F1 22 game: Lee Mather talks VR, driver ratings, F1 Life and more
Lee Mather, Senior Creative Director of F1 22, talks Give Me Sport through some of the features on the new game…
What’s the early feedback been like?
Yeah, I mean, obviously, we’ve been looking over the reviews, we read the comments, we’ve certainly been scraping our socials for everything that’s been coming in. And I think the biggest one for us is that we set out to completely change the track experience and how that felt, and how the Formula One cars are driven this year. I think that’s one that’s come across really positively, everybody’s really been pleased with what we’ve achieved there, the cars do feel very different. So anybody that’s played the previous game, they’ve got something that feels very different. There’s also been a lot of people call out the presentation as well, how we’ve got the presentation of the intros and things like that, again, keeping it more realistic to Formula One. And then, of course, F1 life, you know, that’s obviously had a lot of focus on people, because it’s such a big part of the front end of the game. And seeing people starting to engage with the content and changing the environments, changing their avatar, all very, very cool. And of course, probably one of the biggest things that we’ve had a lot of really high quality feedback on has been VR. I mean, VR, considering it’s a smaller part of our audience, being PC only at the moment, it’s still very, very passionate, very, very engaging to people, and they’re really loving the VR implementation.
How difficult was it to reflect the rule changes in real life F1 into the game?
Yeah, the handling team have done an amazing job on the physics. So I mean, normally, we’ve got a pretty good idea of what to expect each year. And then


