Image of a Red Bull car in F1 2019.
© Codemasters
Games

Codemasters talk Formula 2, rivalries and what’s new in F1 2019

F1 2019’s release is just around the bend, and the latest in the brilliant racing series looks incredible. We speak with Codemasters to find out more.
By Jamie Stevenson
7 min readPublished on
Codemasters’ long-running racing series returns in June, with F1 2019 building on last year’s superlative instalment, delivering a host of new modes, features and even introducing Formula 2 to a racing package that’s already bursting at the seams with amazing content.
So, with so much to enjoy, what should new and returning racers expect from F1 2019, and how can they best prepare themselves for the new challenges on offer? We speak with Codemasters’ Lee Mather, Game Director of F1 2019, to find out more.
What are the new features you’re most excited to introduce to the series?
It’s a tough call actually. The inclusion of Formula 2 is a massive thing for us, and also in how we’ve integrated it into the Career by building a narrative driven introduction. The two fictional characters who you’ll also be racing against really inject some extra emotion to proceedings.
I’m equally excited about the inclusion of League support in Multiplayer, and the addition of customisation which we gain by having the new Multiplayer-specific car which was designed in collaboration with Ross Brawn and Pat Symonds.
What can you tell us about F2?
The first experience the player will have of F2 in F1 2019 will be in a three-event feeder introduction. Once the player has chosen their preferred F2 team, and a driver academy which ties them to the F1 teams, they’ll be challenged by three on-track events. How they react to the scenarios which they’re placed in, and how they perform in the final race will all impact on the quality of the contract they’ll get when moving in to Formula 1.
Similar to F1, we’ve implemented all of the rules and regulations which go with Formula 2, including the unique Monaco weekend qualifying.
Another thing which has been really great for us this year has been the number of drivers who made the jump from F2 to F1 in the real world. It’s great that George Russell, Lando Norris and Alex Albon all feature in F2 before progressing to the 2019 F1 season.
Image of a Red Bull car racing in F1 2019.

Get in pole position

© Codemasters

Any tips for getting started in F2?
F2 is a spec formula so the performance of the cars is all the same. That gives the player the opportunity to compete in any car, so they’re good to select their favourite team, with no performance penalty.
Tell us more about the inclusion of the Senna/Prost rivalry
The inclusion of Ayrton Senna and Alain Prost in the game is the culmination of a journey which we started back in 2013, when we first added classic vehicles to the series. With the rivalry between the player and the two new characters in F2, and moving into F1, the inclusion of two drivers who had one of, if not the, most famous rivalry in Formula 1 was something we really wanted to do. The two drivers have opened up the ability for us to add not only their cars from the 1990 season, but also some very cool customisation items, driver heads and car skins. We’ve also created eight scenarios for the player to compete in, driving as either of the two legends.
What additions have you made to the multiplayer mode?
Multiplayer has received a serious update this year. The biggest edition is in how the player can now create and manage Leagues within the game. Anyone can create a League, and schedule it to run at any given time and date or cadence. Players will also be able to search for a league which suits their playing style and schedule. Once a player is part of a league, they’ll be able to keep track of when races are taking place, via the in-game calendar.
Collaborating with Ross Brawn and Pat Symonds allowed us to be able to create the new F1 2019 Multiplayer car. The car is a full 2019 rules spec car. The inclusion of the car has opened us up to being able to add new levels of customisation, with the player able to purchase new skins in game, using competition points which they’ve won by participating in Multiplayer events.
Can you tell us more about the changes to this year’s career mode?
The player will begin their career journey in F2 and they’ll be joined by two fictional drivers. One of them will be a fairly friendly, supportive character; the other will be more of an antagonist. You’ll build a relationship with these two characters, as well as competing against the official Formula 2 drivers from the 2018 season. The F2 feeder events consist of two situations, where your decision on track will affect the outcome, as well as your reputation, which feeds in to the concept of whether you’re seen as a sportsman or a showman, which we added in F1 2018. The final race before moving in to F1 will be the last race of the F2 season; again, the outcome will have an impact on your reputation and the level of contract you’ll receive from the Formula 1 teams. The player will be able to move to any team in F1, but the quality of the contract, and perks which they’re given will vary based on performance in F2.
What are your tips for those starting a new career mode?
I always think the most important things to consider when starting a new career are, what sort of experience you are looking for, and what sort of time you want to dedicate to becoming an F1 World Champion.
If you want to be a champion after one season, then take a drive for one of the front running teams. If you prefer the long game, engaging with research and development, or even moving teams on the way to the top, then pick one of the midfield teams.
It’s also important to set an AI difficulty which places your car in the correct place on the grid for you level of skill.
The game also has a comprehensive level of driving assists too, so be sure to experiment with them to help you find the best experience for you.
Image of a Red Bull car racing against a barrier in F1 2019.

Burn rubber in F1 2019

© Codemasters

What can you tell us about gameplay tweaks?
As with each of our F1 titles, we’ve built the F1 cars to mirror how they perform in real life. The rules changes to how the front wings work have been included in the handling set-up for each car. We’ve also implemented the changes to how the tyres are now presented to the player, with Soft, Medium and Hard being the presented options.
For the F2 cars, they’ve been built from the ground up. You’ll instantly notice how different they feel to the F1 cars. The difference in power and power delivery, downforce, weight and braking performance are all very clear to the player.
Any tips for newbies to the series, looking to get to grips with the handling?
Don’t do as I do, start slowly and build up. I have a tendency to start too hot, and end up crashing, before slowing myself down. Don’t expect an F2 car to handle as an F1 car does. So again, take your time to learn how it behaves; ease yourself into the experience.
Taking some of the cars for a spin in Time Trial is a great way to understand the different characteristics.
In Career it’s also very beneficial to take part in the practice programmes which we offer in each of the three practice sessions. They’re a great way to learn more about the handling and set-up of the car.
How did you ensure the cars were as authentic as possible?
Each of the teams provides us with incredibly detailed reference material in order to allow us to create the best possible representation of the car in game. It’s not only the car which we go to such lengths on, as we model team gear and paddock locations for each team.
We also have a huge amount of reference photography which we collate over the first part of the season, starting as early as the pre-season tests.
F1 2019 is coming to PS4, Xbox One and PC in June.