A new year brings the perennial question: has EA improved or worsened its sports licenses? For Codemasters, the pressure is on to deliver with F1 25, their 16th F1 game since 2009. While recent years have seen declining ratings and sales, this year’s version aims to reverse that trend, though its success remains to be seen.

The once-popular past elements have been dropped in favor of features like F1 World (formerly F1 Life), Fanzone mode, Podium Pass, and PitCoins. Coupled with a driving experience criticized by long-time fans, last year’s game struggled, resulting in disappointing sales. The developers are clearly aware that declining sales for a major motorsport title are unsustainable, especially considering the cost of the official license and development.

There are many shortcomings in the driver’s model.

This year’s changes are substantial, marking the departure from older consoles with a release exclusively on PlayStation 5, Xbox Series X/S, and PC. This allows for greater processing power, evident in the improved demo, enhanced AI, and revamped game modes, particularly the extensive overhaul of MyTeam.

Driving Experience: A Step in the Right Direction?

the driving experience, a frequent point of criticism, has seen adjustments. Codemasters has attempted to fine-tune the car’s response to various factors, but the result feels somewhat uncertain. It’s unclear whether this is an attempt to appeal to a broader audience or to strike a balance between realism and accessibility.

While pleasing everyone is difficult, the approach taken in the rally game (until EA’s involvement with WRC) could have been a better model. Reconciling the desires of hardcore simulation enthusiasts with casual players seeking a quick race around Monza is a challenge, and F1 25 seems to struggle with this balance.

F1 25
But at least in the game, the game is really exciting.

The slower pace of this year’s race is a welcome change, noticeable to those who play the F1 series regularly. It represents a move in the right direction, finding a middle ground between F1 23 and F1 24. The cars feel more manageable and responsive,though still somewhat forgiving.

This is beneficial for controller users but less appealing for those with steering wheels and pedals. While the reviewer identifies as a casual gamer, they find the game leaning more towards arcade-like than realistic. Curbs and bumps are less impactful than last year, and cars feel more planted. Grip is strong at high speeds but diminishes rapidly at lower speeds. Off-track areas