EA Sports launched the official Formula 1 2025 video game, F1 25, featuring new gameplay elements, digitally enhanced tracks, and integrated content from the upcoming F1 The Movie.
The game introduces the fictional APXGP team from
F1 The Movie, ahead of the film’s 25 June international release. Players who purchase the F1 25 Iconic Edition can race as movie characters Sonny Hayes (Brad Pitt) and Joshua Pearce (Damson Idris), with exclusive scenarios available via downloadable content.
F1 25 also sees the return of the popular ‘Braking Point’ story mode, continuing the narrative of the fictional Konnersport team. Players will experience multiple character perspectives as Konnersport competes for championship success.
EA Sports has enhanced realism with five more circuits—Bahrain, Miami, Melbourne, Suzuka, and Imola—scanned using LiDAR technology to improve accuracy, following Silverstone’s debut of the system in F1 24.
‘My Team 2.0’ offers a revamped management experience, allowing players to switch between two drivers during race weekends and control team strategy in greater depth.
The Iconic Edition cover features Lewis Hamilton, who also co-produced F1 The Movie. The standard edition features Oliver Bearman, Oscar Piastri, and Carlos Sainz.
F1 The Movie opens in cinemas internationally from 25 June and in the US from 27 June.
History of official Formula 1 video games
Early Beginnings (1970s–1980s): Pre-licensed Foundations
- In the late 1970s and early 1980s, F1-themed racing games began appearing, such as Pole Position (1982) by Namco.
- While inspired by Formula 1, these were not officially licensed and featured fictional tracks and drivers.
First Licensed Titles (1990s)
- 1991: Formula One Grand Prix by MicroProse (Geoff Crammond) became a seminal sim-style game, though not FIA-licensed.
- 1995–2001: Psygnosis / Studio Liverpool (Sony) launched the Formula 1 series on PlayStation, starting with:
- Formula 1 (1996): The first FIA-licensed game, featuring real teams, drivers, and circuits.
- Titles included full official licenses up to Formula One 2001.
EA Sports Era (2000–2003)
- EA Sports held the official F1 licence for PC and console games:
- F1 2000 to F1 Challenge ’99–’02: Featured real-world data and deep simulation.
- F1 Career Challenge (2003) was EA’s final release under their first F1 license run.
Sony's Exclusive Period (2003–2006)
- Sony resecured the exclusive license, releasing PlayStation-only titles:
- Formula One 2003 to Formula One Championship Edition (2006, for PS3).
- Known for graphical advances but limited to PlayStation platforms.
Codemasters Era Begins (2009–present)
- Codemasters acquired the official Formula 1 game licence in 2008, revolutionising the franchise:
- 2009: F1 2009 (Wii & PSP) – basic but fully licensed.
- 2010: F1 2010 (PC, Xbox 360, PS3) – critically acclaimed, introduced Career Mode.
- Annual updates followed, each reflecting real-world teams, circuits, and rules.
Key Milestones:
- F1 2016: Reintroduced a full Career Mode with off-track elements.
- F1 2019: Debut of F2 integration and driver career progression.
- F1 2020: Added My Team mode – allowed players to create and manage a new F1 team.
- F1 2021: Introduced Braking Point, a narrative story mode.
- F1 22: First game under EA Sports branding following EA’s acquisition of Codemasters.
- F1 23: Continued with Braking Point 2, added red flags and updated physics.
F1 25 (2025)
- Latest official title under EA SPORTS.
- Integrates F1 The Movie content for the first time.
- Features returning Braking Point story mode and My Team 2.0.
- Uses advanced LiDAR scanning for circuit realism.
Legacy and Influence
The official F1 games have evolved from arcade-style racers into sophisticated simulations with managerial depth and cinematic storytelling. They now form a key part of Formula 1's global engagement strategy, especially with younger fans and esports audiences through the
F1 Esports Series, launched in 2017. The rise of
video game marketplaces has also made it easier for new players to explore these titles across various platforms, thereby boosting accessibility and fostering long-term fan engagement.
Let me know if you'd like this history turned into a timeline or visual chart.
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