F1 24 Preview: First Impressions, Handling & New Game Modes


The wait for Formula One fans is almost over, as F1 24 is going to release next week. We got to try a preview version - here's what we observed.

A new year means a new F1 season – and that means a new F1 game. F1 24 is lining up on the grid for its May 31 release, with those who preordered the title already getting access on May 28. Publisher EA Sports and developer Codemasters have promised a number of improvements and new features compared to F1 23, including an updated tire model, suspension systems, and different ways to play the popular Career modes.

In addition, the aerodynamics of the highly complex Grand Prix cars have also been subject to changes, with each car supposedly featuring a different aerodynamic model – which makes sense, considering the different designs of F1 cars.

EA Sports F1 24 Preview McLaren Miami Grand Prix

Image: EA Sports

F1 24 Preview: Handling​

The aero improvements combined with the changes to suspension and tire models can make for quite different experiences when hitting the track, depending on the car. For instance, the Red Bull RB20 seems to be slightly more nervous when accelerating, particularly out of slow corners, than the Ferrari SF-24. The Italian car, on the other hand, requires a bit more care on the brake pedal in order not to lock up.

Downforce and its absence are noticeable, with the cars being able to make turns at ludicrous speeds, but once you head into a slow corner, that grip vanishes. This makes for a quite tricky experience, especially against the AI, who seem to have more grip than the player car under acceleration out of the slow-speed turns.

In general, the handling feels a bit more refined than in previous games, and without any assists enabled, it is challenging, but rewarding to try and master. You will encounter some quite sudden slides under power, but those can often be caught – perhaps the handling is a bit too forgiving in that sense, seeing how F1 cars are quite heavy these days, but quick hands will do you some good in trying to keep going straight.

F1 24 Physics.jpg

The suspension model has been reworked for F1 24, alongside the tire model.

The same holds true for smooth pedal inputs. F1 cars do not have ABS or Traction Control, so without assists for those, they can be quite difficult to tame. Remember, you have a 1000 hp, 798 kg single seater at your disposal – they may look easy to drive when in the hands of real Formula One drivers, but they certainly are not. And when a high-downforce car with slicks loses grip, you do not have much time to react.

The braking in F1 24 struck us as a particularly nice improvement. Modulating the brakes and avoiding lock-ups works well. If one of your front tires goes for a smoke ahead of a turn, you usually know immediately how you messed up the braking – a good way to try a different approach in the following lap.

F1 24 Preview: Career Mode​

F1 24's career mode has been given some extra meat. If you are new to it, you might be overwhelmed by all the different features, currencies, values, systems and experience bars. Do not let that put you off though, most of it works in the background and meshes well together.

For years, fans have wanted to be able to race as one of the official F1, F2 or Junior drivers, which is finally possible in F1 24. You can also still create your own driver, even though we have been wondering for years when a cool character editor would finally arrive.

It is also possible to join the F1 circus with one of the icons included in the game. For some, it might feel out of place to start a season as Ayrton Senna, Michael Schumacher or Mika Häkkinen, but it is completely optional - and a nice option to have for those that might want it.

Meanwhile, keen observers will have noticed that the driver rating is much more prominent than in previous years. In F1 24, the driver you control also has these ratings, much like in "traditional" sports games like FIFA (now EA Sports FC) or the NHL series. These ratings also change based on your performance on the track, making the grid a dynamic environment as you progress through your season. And it has an immersive, role-playing feel to it, too - although some may be put off by ratings playing a part in how your own driver races, not their own skill behind the wheel.

EA Sports F1 24 Preview Teammate Recognition

We'll leave it up to you to judge if the the distribution of recognition at Red Bull accurately reflects reality.

The rating is also tied to the team-internal driver recognition, which shows the impact you have on your team's development, giving you advantages for R&D parts, bonuses for weekly resources or vice versa if you are the number two driver. These ratings change based on results, so you can lose your status (or improve it) by having a long streak mid-season. The rivalry system is also improved in this sense.

The new specialists, who work as external consultants and come to the races from time to time, give you additional goals and bonuses to complete and earn, so the Research & Development system becomes a bit more dynamic and deeper, especially since your teammate is now busy with development as well. There are many small, clever changes, new cutscenes and additions that simply make the career feel more intense. As the season progresses, elements such as driver changes, secret contract meetings and more surprises will be added.

