RE: Project Cars 2: Review

RE: Project Cars 2: Review

Saturday 26th August 2017

Project Cars 2: Preview

Project Cars was very good but flawed, so have matters improved second time around?



The eagerly anticipated follow up to Slightly Mad Studios' crowd sourced driving sim, Project Cars, is due to hit the shelves on September 22nd. PistonHeads sent me along to a glorious, sun baked Brands Hatch to see how the aptly named Project Cars 2 was shaping up.

M6 GT3 so huge so other cars can fit in shot...
M6 GT3 so huge so other cars can fit in shot...
Project Cars divided opinion on its initial release; some niggly issues with the console versions especially and frustrating bugs across the board meant it had a bumpy start. A few patches later and Project Cars was up amongst the established simulations on PC and challenging the status quo on the consoles previously dominated by Forza and Gran Turismo. Project Cars 2 aims to address the problems that plagued the initial release, but also build on the features that raised it above the plethora of console and PC simulators on the market.

Banished from the game in this new version are the days of bouncing from barrier to barrier using a control pad; infinite control options and hours of tinkering would help, but the improvements here are dramatic. The steering assist feature ensures cars move from lock to lock smoothly without darting you off in to the Armco when you turn in or try to correct a slide on a crisp winter morning. It is still a challenge, but a far more rewarding one.

The force feedback for wheel users was another area which caused concern, as it required some form of master's degree in fettling to get anything approaching the right feel from the vastly complicated tuning menus. Project Cars 2 now comes with three tunes from launch: Immersive, Informative and Raw. Each of these settings is self-explanatory and all work really well at providing the level of feedback they propose; they are all tuneable to your desires as well, but excellent starting points.

Updated physics has improved handling - good!
Updated physics has improved handling - good!
The most divisive element of Project Cars was the tyre and physics model. The dark art of accurate tire and physics modelling in a race sim is a much contested issue, with many having their preferred brand. When you try to get your head around what a tyre model has to do, it becomes abundantly clear why it is such a difficult thing for developers to master. Following a test at Slightly Mad Studios with some of Bentley's GT drivers, the team knew they had to improve their tire model, specifically when on and over the limits of adhesion. With the aid of a stellar line-up of race drivers covering a wide variety of disciplines and a technical partnership with Pirelli, improvements have been made and the results are really very good. Each car is far more controllable and predictable, enabling you to push harder and really explore the limits and beyond. In the past you would dejectedly wait for Ben Collins to come on the radio and inform you that you might have some damage as one of your rear wheels trundles off in to the distance, but now you have the faith to gather it up and push on.

Another major feature on the receiving end of an overhaul is the weather effects and day/night cycles, essential for endurance lovers and events like Le Mans. The new system that implements and manages the weather and resulting track conditions is Live Track 3. It is a hugely impressive and complex system not just visually, but in how it physically affects the car and tyres as well. A light drizzle is manageable with slicks on a warm track, but what about on a crisp November morning in Lincolnshire? That drizzle could dry up forming a grippy line or turn in to a heavy storm, making it extremely hard to control the car at speed. Live Track uses fluid dynamics to accurately replicate how water on a circuit falls, runs and settles. Combined with the laser scanning of tracks and drone scanning of track surfaces, the system tries to accurately replicate where puddles will form and where streams will run across a track. Hitting one of these puddles could mean a spritely trip to the scenery backwards, or just a brief 'moment'.

Want a challenge? Try the rain!
Want a challenge? Try the rain!
The new system brings with it a vast array of options to further enhance your race, so you can chose your race date with lighting and track appearance that changes with the seasons, the time of day and weather conditions. With the weather you can chose to race with the current real-time conditions or chose up to four different weather slots, a new option that will implement each condition equally across your set race time or lap count. You can race any car for one lap and experience all extremes of weather and a full day/night cycle, something that the drivers of the 2016 Nurburgring 24-Hour would have been happy to have experienced prior to the race.

Project Cars 2 expands on the cars and classes of the original title as the overhauled Career Mode takes you from the grass roots of karting, Ginetta Juniors, Formula Rookie and Clio Cup right through to modern GT and Prototype classes. Touring cars old and new feature, plus there's an expanded range of Group C, Group 4, Group 5 and Group 6 cars, as well as Indy Cars and NASCARs from across the pond. Altogether there are 180 cars to master across nine different disciplines of motorsport including the newly introduced Rallycross and its various weather enhanced degrees of mud and tarmac, jumps and hairpin bends. Ferrari, Lamborghini, Porsche and Jaguar enter the fray with their highly desirable catalogue of classic and modern road and race cars. Each class is now well populated, enabling you to re-enact some of the classic battles of the past and present using the new and easy to use multiclass and motorsport pre-set system. The title comes with 60 faithfully recreated venues with over 130 individual layouts. Each track can be driven in any weather condition, at any time of year and at any time of day.

