. But if you can get clean laps in consistently it can be over quite quickly. Whatever, Race Car Evolution is optional anyway, so you can skip the whole thing and set up your car normally if you wish.

Once you’re happy with the set up, it’s time to qualify. And this is another area where this game excells. You can tell that quite a bit of thought has gone into the presentation of the qualifying sessions, which can be great fun. The on-screen graphics mimick those used by FOM for television, but not just for the sake of it. Pole time is shown, as well as the time you have to beat in order to avoid knocking out. Towards the end of the session, a list of people in the ‘drop zone’ slids out. Watching the times fall while you’re stuck in the drop zone really piles the pressure on. Perfect for a video game.

Come race day and yet another nifty new feature is unveiled — the formation lap. This is one of those things that spoddy F1 gamers have asked to be included in a game for a long time, along with the safety car, pit lane speed limiters and all the rest of it. Now that the formation lap has made it to the game, I realise why perhaps it has never been included in a game before. It is horrendously dull.

Or it would be, if you could ever manage to complete the formation lap. This feature is extremely buggy. Sometimes it will all go wrong. A car might go away slowly or something, and then all of a sudden the game skips straight to the start. Not good. The formation lap is just badly executed in general. It was billed as an opportunity to get your tyres warmed up, but it is actually impossible to do that. Your speed is limited and besides, the AI controls your car to a large extent.

The formation lap is a nice idea, but it needs some real work if it’s going to be included in next year’s game. As it stands, it is far too rough around the edges to be included in the game.

So we find ourselves at the start of the race. A smile was brought to my face when I noticed an added element of realism — James Allen’s commentary is complete with Allenisms in this game! “When the lights go out we are…… RAAACIIIIIIIIIIING! It’s almost as if Allen has scripted the commentary himself. :D

In all seriousness, the commentary has improved greatly from previous years, especially as you can now hear commentary in Career mode, unlike last year where a bug crept in at the last minute. It could still do with a lot of improvement. There is no interaction between James Allen and Martin Brundle. Indeed, Brundle appears to be confined to the pre-race spiel. Formula 1 97 still has the best commentary in my view, because both Murray and Martin would keep you entertained, and they spoke to each other, even if it was just the occasional “That’s right Murray” from Martin.

Another criticism I would have about the commentary is that they never mention the player during Career mode. Granted, this would be difficult due to the fact that you play yourself in Career mode. (Unfortunately you can’t create your avatar with the Eye Toy this year, but I guess that was a bit gimmicky anyway. You can still enter in your own name though.) But it can’t be too difficult to have generic commentary along the lines of, “the Super Aguri driver has spun!” or, “the Brit is in the lead”. Developers used this method to good effect when Jacques Villeneuve couldn’t appear in the video games.

Now for some more bad news I’m afraid. There is a bad bug in this game which causes the field to start very slowly, almost as though they were on the formation lap. The form a nice, orderly queue — sometimes single file, sometimes in two distinct queues — and they are all very polite, they are slow and they don’t overtake each other. Unfortunately this makes it very easy for you, the player, to charge your way through the field. Even if you started from last place, and even if you are in hard mode, you will find yourself leading by the second corner. Doh!

My first suspicion was that this was a problem with formation laps, so I turned the option for formation laps off. It seemed to be the end of the matter, but a few starts later and the problem cropped up again. I read at F1Gamers.com that the bug could perhaps be something to do with Race Car Evolution — skipping RCE avoids the slow starts. I’ve not had a chance to test this out yet, but it doesn’t matter. This simply should not be happening.

Bugs have haunted Sony’s / Studio Liverpool’s Formula 1 series, particularly on the PS2. In a way it is understandable, as they are made on a very tight schedule. But that fact doesn’t make the pill any less bitter for the gamer to swallow. I find it difficult to comprehend how this game was released with such a massive flaw in it.

Luckily the AI cars aren’t slow for very long — maybe half a lap or something — and after that we are back to the difficult challenge we faced during testing and qualifying. Opposing cars really hound you in this game. They will overtake you, and it is such a thrill to be racing like this after years of fairly duff Scalextric-style AI. The AI is also quite clever during qualifying and practice. If they are shown the blue flags they will slow down and get out of your way if you’re on a hot lap. Oh, and they have been known to make mistakes aswell.

A few laps in and you’ll find yourself having to make a pitstop. No surprise there, but this year’s Formula 1 rules which saw the reintroduction of tyre-changing mean that the interactive pitstops — essentially QTE mini-games — are much more of a challenge. If you need to change your front wing you are bound to get in a muddle! Don’t expect to gain so much time on your opponents during pitstops this year!

A final word on damage. It is much better this year. You can’t really get away with slamming into the wall this time around, which is a relief. There is also a cool phase where your tyre will wobble around like Kimi Räikkönen’s at last year’s European Grand Prix. It doesn’t seem to affect the handling too much, but I wonder if when the wheel flies off James Allen says, “See, I told you!” :D

So there we have it. All-in-all, not a bad game at all this year round. Yet again the whole thing is let down by some bad bugs, but I can see myself playing this game a lot more than I played F1 05 for the sheer reason that it’s much more of a challenge. I can’t wait to unlock those classic cars and the Jerez circuit.

I know that for most gamers, playing a Formula 1 game is about as fun as having your balls scraped against a gravestone. But, being a bit of an F1 fan, I do rather enjoy them, and it’s at around about this time of year when I start to look forward to the annual release.

This year marks the tenth anniversary of Sony’s Formula One franchise, which started off in fine form with the original Formula One and Formula 1 97 which were made by Bizarre Creations. These days they are making the best racing game in existence, Project Gotham Racing, for the Xbox. F1 and F197 were benchmarks which some still say haven’t been improved on to this day!

Studio Liverpool, who make the games today, always work flat-out on the game right up to the last moment they can get away with. This resulted in Formula One 05 containing a rather unfortunate bug, created at the last minute, which meant that there was no commentary in career mode. Anyway, current estimates for the release date vary wildly, from as early as next Friday (!) to as late as mid-July.

We’re talking about the internet here, so of course there is a website dedicated to Formula 1 video games: F1Gamers.com. It’s a bit ad-heavy, so be prepared for that. Anyway, they’ve built up a good relationship with Studio Liverpool, and there is a good Q&A which outlines what we can expect for Formula One 06.

Overall I’m quite pleased with what I’ve read in that article. When I first played Formula One 05 I was impressed by the graphics and the general feel of the game, but after a while it just became far too easy, even with all the options set to the most difficult settings. I ended up playing it much less that Formula One 04. It sounds like Formula One 06 is going to be much harder, although they explain most players aren’t nearly as good as so-called “hardcore” F1 gamers, which is why features like launch control and the pitlane speed limiter have been removed from the game in recent years (apparently it just confused most players!).

I am surprised, though, that they have decided to include formation laps in the game. And of course, I can’t wait to have a go at the new qualifying format, which is apparently perfect for a video game!