F1 24 Challenge Career Mode​

One of the new ways to take all of these improvements and new features into action is the Challenge Career. This mode allows players to compete with others, but not in a direct fashion – instead, they are presented with certain career scenarios to conquer. Any goals they fulfill net them points, with the different difficulty settings acting as point multipliers – the more difficult your setting, the more points you get.

These scenarios are divided into chapters. In the preview version, we started out as Max Verstappen ahead of the Japanese and Emilia Romagna Grands Prix. The “normal” Career Mode elements are available in Challenge Career as well, so it feels like you are properly put into Verstappen's ongoing season.

EA Sports F1 24 Preview Challenge Career Max Verstappen


By completing the chapters of a Challenge Career Mode scenario, you earn points, and these are used to rank you on a leaderboard. Anyone who plays these scenarios enters the leaderboards, giving players a new way to compete with each other, even while not actually racing each other. It is rather about who can master certain career scenarios the best – a mode with quite some potential, we feel.

Not everyone has the time to race online, or they might not want to due to the countless stories of open lobby carnage. This way, they can still compete in a race setting (unlike in Time Trial) and see how they rank among other F1 24 players.

Meanwhile, if you want to do a Career Mode deep dive with a friend, two-player Co-op Career is back in F1 24 as well - and we are tempted to give it a go once the game is out.

F1 24 Preview: Enough Changes For A New Title?​

Considering how racing game fans and sim racers all want something different out of their experiences, it is hard to judge whether or not the the aforementioned innovations justify a full price of $70 or more for the console or Champion Editions - also considering the fact that there were no driver changes for the teams in 2024.

In the end, players have to decide for themselves. In any case, our first impression is that you can definitely have a good time with F1 24. It may not necessarily appeal to the hardcore sim racers out there, but it does not have to. After all, we should not forget that F1 games are probably the most important gateway to our hobby other than the likes of Gran Turismo or Forza Motorsport, and the reason for many out there to buy their first steering wheel.

EA Sports F1 24 Preview Updated Spa-Francorchamps

Spa-Francorchamps has finally been updated for F1 24, reflecting the changes of recent years. Image_ EA Sports

We will follow up with more gameplay and a comparison of the updated tracks tomorrow, and soon with an in-depth review of the release version of F1 24, including VR hands-on, controller impressions, more details on how it feels with a wheel, and more.

F1 24 will race to PC, Xbox Series X|S, Xbox One, PlayStation 4 and PlayStation 5 on May 31. Those who preordered the game can start racing on May 28 already.

What are your impressions of F1 24 shortly before its release? Are you looking forward to giving it a go? Let us know on Twitter @OverTake_gg or in the comments below!
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

A lot of people do not understand just having fun anymore. Especially those who say "I rather play AC", not realizing that many play the F1 games because unlike AC, F1 actually provides a truly GREAT single player experience.
the worst is AI from AC is totally useless, and of course F1 games are very good, it's hard to beat them on steam.
 
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Like it or not, F1 delivers a really portion of fun to who really like racing games.
Very correct. I love simulators, when I run F1 it is very difficult for me to drive. Somehow everything is wrong and not right. But after almost seven laps, when you get used to the local physics, you can very easily have fun. F1 is an excellent simulator, although not physics, but certainly competition.
 
Premium
The issue being that both sectors of the market have different standards in regards to game play.

Cant really be surprised the company made the game they intended to make, in a format to suit the market they are aiming for.

Sure, Its a load of crap, But that is also an expectation.
 
My guess is that largest amount of money goes to licensing the F1 brand, all the cars and drivers.
In total I would not be surprised if the total amount is beyond 50 million dollars per year.

Most customers will drive this game with a controller.
People that connect a steering wheel are a large minority, VR even less.

Looking at their sales, they get away with every year.
Besides a few hundred hardcore sim complainers.
 
Premium
Why is it necessary to say again and again that you prefer to drive Assetto Corsa or rF2 because EA / Codenmasters F1 is not a real simulator? That's right. It's an F1 game. But a very nice F1 game that gives you the whole experience and not just driving around in circles. Saying that the physics of F1 2024 are still not as good as Assetto Corsa or rF2 is about the same as saying that you get wet outside when it rains. I also like driving a simulator more than an EA / Codemasters F1 game. And all the extra game stuff doesn't interest me at all. But still I'm thinking about buying it. In our country there are more and more "race simulator centers" where you can all race against each other. Not interesting to just go there if you can do it at home every day. But it can be a lot of fun with a group of friends together. Unfortunately at these "race simulator centers" they have EA / Codemasters F1 games. It's a bit of a shame when you only discover that it drives much differently than you're used to. Then it's nice to get used to it at home, so that you don't look like a monkey in front of your friends because you regularly drive into the guardrails. But other than that I see little reason to buy another EA / Codemasters F1 game...
 
