Motorsport Manager is a nice spot in the f1 racing simulation coming with an immediately striking impression with a stylish color palette featuring a nifty tilt–shift camera effect replete with chromatic aberration.
However, the audio side of this game is a very short music loop that grates quickly at the front-end, and the sound effects during races seem to have no particular relation to the on-screen action.
On the other side, activities in the game may have three categories.
In line with this, you will be tasked of establishing and running the team, which entails hiring and firing drivers and engineers, allocating research, courting sponsors and fans, etc.
Meanwhile, setting qualifying times for races to determine racer positions is a simple matrix of gearing, aerodynamic and tire options creates a variety of configurations
Then, a little intuition and experimentation is needed to achieve the best standing.
The core of this game is in the races, where you can manage the action to a few simple choices with immediately comprehensible effects.
Along the game, your drivers can also push the performance of their cars, as well as driving conservatively or something in between.
Doing this impacts tire wear, in which it makes the player’s decision of when to have the drivers pit and what kind of tires to use either soft, hard or designed for wet conditions.
Having successful racing will come to a progression through successively more difficult tournaments, in that it requires more and more expensive employees and facilities, which will raise the stakes significantly.
The tournament structure lends itself to comebacks and dramatic fights for survival.
And, this narrative is commented on through a fake twitter feed that sees fans, drivers and sponsors weighing in on events.
On the other side,, you will see real social integration in a few spots.
Also, this game will offer you bribes in the form of in-game currency in exchange for sharing things.
And, the game is related to interface design which is splitting the difference between designing for phones and tablets
Elements seem excessively spread out on tablets, but cramped on phones.