Watch: F1 23 Review


Image credit: EA Sports/OverTake

The wait is over on Friday: F1 23 launches on June 16th, with players who preordered the game being able to get on the grid a few days early already. Of course, OverTake's Jonas "ChampionJoe" Schulz had to take a closer look at the latest entry in EA Sports' and Codemaster's series of official F1 titles.

F1 23's main talking points ahead of its release were the return of the Braking Point story mode, which sees the story of Aiden Jackson and Devon Butler continue after its F1 2021 appearance. A brand-new team, rivals forced to work together, and seats that are under threat by a rising star make for an interesting starting point in F1 23. The influence of the successful Netflix series F1 Drive to Survive cannot be denied in the story mode - whether that is a good or a bad thing is up to the player.

Meanwhile, ChampionJoe also dives into the new F1 World mode, which serves as a new hub for various game modes and multiplayer functionality? Is it a gateway to an Ultimate Team implementation like in FIFA or other EA Sports titles? Not necessarily, but we will let ChampionJoe do the explaining.

Most importantly, the physics improvements deserve a closer look as well: Have the flaws of F1 22 been remedied? Does F1 23 communicate its driving model well? You will find the answers in the video. Be sure to also check out our first impressions of the refined handling and the all-new precision drive gamepad controls.

F1 23 Download Section Now Available​

As the latest F1 title makes its way to the virtual grid, we have added a new category for F1 23 in the download section - and it is already filling up with the first few car liveries and even MyTeam packages. Take a look at what is available or add your own resources here!

Your Thoughts​

What do you make of F1 23 after watching ChampionJoe's review? Are you picking up the new title - or did you preorder it and have already put in some laps? Let us know in the comments below!
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About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

To play casually, a career mode for example, is a good one, but the EA will continue to focus on console players, and it's hard to create an F1 simulator, but you can create a middle ground to please everyone, but it doesn't seem to be their idea at the moment. DTS is another drug from Netflix, it creates a horde of "fans" who don't even know how many nuts are on a wheel of an F1 car and based on that is trying to find even these "fans" who don't watch 15 minutes of a race and are looking for a "Netflix series game". For the pocket of both EA and F1 it's great, for those who really follow motorsport, it's ****, both this forced story mode there and the DTS.
 
Played some of the 5 hour trial on my xbox this morning. It's definitely an improvement over last year, physics, graphics, sounds just feels a lot nicer and massive improvements on gamepad play. I never really play f1 with a wheel (one of the only ones I don't use a wheel for) purely because I have a logitech g920 and can't afford anything better and it's never been that good on logitechs wheels.
 
I wonder why it's so difficult to creare a F1 simulation, with driving aids for everyone, so, who is an anthusiast simracer will play the simulation mode, and who is an simcade-arcade lover, will play "this" arcade-ish mode. Everybody is happy, force feedback is alive and you gave justice to F1.
You basically have good F1 physics engine able to be simplified for casual gamers, and you don't have to mod anything, because there are already two game modes.
 
I wonder why it's so difficult to creare a F1 simulation, with driving aids for everyone, so, who is an anthusiast simracer will play the simulation mode, and who is an simcade-arcade lover, will play "this" arcade-ish mode.

Because it would need too much effort and resources to implement two different physic versions with zero monetary gain in such a feature.

Which is a big no-no for EA.
 
I wonder why it's so difficult to creare a F1 simulation, with driving aids for everyone, so, who is an anthusiast simracer will play the simulation mode, and who is an simcade-arcade lover, will play "this" arcade-ish mode. Everybody is happy, force feedback is alive and you gave justice to F1.
You basically have good F1 physics engine able to be simplified for casual gamers, and you don't have to mod anything, because there are already two game modes.
Something, something... why spend X+5 amount of money to sell Y+1 units, If X amount spent results in Y units sold. This is how business works.

Not directed at you, just in general...
It's so funny seeing comments about F1 being "arcade" and too easy yadda yadda when all they commented about 22 is that there is no grip at low speeds etc. So easy yet so hard. (Not saying 22 was perfect, my least played F1 game probably in the last 5+ years).
 
I wonder why it's so difficult to creare a F1 simulation, with driving aids for everyone, so, who is an anthusiast simracer will play the simulation mode, and who is an simcade-arcade lover, will play "this" arcade-ish mode. Everybody is happy, force feedback is alive and you gave justice to F1.
You basically have good F1 physics engine able to be simplified for casual gamers, and you don't have to mod anything, because there are already two game modes.
I think that this has to do with the casual gamer mentality. Every single simulator game to this day has had all kind of electronic aids that let any player to control any car easily, and the vast majority of those simulators have had a way to make the IA slower and dumber.

GTR 1 had the hardcore physics and an arcade mode, nobody played the arcade mode. The casual user not only wishes for instant gratification, he wants to feel that he is good at that game. If the game has to be dumbed down then the player deep down knows that he is bad at that game, and that makes him unable to feel that winning is an achievement nor enjoy the game because winning make him feel empty, is was all fake and the player knows it.

Casual gamers didn't play the arcade user mode in GTR 1 because subconsciously it was the same as for them to admit that they were that unskilled and useless that they needed the game to let them to win on purpose. That they, in some way were asking to the game to let them win to have a shallow and meaningless instant gratification.

Developers have some kind of awareness of this phenomenon, being at some conscious or subconcious level. And they know that it goes against the company's interest to loose player base. So what they do is just dumb down the game so the average casual gamer can win with a slight amount of challenge.

Meanwhile, the hardcore simracer is a very small niche of a small niche of the potential user base, the amount of us is insignificant in comparison of the casual gamers player base. Companies are created to earn as much money as they can, so they cater and pursue the interests of most of their potential clients.

