F1 24 is the latest entry in a long line of high-speed releases going back over a decade. The newest addition comes from long-time franchise developer and EA subsidiary Codemasters, which largely specializes in racing titles. The game aims to integrate more Formula One accuracy than ever before, improving the way cars handle and adding new mechanics and modes.
While the last title in the F1 series received favorable reviews, the team has been at work this year to create something even more realistic for fans of the sport. A new technology called EA Sports Dynamic Handling will make driving more detailed than ever before, with input given from current world champion Max Verstappen. There are also several new ways to play – players can step into the shoes of real drivers from the 2024 season, the Career mode has been given more depth through a recognition system, and a new Challenge Career mode allows for asynchronous competition.
Screen Rant interviewed Lee Mather, the creative director at Codemasters, to discuss the biggest handling changes, the game’s improved career mode, and what fans of the sport can expect from F1 24.
Screen Rant: First of all, I’m really curious about the biggest ways that you feel the physics have improved this time around.
And outside that new physics modeling, what do you feel differentiates this one the most from previous entries in this series?
Yeah, in fact, I actually had a question about the new recognition system in careers and how that’s going to switch things up.
And there’s also the new challenge career, which is an asynchronous competition. Where did the concept for that mode first come from? And what’s it like developing a system like that where not everybody is playing at the same time, but still keeping that feeling like an engaging competition?
And what is the collaboration process like when you guys are working with F1 drivers? Both in terms of talking to them about gameplay elements and also, as you said, you’ve incorporated the real life drivers as playable characters this time around as well. I’m curious how much those drivers had a say in, “This is what I look like, this is what my stats are.” That sort of thing.
And when you’re getting that feedback from a driver, are there any moments that stick out to you of them pointing out something that maybe as non-F1 drivers never even occurred to the team at all?
And you touched on a little bit, difficulties getting the physics right and stuff and not being super familiar with the stats in the way that commentators are, those things can trip you up. Are there other major difficulties that you feel are big challenges when it comes to making an F1 game?
What new elements are you most excited to see fans react to when the game comes out?
And do you have a driver and car that you like to main in the game when you’re testing?