Project Cars: Preview
PH games head Nathan gets an early go with Project Cars - should we believe the hype?
Developers Slightly Mad Studios have said Project Cars will be the "most authentic, beautiful, intense and technically-advanced racing game on the planet" when it comes out in November and is being made "by racers for racers."
As a console gamer, I have always been disappointed when games come out claiming to be the best sim ever (numerous Gran Turismo titles, for example) that don't actually deliver when you play them. There are lots of little things that just aren't right and this means that they don't feel that realistic. This game initially seems to have overcome that as so many little details have been paid attention too; you can see the oil temperature rising and the fuel level dropping from the cockpit view. When it's raining your visibility is affected with rain drops flowing up the visor and then back down again as you stop.
The cars are accurately recreated using laser scanning and the tracks have had their GPS coordinates logged meaning the weather is accurate according to the date you set. If the sun would be shining at a certain point on the circuit in real life, so it does in the game. The developers say that for them "realism is about handling and feeling, not difficulty." The game is designed to be enjoyable, which is great news if you're no Lewis Hamilton. The handling felt realistic and very manageable although I'm sure if all the assists were turned off then it would be more of a handful.
Project Cars is unique because it's the first game of it's kind to be funded and powered using crowdfunding. Essentially there are over 80,000 stakeholders including racing drivers such as Ben Collins and Oli Webb (who was with us at Brands Hatch). This kind of input makes for an improved gaming experience game says Slightly Mad, due to the broad skillset involved in making it a very realistic experience in every aspect.
The game will be playable at up to 12K (three times 4K screens mounted next to each other) and will be compatible with all manner of virtual reality add-ons so you can really immerse yourself in over 70 cars, more than 80 tracks and nine motorsport disciplines. You'll be able to play against your mates in the Driver Network Time Trials and download leaderboard ghost laps to compete against.
As a casual console gamer, Project Cars is shaping up well with its stunning visual appeal and playability. If you like the idea of a super realistic racing sim then this game fills that brief perfectly; it could change the way racing sims are made and for the better.
Project Cars is due to be released on PS4, XBox One and Windows on November 21. Steam OS and Wii U versions will follow next year.
BAC Mono on the game against real life video here.
Launch event video here.
Any questions: fire away!
On the question of sim vs. arcade: yes there are lots of (switchable) assists. For the media events, we tend to turn a lot of them on, simply to make sure that the majority of players have a positive time (if you throw a regular gamer / journo into a full sim situation, the results ain't going to be pretty...). The physics system runs at 600Hz, and the team are rightly proud of what they've achieved.
Yes, maybe if you're a driving god that plays in proper simulators 7 days a week then it might not be for you but for me as a console gamer (although it looked beautiful on PC) this game played very well and I can't wait for the full version to be out.
Nathan
Any questions: fire away!
On the question of sim vs. arcade: yes there are lots of (switchable) assists. For the media events, we tend to turn a lot of them on, simply to make sure that the majority of players have a positive time (if you throw a regular gamer / journo into a full sim situation, the results ain't going to be pretty...). The physics system runs at 600Hz, and the team are rightly proud of what they've achieved.
A few questions;
1) Are the physics similar to Forza or GT? Forza 5 with the assists off is pretty good I feel and a good compromise.
2) Will you hit launch date?
3) Is there a list of cars anywhere?
4) The crucial one. Will there be smoke from the exhausts- I would love this and have seen evidence in some of the many vids I've watched.
Cheers- I'm always bigging this game up on twitter
A few questions;
1) Are the physics similar to Forza or GT? Forza 5 with the assists off is pretty good I feel and a good compromise.
2) Will you hit launch date?
3) Is there a list of cars anywhere?
4) The crucial one. Will there be smoke from the exhausts- I would love this and have seen evidence in some of the many vids I've watched.
Cheers- I'm always bigging this game up on twitter- @FelixBradshaw1
1) Let's just say that we're very very happy with our physics. Our physics runs at 600Hz (faster than the competition!), and we're modelling things to a depth that makes my poor brain boggle. Stuff like modelling the airflow through engines. Our volumetric throttle code calculates power available at a given intake manifold pressure, and means that ambient air pressure due to height above sea level will have an effect on engine performance depending on the setup of a particular car. And where a car has a turbo, it's properly modelled (airflow, spin up, wastegate, blow-off valve) rather than just arbitrarily applying a multiplier to the number labelled 'speed'. And our tyre model is amazing, too.
2) Yep. Trying our bloody hardest, for sure!
3) I don't believe we've made that public yet – but check over at http://www.projectcarsgame.com/cars.html for the latest information. What we're doing (and this is supported by our unique single-player career mode) isn't the standard 'car-collection' game, with hundreds and hundreds of cars. Whilst we've got quite a few (launching with 70-80ish), what we're making sure of is that we've got the right cars for the story we want to tell. We don't have an in-game currency, and all our content is available from the first time you play the game (notwithstanding the Microsoft / Sony requirements to allow gameplay off a partial download). Our single-player mode is more about mirroring the way that actual racing drivers spend their time: choose from any of the available classes, jump in, do a season, stick with it, change it, it's up to you.
4) Yeah. And flames.
Any questions: fire away!
On the question of sim vs. arcade: yes there are lots of (switchable) assists. For the media events, we tend to turn a lot of them on, simply to make sure that the majority of players have a positive time (if you throw a regular gamer / journo into a full sim situation, the results ain't going to be pretty...). The physics system runs at 600Hz, and the team are rightly proud of what they've achieved.
The inability to be able to use one of the most popular wheels with a 'simulation' game is a major letdown for a large number of people.
The game looks and sounds great, though .
Any questions: fire away!
On the question of sim vs. arcade: yes there are lots of (switchable) assists. For the media events, we tend to turn a lot of them on, simply to make sure that the majority of players have a positive time (if you throw a regular gamer / journo into a full sim situation, the results ain't going to be pretty...). The physics system runs at 600Hz, and the team are rightly proud of what they've achieved.
Couple of questions:
1.) Will there be any 1980's hot hatches available in the future like Escort RS Turbo, Renault 5 GT Turbo, MG Maestro Turbo, MG Metro, Peugeot 205 GTI, Vauxhall Astra GTE 16 Valve?
2) I have a PS4 and a PC - would you recommend buying a decent graphics card for the PC to play it on there or is the PS4 really good enough looking to not warrant playing it on PC (I aim to buy a nice wheel too for Christmas)
I would love to see a Sierra RS Sapphire Cosworth and the original 3 door whale tail in the game - would love to see them too as normal road cars not racing versions!
Cheers
Craig.
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