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Reading: F1 25 hands-on preview, part two: Drifting when you give it a bootful, but not spinning out as much
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Gamexplore > News > F1 25 hands-on preview, part two: Drifting when you give it a bootful, but not spinning out as much
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F1 25 hands-on preview, part two: Drifting when you give it a bootful, but not spinning out as much

April 18, 2025 11 Min Read
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11 Min Read
F1 25 hands-on preview, part two: Drifting when you give it a bootful, but not spinning out as much
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I’ve spent a good period of time in F1 24 dealing with backwards earlier than tapping the flashback button. It’s my very own fault – I insist on setting the issue too exhausting, doing guide gears and turning the traction management all the way down to the medium setting.

With that earlier entry within the collection, when blended with my brick of a proper foot, this was a recipe for a good quantity of errors, particularly on a difficult monitor which will or could not include some shut boundaries able to punish you for any mistake. Baku, for instance, or the final word problem within the type of Monaco – a monitor arrange for the a lot smaller and nimbler F1 vehicles of yesteryear, fairly than at present’s comparative behemoths.


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In F1 25, although, primarily based on what I’ve performed thus far, issues have improved. The way in which I drive now looks like an expertise that’s simply as a lot of a wild journey, however doesn’t really feel liable to chunk you just a little too usually in ways in which don’t fairly make sense. Within the hands-on laps I did, in addition to Spa, Imola, Singapore, Bahrain (and some others I’ll get into later), nailing the right lap was nonetheless very difficult, however not due to sudden mid-to-late nook spins that really feel inconceivable to keep away from except you barely contact the throttle.

As an alternative, I usually discovered myself in a position to wrestle again management of – or – right the slides getting on the facility a bit too exhausting and quick induced. Don’t get me unsuitable although, there was nonetheless a penalty to my leadfootedness – going sideways appears cool, however it ain’t the quickest technique to go F1 racing. Plus, the sport’s nonetheless comfortable to make your life exhausting should you occur to enter a nook within the unsuitable gear, as occurs to me on the reg.

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In the meantime, on a controller it’s nonetheless exhausting to get that form of in-depth really feel for the automotive, however within the run round Albert Park I had utilizing an Xbox pad, there’s nonetheless sufficient vibration to offer some suggestions so that you can react to and mold your driving round. Even when issues on a complete really feel a bit extra floaty when it comes to route modifications whenever you’re taking part in that manner.

Reverse, reverse! | Picture credit score: EA

This brings me to F1 25’s year-on-year modifications with regards to stuff that isn’t mode-specific. 5 new tracks have been laser-scanned in order that they’re extra detailed and correct – Bahrain, Miami, Albert Park, Suzuka and Imola.

Curiously, inventive director Gavin Cooper revealed that these tweaks has concerned performing some species-correct tree placement, in an effort to be sure that each tree you see by the aspect of the monitor is the correct for the particular location. Suzuka’s well-known cherry blossoms are in all probability the obvious instance. I dunno about you, however I’m gonna be parking myself in a gravel lure and channeling my internal Springwatch to really recognize this modification.

Timber apart, the addition of reverse layouts is an enormous change for 3 tracks – Silverstone, Zandvoort, and Austria. Cooper defined that these three have been picked as they have been the “greatest contenders” to be enjoyable to run backwards, one thing I can conform from my hands-on. I’m not often a fan of video games that embrace quite a lot of reverse monitor layouts, as they hardly ever race higher than they do within the supposed route and it might probably really feel like unnecessary monitor quantity padding if these different layouts are counted as separate to their right-way-around twin, however I did take pleasure in taking over these three.

Because it seems, attempting to take the searingly quick Copse nook flat is simply as a lot of an adrenaline rush as attempting to do it the opposite manner spherical, with the added peril of getting grass past the exit kerb on the proper, that means that you just’re extra more likely to be punished should you carry an excessive amount of pace and run broad. Ditto for Zandvoort’s banked turns, with the final one I think about more likely to be a recipe for some fairly hilarious start-line pile-ups.

It’s no shock that Codemasters has picked a trio of comparatively brief tracks that each one boast at the very least a few these sketchy high-speed sweepers, they usually appear to be a strong addition, if not one thing I think about I’ll be utilizing repeatedly as soon as the preliminary novelty wears off.

The decal editor in F1 25.

That is good, if a bit overdue. | Picture credit score: EA

Alongside these monitor modifications, there are some fascinating additions to the vehicles and drivers themselves. Essentially the most noteworthy is that F1 25 sees the collection lastly introduce the form of in-depth livery customisation by way of a decal editor that’s been commonplace within the likes of Forza and Gran Turismo for ages now, in addition to having been in Midnight Membership: Los Angeles way back to the PS3 period.

It’s higher to lastly have the flexibility to truly place sponsor decals in a manner that kinds a part of a singular livery, fairly than ending up with each customized F1 automotive being a little bit of a cookie cutter design, however it’s honest to say that is an overdue addition fairly than an innovation. That stated, good on Cooper and co for less than admitting the earlier decal system “wasn’t pretty much as good because it may have been”.

The sponsor decals themselves additionally received a revamp to match the expanded capabilities of this new placement system, making certain that it’s not only a case of you attempting to place collectively a swanky full livery with the identical instruments as earlier than. Codemsters has tried to offer its array of not-quite-real corporations extra real looking model identities, encouraging you to create a livery that comes with their colors. Hopefully in a extra visually-appealing manner that the BWT Alpines have lately. You too can decide a customized font on your driver quantity in 25, which is a little more distinctive and performs into the form of private branding all F1 drivers do these days.

Past this, a few different modifications that caught my eye are the truth that your customized MyTeam automotive will now even have the engine sound of whoever producer you’ve picked, as a substitute of being simply the identical generic tone for everybody, and likewise the the real-world driver radio clip voiceover launched in F1 24 has now been prolonged so that you’ll get it taking part in in qualifying in addition to races.

Plus with the latter, Codemasters says it’s “doubled” simply what number of of those voiceover strains are within the recreation, and added in some from group principals, so you possibly can hear Christian Horner whisper candy nothings to Max Verstappen after each race as a result of is aware of the group’s executed for if the Dutchman leaves any time quickly.

An F1 25 player accepting an invitational.

Picture credit score: EA

Lastly, F1 World – the made that’s grow to be the catch-all for the F1 collection’ extra informal one-off single participant and multiplayer racing has a brand new PvE mode referred to as Invitationals, which’ll see you despatched a one-time code you possibly can some associates can use to tackle a selected race state of affairs in opposition to the AI that’ll have rewards primarily based on how effectively you do. It appears like an fascinating concept, if perhaps missing the form of unhinged bumper-car chaos that, for higher or worse, defines the multiplayer of most huge racing video games.

Plus, the flashback system has had just a little visible improve to inform newbies which buttons they should press to delve again into the motion. As I discussed earlier than, although, from what I’ve performed of F1 25 thus far, I’m hopeful that at the very least with my typical wheel and preferences setup, I’ll not have to wind again time to get myself out of fairly as many backwards predicaments.

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TAGGED:codemastersEA SportsF1 24f1 25Game NewsNewspcps4ps5RacingSimulationSportsXbox OneXbox Series X/S
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Reading: F1 25 hands-on preview, part two: Drifting when you give it a bootful, but not spinning out as much
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