Yeah of course, a bunch of negative comments to a game just because ItS NoT ReAlIsTic AgAiN. Meanwhile, F1 series still crushes every single game so called "Simulators" on steam just because the majority of real gamers play to have fun, not to simulate anything.

Like it or not, F1 delivers a really portion of fun to who really like racing games.
Some people would like / prefer the F1 games to be more realistic and there's nothing wrong with voicing that desire. If you don't like reading such comments then perhaps don't read the comments section. Are you really trying to advocate that you're allowed to say you prefer having fun in games but others aren't allowed to express other desires? Do you want others to be censored and muted just to keep you and your feelings happy and safe?

The F1 games are often high on the Steam charts as they are clearly directed toward the biggest age demographic (18-25 range) who more-often-than-not only use controllers and therefore can't even feel the shortcomings of the games handling & FFB.

Also, if a game is high in the Steam charts, that isn't a definitive argument that having fun and being a "real gamer" (whatever the heck that's supposed to mean) is better than by opposition being an "unreal gamer" who prefers sims. Those statistics are less a measure of success and more of popularity and commonality - argue that all you want with your real gamer beliefs but that's just how statistics work.

Also you can't argue that F1 24 will also be high up the Steam charts (consistently) as it's obviously not even out yet, and all the current signs are indicating that it's a worse game than '23.

Also, all racers race to have fun, they just find that fun through different means. So called "serious sims" are just labelled as that just as a measure of accuracy and realism, not because of if you have fun or are grumpy when playing. By your logic, everyone who races in real life can't have fun because they're essentially racing in the ultimate hardcore sim.

Also, wHy dO yOu wRiTe LiKe tHiS? Are you 6 years old or are you trying to imply that people who aren't real gamers are? Either way, your entire post reeks of coming from a young mind, written in such a way that doesn't promote mature reasoning, and your views could be considered short sighted / truncated and therefore off the mark.

I regularly play several "real gamers" titles such as GT7, Grid Legends, Dirt 5, Forza 4 & Wreckfest and they can be fun, but they don't fulfil the simulation aspects that I also desire. I play F1 23 every real race weekend and even though it's obviously not a "serious sim" I take it for what it is and generally enjoy that, but there's mainly 3 underlying problems in these F1 games...

1) The handling and FFB model has some fundamental flaws. I find the main area of concern being when accelerating hard out of slow corners while applying a fair amount of steering, during which the FFB doesn't communicate anything to indicate grip levels (especially in the rear tyres) and impending slides. Racing well, be it for fun or serious is all about racing on or very near the limit, and if the game can't / doesn't convey that limit then in those moments it can't / doesn't provide a good racing experience, which is obviously not a good situation for a racing game to be in.

2) Both fun and serious handling models can be accommodated and that is often done by making a serious sim first then applying driving aids to make it less serious for those who prefer it that way - yet they insist on trying to settle in a middle-ground which is where a lot of frustrations lie as they're approaching a point of fulfilling everyone's desires but they continually fall short and fail to deliver, either through laziness, complacency, lack of interest, ignorance, incompetence, and / or they want to hold back on delivering so they can dangle the carrot for next year.

3) Being the only true complete and official F1 package, it's only natural and reasonable to want the license and series to be put into one complete, comprehensive, and inclusive package that can suit all racers, but in my opinion they've never reached that status for many years now (I regard 2013 to be the last best flawless F1 game). They squander the opportunity while excluding anyone else for being allowed the opportunity to do better, hence why there's an element of resentment at play here.

Ultimately, you have your reasons to like the game and others have theirs to not like it as much, and that's fine both ways so there's no purpose or benefit trying to argue or complain otherwise.
 
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Some people would like / prefer the F1 games to be more realistic and there's nothing wrong with voicing that desire. If you don't like reading such comments then perhaps don't read the comments section. Are you really trying to advocate that you're allowed to say you prefer having fun in games but others aren't allowed to express other desires? Do you want others to be censored and muted just to keep you and your feelings happy and safe?

The F1 games are often high on the Steam charts as they are clearly directed toward the biggest age demographic (18-25 range) who more-often-than-not only use controllers and therefore can't even feel the shortcomings of the games handling & FFB.