More cars, more tracks, better handling - it's good!
More cars, more tracks, better handling - it's good!
Project Cars was always and immersive experience, with great sounds, great visuals and a great line up of cars and tracks to experience them on. Project Cars 2 has addressed the issues and built on its strengths, with a slicker UI, simpler settings and a more intuitive, more accessible experience straight out of the box. With an enhanced Career Mode, strong eSports offering and an altogether more cohesive experience, Project Cars 2 now provides something that both the casual racer and serious sim racer can enjoy.

 

 

 

[Words: Matt Papworth. Thanks for heading along Matt! MB.]

Author
Discussion

jonm01

Original Poster:

817 posts

237 months

Saturday 26th August 2017
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Review? Or impressions of the current build?

EDLT

15,421 posts

206 months

Saturday 26th August 2017
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I really want this to be good, the first game looked great, had a good selection of cars/tracks and no other sim had weather effects like it (as far as I know). It's just a shame that some of the cars were as unstable as the game itself.

born2bslow

1,674 posts

134 months

Saturday 26th August 2017
quotequote all
This press build is from July...so not the finished game

Ekona

1,653 posts

202 months

Saturday 26th August 2017
quotequote all
So not a review at all. Maybe rename it to a "first impressions"?

EdT

5,102 posts

284 months

Tuesday 29th August 2017
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Wonder if PSVR compatible

born2bslow

1,674 posts

134 months

Tuesday 29th August 2017
quotequote all
EdT said:
Wonder if PSVR compatible
Nope, not enough processing power even with PS Pro...

EdT

5,102 posts

284 months

Tuesday 29th August 2017
quotequote all
born2bslow said:
Nope, not enough processing power even with PS Pro...
Shame.. I would have coughed up for the hardware for that

born2bslow

1,674 posts

134 months

Tuesday 29th August 2017
quotequote all
I doubt it will have much use for racing titles because you need smooth fps to avoid motion sickness. I've tried driveclub in PSVR and the resolution is just awful, gave me a headache after a very short session. The Star Wars Battlefront X-Wing mission did make me giggle like a giddy schoolgirl though.

I have an oculus rift on PC and the difference visually is amazing it really is head and shoulders better than PSVR, obviously the more pixels your pc can pump out the better. Price wise a PC and rift isn't much more (maybe £100-£200 more) than what you would end up paying for PS4 Pro, motion camera and PSVR which is nearly £1000.

Games are typically cheaper on PC too.

Limpet

6,309 posts

161 months

Wednesday 30th August 2017
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I have the original on PS4 and it looks great, but the twitchy controls are a real problem. It is almost impossible to balance the car properly in a corner, or especially correct a slide, using a control pad. I find myself coming back to this game periodically and tweaking controller settings to get one car close to right, only to switch cars and have to start all over again.

If this alone were corrected, as has been hinted in the sequel, it would transform the whole thing. Graphically it is superb, and the dynamics of the cars seem very realistic.

born2bslow

1,674 posts

134 months

Wednesday 30th August 2017
quotequote all
Limpet said:
I have the original on PS4 and it looks great, but the twitchy controls are a real problem. It is almost impossible to balance the car properly in a corner, or especially correct a slide, using a control pad. I find myself coming back to this game periodically and tweaking controller settings to get one car close to right, only to switch cars and have to start all over again.

If this alone were corrected, as has been hinted in the sequel, it would transform the whole thing. Graphically it is superb, and the dynamics of the cars seem very realistic.
Gamepad handling specific reviews linked below, things heavily criticised in the first game were made priorities for the sequel, gamepad handling being a huge issue at launch...these reviews are using the same press build from July as reviewed here. Remember the reviewers are normally wheel users so not used to pad handling.

https://youtu.be/ee0qPqDQzw0

https://youtu.be/sv7V1qNMOO8

Lotus 98T (beast to drive) using a PC gamepad and right stick for throttle/brake...

https://youtu.be/J3wAbWJeL9E

Twistygit

800 posts

153 months

Wednesday 30th August 2017
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Born to be slow you probably sick of people asking and I don't know if you are allowed to say, but is there much different from the press build to now?

born2bslow

1,674 posts

134 months

Wednesday 30th August 2017
quotequote all
Twistygit said:
Born to be slow you probably sick of people asking and I don't know if you are allowed to say, but is there much different from the press build to now?
No way I love talking about it, just try shutting me up. You'll be sorry you asked.

Main differences:

All the cars are getting to the same state as those flagged as polished/finished in the press build, to give an indication where they want to be one of the senior guys was disappointed this review was on an older build because he felt a more current review would be far more effusive...I'd have to agree in my opinion it's such a massive improvement on the first game I can't stop playing it...you can feel the grip much better out of the box.

AI is improving all the time, in some of the preview videos you see AI cars stacked up in corners and that happens very rarely in the build I'm playing. I've been concentrating on career, racing the AI, but I did an online race to test MP on Sunday with 27 GT4 cars around Zolder (the good news is that the only new bugs we found were replay related), and there weren't any game breakers for anyone. It's very stable for MP (and bloody good fun in VR).

Every time I see youtube video I go and try out the combo, (apart from rallyx but that's because I don't really enjoy that so much). I haven't found one that I thought was buggy or crappy handling, it all felt very natural...

