Hello and welcome to A Tribe Called Cars F1. What you are seeing on screen right now is yet more F1 22 gameplay from the pre-release date preview version, which EA kindly let me play ahead of its release date.
So I thought I would give both games a go to see whether there is a difference. How much will an F1 21 veteran used to the 2017 to 2021 cars need to adapt? Are the 50kg-ish heavier, larger F1 22 cars (complete with 18-inch wheels) faster or slower? Easier or more difficult?
To find out I shall use the same cars, the same circuits, the same conditions and the same handling assists to ensure as level a playing field as possible. The weakest link is, most likely, my driving. I am to F1 what Michael Masi is to safety car regulations.
However, pushing hard in both F1 22 and F1 21 will tell me something in itself and I shall try to be as consistent as possible.
See also: Full gaming PC specs
Now the first thing I noticed is that there is considerable overlap between the older and new cars and how the circuits feel. At high speeds, the level of grip and aerodynamic trickery ensures both can turn with head-snapping grip – that much is the same.
Where F1 22 differs is the noticeable initial reluctance in direction change. The newer cars do feel heavier and more understeer prone. Where some Silverstone corners were flat-out, balls deep, YOLO moments in F1 21, expect to lift or maybe even brake in F1 22.
And as we progress further into the corner, things get lairier still. Those bigger tyres lose traction more easily, sending you into a spin. Like this. And this. The fact they take longer to warm up does not help the situation.
All of this is especially noticeable in slow sections of a circuit because, once again, the 18-inch corners of rubber are not keen on over-enthusiastic acceleration. Any of you who go by the nickname Mr LeadFoot will find themselves facing backwards a lot.
Easing out the accelerator in is a thing, absolutely. These are, after all, lightweight, high-horsepower machines that can mince rubber and your spinal cord very rapidly. It is just I span many more times when trying to do fast lap times in F1 22.
Honestly, the new cars are fussier. I like the Ayrton Senna method of tapping the accelerator to stay on the edge of grip, maintain revs and be ready to exit a corner, but you really have to be delicate. Surgically so if you have assists off, it is raining and you are crawling along.
That increased fear of oversteer means you are more hesitant to take corners fast and it is easier to misjudge the entry speed. Subsequently, you find yourself missing apexes more often and so it becomes a tricky balancing act of mixing gentle inputs and precision with some Rambo-style aggression.
You can even the playing field by stepping away from auto gears, which is not a bad idea for added realism. This is because some corners, such as the penultimate slow left-hander in Miami, benefit from a higher gear. Putting power down becomes so much easier.
As for outright speed, the reduced drag of the cars does result in generally weaker cornering potential. However, it does mean potentially higher top speeds and longer stopping times – both of which are reflected in the game.
What about in the rain? Well, as in F1 21 the addition of precipitation means a whole lot more countersteer. As real F1 drivers have said, the challenge shifts away from the physical to the mental and, to be honest, the constant control and need for counter-steer is captured well in both games.
It’s just that those twitchier F1 22 cars lose control faster. Breathe on the pedal or trigger too much and it could be game over. Thank the F1 gods for that lovely replay feature. What do you mean that’s cheating?
Does this mean, then, that F1 22 is more difficult than F1 21? Yes. Is that a bad thing? No. As I have said before when talking about Dirt 2.0, making driving more difficult does not necessarily equal realism. But Codemasters has not made unnecessary adjustments.
Except for removing the comical porpoising, the new handling characteristics appear in line with the new cars and, honestly, I have found it more satisfying to go fast in F1 22 than F1 21. On the flip-side, you feel lower lows when things go wrong. Which is all the time for me.
The F1 22 cars are less predictable and the scope for perfecting a lap takes more effort. But you also get a greater sense of realism and complexity. Two things I suspect most F1 fans will appreciate.
In any case, if you do take some time to get back into the groove F1 22 includes the Adaptive AI I talked about in my previous video. Check that out for all the other new stuff in the game. Including, drum roll please, yummy virtual reality.
Honestly, F1 22 – though potentially unfinished as this is a preview version, remember – comes across as just as involving and almost fast as its predecessor. Hallmarks of the series.
However I am surprised at how much overlap there is between games – and that seems to be a common criticism. Visually and in terms of handling. Of course, maybe things will change in the retail version. We shall see.
With that said, I did miss the directness of those older machines. I get trying to even the playing field for more exciting races, but I also appreciated seeing the pinnacle of motorsport and human engineering.
Therefore I can see some players pining for the handling of old. And I would understand why.
In fairness, the new cars are still on the edge of performance – with as much motorsport trickery and knowhow. Were they really going to be that different? I think given the closeness in lap times we have seen between seasons, a few seconds or so, the answer should be more no than yes.
And that is it for this F1 22 gameplay video, subscribe and like if you enjoyed watching. Subscribe and like if you did not. More videos to come including a guide to setting up VR and some steering wheel comparisons. Take care, bye.
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