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F1 98 (PSX) ReviewBackground Info
Presentation/Graphics : 85
There are sixteen basic tracks available (F1 CE had eighteen). On
the whole, the tracks are vivid and colorful, although marred by the
frequent appearance of seams during a race. Moreover, the
interaction of car, course, camera, and on-screen map leaves
something to be desired. It's a challenge to anticipate turns and
chicanes by simply watching the track, unless you spend a long time
memorizing courses, the maps do not always show wrinkles in the
track unless one uses the zoom option. Players may toggle the race
line (showing the ideal path to follow) to assist their efforts to stay
on the road. There are several weather options (sunny, rain,
variable weather during a race, or random weather from race to
race); in wet weather cars spray water as they brake and turn.
Players may choose from one of several camera angles, ranging
from cockpit to high and behind. Complicating matters is the
failure to incorporate a rear view mirror, making the 4x zoom map
almost a necessity (the "look back button" simply does not cut it).
The representation of the pit crew is adequate.
Presentation/Audio : 80
Interface/Options : 80
The controllers incorporate analog as well as digital versions,
allowing you to combine stick steering with button brakes and
acceleration. The game also uses force feedback to good effect.
Memory card management options offer players the choice of
loading all or selected pieces of information (you can save
individual setups)--and the game recognizes multiple saves on one
card (an improvement on F1 CE). Players may also choose
between action reply (with control of the frames to be shown) and
an extended replay--features not available in F1 CE.
Gameplay : 75
Instead, the new developers constructed the arcade challenge, a
somewhat convoluted process designed to serve as a gradual
introduction to Grand Prix mode. The cpu assigns the player to a
different team for each race (no set up or race options are available)
and runs the player through a series of races, with the car handling,
quality of opponents, and changing race settings reflecting the
evolution from arcade to Grand Prix simulation mode. While some
players will find that this mode serves as a good way to slide into
more skilled racing competition, others will prefer to toggle Grand
Prix options and start from scratch in sim mode.
In Grand Prix mode, the game is indeed demanding, and the race
itself is only part of the challenge. Racers first preview the track,
then engage in up to three practice sessions, qualify, and then race.
While the practice sessions can be extremely useful, you don't know
how you are doing compared to the complete field; to find out that
information during qualifying runs, stop in the pit and employ the
"advance clock" option.
Oddly, for an F1 game, the driving skills demanded in Grand Prix
mode are not those demanded in F1 racing. Since cars understeer,
players will powerslide . . . but F1 cars aren't supposed to drive that
way. Rather, drivers are supposed to anticipate turns, break, and
then accelerate coming out of them. Here's where a combination of
excessive speed on straightaways, camera angles, and so on
combine to hinder the simulation aspects of the game. Players
accelerate when they can, then come upon turns before they can
break . . . and decided instead to powersteer. Unless damage is
turned on, other cars will not much of a threat (they simply bounce
away). If the player could anticipate turns better and brake going
into them, the game would reward those gamers who used F1
driving techniques; instead, it's Gran Turismo time. Those looking
for an accurate simulation of driving techniques will be
disappointed.
Players who invest a good deal of time in refining racing
techniques--or at least video game racing techniques--will want to
drive with assistance options off in Grand Prix mode, but the
number of options in both Grand Prix and arcade mode allow most
players to find a combination of simulation and arcade features that
suits their style and preferences. Still, unless the designers
intentionally wanted to fashion a brainless arcade basic level, one
wishes that there might be a bit more challenge without having to
go all they way to simulation mode.
Difficulty: 80
Overall : 80
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