Also, if a game is high in the Steam charts, that isn't a definitive argument that having fun and being a "real gamer" (whatever the heck that's supposed to mean) is better than by opposition being an "unreal gamer" who prefers sims. Those statistics are less a measure of success and more of popularity and commonality - argue that all you want with your real gamer beliefs but that's just how statistics work.

Also you can't argue that F1 24 will also be high up the Steam charts (consistently) as it's obviously not even out yet, and all the current signs are indicating that it's a worse game than '23.

Also, all racers race to have fun, they just find that fun through different means. So called "serious sims" are just labelled as that just as a measure of accuracy and realism, not because of if you have fun or are grumpy when playing. By your logic, everyone who races in real life can't have fun because they're essentially racing in the ultimate hardcore sim.

Also, wHy dO yOu wRiTe LiKe tHiS? Are you 6 years old or are you trying to imply that people who aren't real gamers are? Either way, your entire post reeks of coming from a young mind, written in such a way that doesn't promote mature reasoning, and your views could be considered short sighted / truncated and therefore off the mark.

I regularly play several "real gamers" titles such as GT7, Grid Legends, Dirt 5, Forza 4 & Wreckfest and they can be fun, but they don't fulfil the simulation aspects that I also desire. I play F1 23 every real race weekend and even though it's obviously not a "serious sim" I take it for what it is and generally enjoy that, but there's mainly 3 underlying problems in these F1 games...

1) The handling and FFB model has some fundamental flaws. I find the main area of concern being when accelerating hard out of slow corners while applying a fair amount of steering, during which the FFB doesn't communicate anything to indicate grip levels (especially in the rear tyres) and impending slides. Racing well, be it for fun or serious is all about racing on or very near the limit, and if the game can't / doesn't convey that limit then in those moments it can't / doesn't provide a good racing experience, which is obviously not a good situation for a racing game to be in.

2) Both fun and serious handling models can be accommodated and that is often done by making a serious sim first then applying driving aids to make it less serious for those who prefer it that way - yet they insist on trying to settle in a middle-ground which is where a lot of frustrations lie as they're approaching a point of fulfilling everyone's desires but they continually fall short and fail to deliver, either through laziness, complacency, lack of interest, ignorance, incompetence, and / or they want to hold back on delivering so they can dangle the carrot for next year.

3) Being the only true complete and official F1 package, it's only natural and reasonable to want the license and series to be put into one complete, comprehensive, and inclusive package that can suit all racers, but in my opinion they've never reached that status for many years now (I regard 2013 to be the last best flawless F1 game). They squander the opportunity while excluding anyone else for being allowed the opportunity to do better, hence why there's an element of resentment at play here.

Ultimately, you have your reasons to like the game and others have theirs to not like it as much, and that's fine both ways so there's no purpose or benefit trying to argue or complain otherwise.
You see, the problem with all that is that the iracing F1 car is much faster than real life, while the codies f1 car is more close to the real laptimes. So now you will say, "that doesnt matter, its all about FEEL". Yes, great, so what "feel" is the "real" one? Are you in a position to tell us that? Is anybody actually, that is an F1 driver, and not a paid shill? Because if not, then all the arguments of "this is a sim, that is not a sim" fall flat on their faces. When does a game stops being a "sim"? Because you spin too easy? Because its too hard to spin?

I am not defending F1 24 here, which obviously has a very glaring exploit there going on, but all this "this is sim, that is not sim" without proper arguments gets tedious very quickly...
 
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Seems like another "if you have the last one, you probably don't need this one" case. Glad to hear they continue to work on the aero, suspension, tires, etc. For what F1 '23 lacks in "hardcore" simulation, it makes up for in career, atmosphere and other license related stuff. Being able to manage a full career and team is great, no other experience like it available to us. Maybe '25 will bring enough to the table on top of '24 to make another buy-in worthwhile.
 
I think a more compelling argument for the debate about this series, is that this is another title falling behind 2020 release. Comparisons against regular simulations are futile actually, but arguing that this franchise is not moving forward in terms of quality has much more weight.
 
I think a more compelling argument for the debate about this series, is that this is another title falling behind 2020 release. Comparisons against regular simulations are futile actually, but arguing that this franchise is not moving forward in terms of quality has much more weight.
strange, the players are every year more and more..... the minority trashing the game can't change the success of F1 games, the best F1 game.
 