I have been waiting for a F1 with state of the art realistic physics since 2004 and I totally believe that I'm going to die without having seeing a F1 physics game with state of the art hardcore physics ever again.

FOM has a fiduciary responsibility to their investors, so the company earnings have to always increase. So, FOM in no way is going to issue multiple licenses like they used to do in the past, the big money is in excusivity deals. Nothign is going to change while Codemasters or any other company with big money pay a huge amounts of money for a very profitable exclusive license, there is no incentive to change the approach.
 
Premium
Initial thoughts after playing the game last night.
  • Needed to unplug my HE shifter and hand brake to program my GSI wheel
  • Even though I have a 4090, I needed to dial in the graphics for my triple 1440p rig
  • Mapping all the buttons is a pain
  • Las Vegas track stinks and whoever goes to the race isn’t going to see squat
  • Driving is fun and I didn’t feel a lot of difference compared to AMS2 modern F1 cars
  • All the bling stuff and story has never really interested me however maybe one rainy day I may try it
  • Only tried Vegas on timed attack. Graphics do not impress and the lack of triple support stinks
  • I do like the music. It does get you in the mood to race
  • Overall score of C
 
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Thanks for the short review BillyBobSenna I think I will pass, as Im not a real fan of F1 anyhow.

 
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Something, something... why spend X+5 amount of money to sell Y+1 units, If X amount spent results in Y units sold. This is how business works.

Not directed at you, just in general...
It's so funny seeing comments about F1 being "arcade" and too easy yadda yadda when all they commented about 22 is that there is no grip at low speeds etc. So easy yet so hard. (Not saying 22 was perfect, my least played F1 game probably in the last 5+ years).
I used to play Grand Prix Legends competitively both in online leagues and in the GPLRank. I tested mods with almost twice the power of the original game, even mods of rain levels of grip. GPL was a game so hard on skills that you could spin your tires incredibly easily in a straight in 4th gear during a race start, it was very hard even to leave the pits. To this day, that background gave me so much car control that any modern simracing title feels on rails to me, I'm unable to spin.

Those GPL physics back then were the absolute state of the art, but technology and tire dynamics improved vastly since 1998, and nowadays that real life world class drivers are simracers themselves we all know for a fact that competition tires don't behave in that snappy way in real life. Just because a game is difficult to drive it does not mean that it is a realistic game. People are asking for realistic physics, if the tires feel like on ice at low speeds it means that the tire model is flawed.

This message takes me back to the early 2000's. Makes me remember the mentality that most of us in the hardcore simracing community used to have back then, that harder to drive meant more realistic physics. We used to feel some kind of pride on seeing how any person that tried our simulator was unable to complete a lap without a crash meanwhile we were able to drive those cars in anger.

I remember wars with sometimes very heated arguments at racesimcentral forums between the faction that refused to believe that GTR 2 had more realistic physics than GTR 1 and the one that defended that a real car didn't behave like in GTR1. There was even a very popular mod that reduced the tires grip a lot, in order to feel more like GTR1.

They screamed that the developers had gone the arcade route, pandering to the masses dumbing down the physics to grab the easy money. Turns out that GTR 2 for the first time in simracing had some input from real technicians, and data from the real cars from the teams and tire manufacturers. For the first time the tire model had some correlation to the real tires data. It made the cars feel on rails to most of the people from that era, and way too much more forgiving against to what we had been used to up to that point.

Some people even left the hobby because the new games followed the new tire model trend, so to those people it felt like driving was no longer challenging, no longer they took every single corner without a being sure if they were going to be on the edge of a big uncontrollable crash or crash and ruin their race. Almost 20 years have passed, and now the mentality and physics have changed massively. But that was how it used to be, and this post made me remember it after almost having completely forgot about it.
 
Ill be buying it, but would have been nice to review how the VR ran in the video.
Just like last year. Worse than AC, rf2,AMS2… even using high quality pre made settings. Luckily the hour I’ve been testing it before refunding I hadn’t got any crash
 
I wonder why it's so difficult to creare a F1 simulation, with driving aids for everyone, so, who is an anthusiast simracer will play the simulation mode, and who is an simcade-arcade lover, will play "this" arcade-ish mode. Everybody is happy, force feedback is alive and you gave justice to F1.
You basically have good F1 physics engine able to be simplified for casual gamers, and you don't have to mod anything, because there are already two game modes.
because it would be alot more work for such a small audience which is full on sim racers
 
I'm really enjoying it this year. Brake balance is the new throttle control - you've got to manage it as your rubber gets older otherwise you'll lock the rears, and if your rubber is too new you'll lock the fronts without a reasonable rearward bias.
 
Just like last year. Worse than AC, rf2,AMS2… even using high quality pre made settings. Luckily the hour I’ve been testing it before refunding I hadn’t got any crash
Was the jittery head movement fixed at least? Or exactly the same too? It was unplayable for me because of that.
 
Was the jittery head movement fixed at least? Or exactly the same too? It was unplayable for me because of that.
It was jittering for me. Luckily no many crashes like last year's edition. But... I'm a huge f1 fan but refunded. It's worth to try if it's your cup of tea, unluckily it's not mine yet :(
 
It was jittering for me. Luckily no many crashes like last year's edition. But... I'm a huge f1 fan but refunded. It's worth to try if it's your cup of tea, unluckily it's not mine yet :(
Thanks for your reply and confirming what I expected... Very sad that the developer's don't take VR seriously. Jittery is not playable for me, I stay with AMS2 then but I miss the multiplayer of F1 sometimes, the events were nice too. Maybe next year but I expect the same after this disaster.
 

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What's needed for simracing in 2024?

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