Obviously, I've only played PC version, and the issues in PC1 mainly on console were an unwelcome surprise, I do know SMS are very aware of the issues from the first game's release and they are trying to avoid the same thing happening again. I very much doubt they would release the sequel with the same or similar issues.

On PC it's a very credible sim that's stands up well against the big boys, but obviously people will have their own preferences. On console I don't think GT Sport or Forza will be at the same level. Assetto Corsa is the only alternative and it has limited content in comparison.

Told you, I got a bit carried away sorry...

skinny

5,269 posts

235 months

Wednesday 30th August 2017
quotequote all
Looking forwards to this - I only just bought a ps4 and have t300rs wheel / t3pa pedals to try out.

Figure I might as well jump straight into PC2 with all its improvements right off the bat (tho might pick up a cheeky copy of assetto corsa too as its so cheap). Will be a nice change from gt6 (my last racing game) not having too grind through driving crap road cars and doing driving tests for the first week. With AC, PC2 and dirt rally also, I'm really not that fussed about gt-sport coming up.

Edited by skinny on Wednesday 30th August 21:32

Twistygit

800 posts

153 months

Thursday 31st August 2017
quotequote all
Thanks mr slow, I'm on console and loved PC1 and still play it, and like you say console don't have much choice, I just wondered if the build had changed much as some youtubers were saying.
Even if it's a slight improvement I'll be very happy,

born2bslow

1,674 posts

134 months

Thursday 31st August 2017
quotequote all
Twistygit said:
Thanks mr slow, I'm on console and loved PC1 and still play it, and like you say console don't have much choice, I just wondered if the build had changed much as some youtubers were saying.
Even if it's a slight improvement I'll be very happy,
Yes it's still changing, the difference between the polished cars and those yet to be done is noticeable. With pretty much all the core stuff done it's just some fine tuning of the base setups for the best out of the box experience and fixing obvious little glitches, we had another 5.5GB update the other day although it is slowing down from when it peaked...I would expect a substantial day1 patch on consoles, but that's fairly normal for modern games.

I don't think you'll be disappointed...be sure to let me know what you think smile


Twistygit

800 posts

153 months

Thursday 31st August 2017
quotequote all
Maybe you'll have to setup another weekly TT when it comes out

born2bslow

1,674 posts

134 months

Thursday 31st August 2017
quotequote all
Twistygit said:
Maybe you'll have to setup another weekly TT when it comes out
Are you doing the Project Cars Stoopid Challenges?

https://www.pistonheads.com/gassing/topic.asp?h=0&...

The old TT progressed to that because Mark joined and came up with some software to monitor Project Cars on any console or PC (as long as you have a windows pc or laptop to run the software on your network) the softwares reports all the results and telemetry into a server which he then publishes a website of results...you can compare your racing line speed everything against other competitors to see where you are losing time it's brilliant smile

Project Cars 2 has the option to output the same UDP and API data streams as PC1 so he doesn't need to change it straight away...any PC1 apps will work on PC2 just by selecting the options smile

Twistygit

800 posts

153 months

Thursday 31st August 2017
quotequote all
I'm not very good with technology,
I stopped the time trial when you started with the stupid challenges at the time we only had a mac but recently bought daughter a note book will that work? I had thought of giving it a go but not had a lot of time recently.
So if I was able to take part as I'm not very good, are others able to see where I bad and give me some tips?

born2bslow

1,674 posts

134 months

Thursday 31st August 2017
quotequote all
Twistygit said:
I'm not very good with technology,
I stopped the time trial when you started with the stupid challenges at the time we only had a mac but recently bought daughter a note book will that work? I had thought of giving it a go but not had a lot of time recently.
So if I was able to take part as I'm not very good, are others able to see where I bad and give me some tips?
As long as it runs windows and the lapudater software is up and connected to your network at the same time as you are lapping on the PS4 then yes.

Absolutely, happy to help where I can as are others, you'll learn over time how to read the telemetry data too. There is a newly installed little chat box on the results website, or just post in the thread I tagged on the PH forum. We're a friendly bunch smile although I tend to monologue in there regularly when things go quiet.

Mattygooner

5,301 posts

204 months

Thursday 31st August 2017
quotequote all
I have been impressed with the press build, mostly impressed that they have taken a serious look at the faults of the first game, although It would be good to know which cars are final and which aren't from what I have.

For the entire press day I had to use a control pad, and it worked really well straight away, although the Group C Jag was a handful, its a handful with a wheel as well.

When I fired it up at home with a wheel setup, the FFB "flavours" as they call them worked really well, was most impressed with the different weight feeling according to which car I was in.

Seriously, these new puddles, if you are on the wrong tire, its game over, the Mulsane is aquaplane central, I know it gets bad as I go to Le Mans every year and you can see how the normal road struggles to dissipate the standing water.

Want to see some improvement to the Ferrari V12 sounds, not that impressed with the P4 or the Daytona, like the 333SP though.

It is coming along very nicely.