Ah, is this the franchise that Electronic Arts, every year, remove the "old titles" to encourage people to buy the new one? The one that sells the previous year game full price? Ah, ok, not supporting trash business model.
 
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You see, the problem with all that is that the iracing F1 car is much faster than real life, while the codies f1 car is more close to the real laptimes. So now you will say, "that doesnt matter, its all about FEEL"
Respectfully, you're just being presumptuous there and putting words into my mouth in order to fuel your beliefs. As I practice & race in '23 immediately before the IRL sessions, I then enjoy comparing lap times and gear selection choices between the two, which yes are often very similar if not the same. Those accurate comparisons are a big element of what I enjoy from the game as this allows my experience to be relatable and I can play "let's pretend" as if I were there for real. Working out gearing in particular as I progress through a practice session to then watch real life and see that I take the exact same approach as the pros fills me with joy and a real sense of accomplishment. So no, it's not all about FEEL (to me) as you put it. Also, FWIW, I personally dislike iracing.

so what "feel" is the "real" one? Are you in a position to tell us that?
No, in terms of having experience of driving F1 cars IRL I'm clearly not in that position and never claimed I was. I'm a fat disabled poor guy in my mid 40's so I'll never know. I instead was simply pointing out what I couldn't feel, which in my specific circumstantial example was pretty much absolutely nothing, which was clearly lacking realism to anyone who knows how life works. Firstly, sometimes if you can't say what is, then it can be helpful to say what isn't instead, so as to allow for process of elimination, and secondly, it wouldn't be a requisite to drive a F1 car IRL to know that you will always have some degree of feel all of the time because that's just how physics work, so when there is no feel (or variance of) then going by the laws of science, that would be wrong / inaccurate / unrealistic. Admittedly most of us are lacking the seat-of-the-pants / butt sensations that real life drivers use and rely on nor feel G-forces either, but regardless, cars shouldn't feel absolutely dead in feedback to the extent when you approach and cross over the limit and begin to spin out without feeling that. Put another way, their games lack relatively low speed high g-force based tyre slip physics (very much applicable to turn 12 of Shanghai for example) which completely turns me off racing on some tracks, and keeps me hoping for more in the sequels.

When does a game stops being a "sim"? Because you spin too easy? Because its too hard to spin?
Now that's actually a good question, albeit too narrowly focused on one element of simulation to solely lead you to the answer. The dictionary definition of simulate is: to do or make something that looks real but is not real. In our case of simracing it would be logical and reasonable to extend that definition to include feel along with looks. Looking at the black and white of it then, and I'm only going to focus on physics and FFB here for the sake of answering your question:

If a racing title accurately provides realistic physics and FFB then it can be / is deemed a simulation.

If a racing title provides those elements to a lesser (more simplistic) degree while therefore being moderately forgiving (of reality / physics) then it can be / is deemed "simcade" (using modern colloquialisation terminology).

If a racing title does not provide those elements in any / much significant form and instead focuses primarily on unrealistic qualities for the sake of design and / or fun, then that's arcade.

For F1 2x titles, going by EA / Codemasters' track record, they're probably not going to be firmly in simulation territory anytime soon, even though they could easily be capable of that and that I keep hoping for that too. I'd instead categorise F1 23 as being close to sim but ultimately more in the simcade category (because of the essentially incomplete physics and FFB) and by the sounds of it F1 24 is firmly in simcade territory now.

My frustration, as is many others' (going by public reception and feedback that I've seen over the past several years) is that the F1 games generally keep stepping towards being a sim, and F1 23 (in my opinion) is one of the the closest occasions of them making a sim, hence why I had a legit buzz about F1 24 possibly finally crossing that line into a whole different category and appealing towards a different demographic, but sadly that step just seemingly hasn't happened yet again and apparently took a step backwards instead.

Contrary to my essay, aside from providing some clarification, discussion of labels isn't really important here. Their games are close to being great and are already generally fun, but consistently lack the extra fundamental quality and detail required in order to become the realistic game that so many people want. Having less is fine, but to some having more would be better.
 
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Respectfully, you're just being presumptuous there and putting words into my mouth in order to fuel your beliefs. As I practice & race in '23 immediately before the IRL sessions, I then enjoy comparing lap times and gear selection choices between the two, which yes are often very similar if not the same. Those accurate comparisons are a big element of what I enjoy from the game as this allows my experience to be relatable and I can play "let's pretend" as if I were there for real. Working out gearing in particular as I progress through a practice session to then watch real life and see that I take the exact same approach as the pros fills me with joy and a real sense of accomplishment. So no, it's not all about FEEL (to me) as you put it. Also, FWIW, I personally dislike iracing.


