EA SPORTS F1 25: Details on the subject of the team were noted and more, firing on May 30

Published:

The buzzing of excitement increases into a full roar So Sport F1 25 Get ready for the lights on May 30. And with it a whole paddock of improvements, corrections and up-to-date functions appears to provide unknown drivers and veterans of track who feel at home. Recently, I had the opportunity to talk to programmers in EA Codemasters about the latest racing functions.

“We never lack feedback,” says Gavin Cooper, original director of EA Codemasters. “We listen to the community, which this year informs many of our functions.”

The richness of voices offering reactions to a figurative team radio does not include only official forums and other close sources, but also the e -service of drivers and content of content who had the opportunity to get F1 25, early during its development.

The result is a game that was aimed at sharpening everything from car service, to a more shiny presentation in the style of television and an improved voice for the driver. “Hearing the voices of real drivers, because you play, really brings some authenticity to this experience,” says Gavin. “We have almost twice the number of voice lines in F1 25, which we had in F1 24, and you experience them in a larger context.” So you not only hear directly from some directors, but you will also have exchange and back between real drivers and racing engineers in the game, offering a kind of camaraderie-and the voltage-a vigorous thing.

Gavin also wants to notice that for fans who were frustrated with the same engine sounds in the comprehensive mode of my team, Bugbear was solved. “You are now able to attach the right sound to various engine suppliers – so depending on which supplier you choose, it will actually make your car sound different. I know that people have wanted for a long time.”

Your own dream team

On my team, the popular mode has received a significant growth, designed to get hearts of fans. This time, instead of being the owner, you are now the owner of a team who must manage a pair of drivers. “We know that being the owner’s driver is not authentic for this sport,” says Gavin. “But now the need to manage two drivers opens many interesting decisions for the player. Earlier every time we asked you for the priorities of one driver over the other, it was not an interesting choice – you would naturally choose yourself. Now you have to think about who is most important in such things as contract negotiations and updates.”

While you choose someone to control the track itself on racing weekends, managing two different personalities and ego offers greater complexity to juggling, in addition to conducting detailed engineering, staff and corporate facilities, which can also spill in the way your team, competitors and perspectives perceive you. Even after adding to extended research and development systems and sponsors, which interact with add -ons, updates and relationships, and increased control over the driver’s icons to enable AI teams to recruit cult drivers, it is still only a choice of accessories that you will have in the race box.

The braking point drives the narrative forward

Fans of missing, a huge F1 series, do not remain in the initial net. “We are always looking for ways to increase the influence of players on the narrative,” says Gavin. So now, when key events happen, you have the option of choosing from two Konnnersport drivers available in this scenario, which results in different waves, which can not only affect some racing goals, but also at the end of the story itself. The implementation of this expansion and various narratives were branched with a considerable task for the programmers’ team.

“We follow the basic narrative, which is supported by various other threads, threads and other small stories that we provide via secondary narrative, such as phone calls, social media and information posts,” explains Gavin. “And these different threads can be more suitable for one driver, but they can come back and intersect with the main story. That’s why he makes sure you still get something that is specific to this driver and stories with which you get involved, and you still have a coherent general narrative that everyone can enjoy. It’s difficult, but it’s a really funny process.”

And when will you finish the braking point? Well, there is a special bonus that will allow you to introduce Konnersport syndrome directly into your career mode, for the first time in the series. This is just one of many ways in which F1 25 raised the equipment to ensure a variety of flexibility in how you want to race.

“There is a whole matrix of possibilities that you can implement in the game,” says Gavin. “You can play as an official driver or non -standard driver, but there is also the 11th team, via Kononnersport or Apex. Do you still play as a non -standard driver in an official team, are you going for an official driver? And all this before you start introducing icons to my team.”

Addictive details at every step

As thoroughly, like many existing modes, a team of programmers also did not forget about entertaining miniature accessories. In -depth adjustment means a better sticker editor, it is possible to change the fonts and the colors of the controller number, and Lidar scanned was provided by millions of canceled data points for a more real appearance and style for five songs (Bahrain, Miami, Melbourne, Suzuka and Imola), including security barriers, fans and even the accuracy of vegetation.

And now you can also race around Silverstone, Zandvoort and Austria in reverse systems in the Grand Prix, Trial Trial, Multiplayer and the second season of career modes. “This is a function that seems to catch people the most,” Gavin smiles. “You think you know these courses, but when you can actually play them, they really feel like new songs. There are a lot of nuances, you not only ride them back. It really expands people a bit, having a completely different experience in a friend.”

Because F1 25 taking year after year, it is no secret that creating these games is probably as complicated as mapping a real racing campaign, with a team of programmers shared into those who work specially on “even” iteration of the series and those who are working on “strange” years. “We founded a central team that works every year, so things such as the lead, and and so on” – explains Gavin. “They are still working on the annual term. But having this divided model of the team is really valuable, it allows us to set all these great functions each year. It is difficult because we overlap and we work in the game compilation, but basically many of them come down to a good process, good communication and the right people.”

It is a method that, like the best F1 teams, is based on the most willing teamwork – but it connects every year when it matters. You will be able to experience all this when the EA Sports F1 25 starts on PS5 on May 30.

Related articles