No, in terms of having experience of driving F1 cars IRL I'm clearly not in that position and never claimed I was. I'm a fat disabled poor guy in my mid 40's so I'll never know. I instead was simply pointing out what I couldn't feel, which in my specific circumstantial example was pretty much absolutely nothing, which was clearly lacking realism to anyone who knows how life works. Firstly, sometimes if you can't say what is, then it can be helpful to say what isn't instead, so as to allow for process of elimination, and secondly, it wouldn't be a requisite to drive a F1 car IRL to know that you will always have some degree of feel all of the time because that's just how physics work, so when there is no feel (or variance of) then going by the laws of science, that would be wrong / inaccurate / unrealistic. Admittedly most of us are lacking the seat-of-the-pants / butt sensations that real life drivers use and rely on nor feel G-forces either, but regardless, cars shouldn't feel absolutely dead in feedback to the extent when you approach and cross over the limit and begin to spin out without feeling that. Put another way, their games lack relatively low speed high g-force based tyre slip physics (very much applicable to turn 12 of Shanghai for example) which completely turns me off racing on some tracks, and keeps me hoping for more in the sequels.


Now that's actually a good question, albeit too narrowly focused on one element of simulation to solely lead you to the answer. The dictionary definition of simulate is: to do or make something that looks real but is not real. In our case of simracing it would be logical and reasonable to extend that definition to include feel along with looks. Looking at the black and white of it then, and I'm only going to focus on physics and FFB here for the sake of answering your question:

If a racing title accurately provides realistic physics and FFB then it can be / is deemed a simulation.

If a racing title provides those elements to a lesser (more simplistic) degree while therefore being moderately forgiving (of reality / physics) then it can be / is deemed "simcade" (using modern colloquialisation terminology).

If a racing title does not provide those elements in any / much significant form and instead focuses primarily on unrealistic qualities for the sake of design and / or fun, then that's arcade.

For F1 2x titles, going by EA / Codemasters' track record, they're probably not going to be firmly in simulation territory anytime soon, even though they could easily be capable of that and that I keep hoping for that too. I'd instead categorise F1 23 as being close to sim but ultimately more in the simcade category (because of the essentially incomplete physics and FFB) and by the sounds of it F1 24 is firmly in simcade territory now.

My frustration, as is many others' (going by public reception and feedback that I've seen over the past several years) is that the F1 games generally keep stepping towards being a sim, and F1 23 (in my opinion) is one of the the closest occasions of them making a sim, hence why I had a legit buzz about F1 24 possibly finally crossing that line into a whole different category and appealing towards a different demographic, but sadly that step just seemingly hasn't happened yet again and apparently took a step backwards instead.

Contrary to my essay, aside from providing some clarification, discussion of labels isn't really important here. Their games are close to being great and are already generally fun, but consistently lack the extra fundamental quality and detail required in order to become the realistic game that so many people want. Having less is fine, but to some having more would be better.
You wrote a lot, but said nothing. And please spare me your condescending tone. I didnt put words in your mouth, i asked simply, WHAT feel.

You conflate your lack of "feel" (whatever that is), to cars not having g load (grip i presume) at slow speeds. Then you go on about sim and simcades again.

I can bring up iracing, or other "hardcore sims", that have very little give, or spin "easily" at low speeds like you said. Does that make them simcades or not sims?...

Because thats a new one to me, so now codies F1s are not sims because they are too hard. Well maybe, just maybe, was that the reason why they tried to make it "easy" in F1 24?...
 
You wrote a lot, but said nothing. And please spare me your condescending tone. I didnt put words in your mouth, i asked simply, WHAT feel.

You conflate your lack of "feel" (whatever that is), to cars not having g load (grip i presume) at slow speeds. Then you go on about sim and simcades again.

I can bring up iracing, or other "hardcore sims", that have very little give, or spin "easily" at low speeds like you said. Does that make them simcades or not sims?...

Because thats a new one to me, so now codies F1s are not sims because they are too hard. Well maybe, just maybe, was that the reason why they tried to make it "easy" in F1 24?...
It's so much fun to se people complaining about physics or the "feel" in this case when probably people don't have a clue of how a race car behave. All the "experience" they have is to drive the so called "simulators" with cars that lap much faster than the real ones.
 

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