A quick review of Project Cars:
So as I was falling in love with Forza 6, then Project Cars landed in my pile of birthday gifts. Project Cars is by far the best racing video game that I have driven.
My favorite parts of Project Cars:
- Great selection of cars, all premiums and all with plenty of livery options.
- The visuals are outstanding. You can adjust things like sun glare outside of the car, sun glare inside, heat haze, crepuscular rays and field of view speed sensitivity. It is amazing how adjustable this game is.
- The career mode is the best that I have seen in any racing game. It reminds me a bit of an old PS2 title, NASCAR Dirt to Daytona. Career mode starts out with you as a rookie driver. You create your driver name and social media #hashtag or nickname. Then you sign up with a team through a couple of in-game email offers. You work through a calendar of events in your first series. The race weekend is superbly set up with a ten minute practice, a ten minute qualifier followed by race one and a usually longer race two. The crew chief is in your headset offering advice, sometimes calmness, encouragement and other times warnings. After each event, you will receive email from the team principle and crew chief evaluating the weekend. There is also a Sim Racer news feed providing updates on the weekend’s events. One of the coolest features is a fake social media thread called Fan Chat. It’s really, really, super cool. The faux fan posts will mention you by name or use your #hashtag and say things about your performance. I have seen things like “I have hope for #MotorCityHami this season. Maybe I will buy his t-shirt.” I have also seen posts mocking me, especially when I ran over my teammate and caused us to finish 18th and 20th out of 20. I also received an email from the team principal reminding me the importance of teamwork.
- The driving physics are outstanding!!! This is the best driving game that I have experience, hands down. The cars handle well without any tuning. They drive period correct, meaning that if you take out a 2015 Ford Mustang, it feels like what you expect from today’s muscle cars and if you take out a 1972 Ford Escort Mk1, it is not nearly as refined. Everything is adjustable; FFB settings by car, tune settings at each wheel. Project Cars really nailed the balance between video game inputs and real world driving feel. I think the magic happens at the point of grip loss. If you read my Forza 6 review above, I mention this as one of the flawed areas on Forza 6. The cars in Forza 6 seem to go from on the limit to over it in an abrupt fashion. Project Cars allows for you to dance back and forth over that grip limit line. This feel is super close to my experience in real world road racing. My Spec Miata provides me with a lot of feedback that tells me that I am about to step over its capability limit, And, if I do step slightly over that line, there is usually room to adjust with small inputs to get back into an optimal grip situation. Project Cars has nailed this. You can step over the line a little and the game does not take all control away from you. It allows for you to realize your small error and recover and still make the corner. In both GT6 and Forza 6, if you step over the line even a little, it’s like the game takes control from you for a half second. I think both of these games rely on the car’s speed as the indicator for grip loss, meaning that grip does not return until the car has lost enough speed to get it back into the acceptable programmed window. Yet, in this half-second of takeover, grip is reduced to nearly zero, which completely removes your ability to recover. In Project Cars, there seems to be a curve on the other side of the grip limit which removes a little at a time, the deeper into trouble that you get in that corner. The programming seems to rely more on the state of your driver inputs and puts speed as a secondary measure. For example, in the Honda Civic that I raced in SCCA, if I stepped over the grip limit, the front would start to understeer. I could either grab a little more wheel or ease my foot a little off the throttle pedal and the car would settle back in and retain exit grip through the corner. The same goes for my Miata in SCCA. If I get in too hot, the Miata is likely to oversteer a bit near mid-corner so getting back to the gas and counter steering a bit usually recovers the corner. Project Cars has programmed this super, super well.
Things that need work in Project Cars:
- Screen navigation is just ok. Nothing is intuitive. Everything is there and as adjustable as things can be, but the experience is meh. Maybe this is because Slightly Mad Studios has only been around since 2009? They have developed the most awesome digital driving experience, which is the most important factor in a racing game, in my opinion, but it seems that they may still be learning how to package all of this awesomeness. I could list many examples of this, but here is a big one. Go to your garage and attempt to select a vehicle. In both Gran Turismo and Forza, it is easy to see either thumbnails or larger photos of your entire garage. I will often end a night of racing in those two titles and just stop by the garage to check out my collection of cars. I usually buy a new car at the end of the night as a bit of a reward for a good night of racing. In Project Cars, I cannot find a way to “View my cars” as the title on My Garage says on the Race Central home screen. I can only view one car at a time and have to navigate through a current car screen, a car type screen, then a manufacture screen then scroll down a list of text to reveal each individual car photo. Granted, once I get this far, the full screen view of the car is glossy and beautiful and I can scroll left and right to reveal multiple colors and race graphics, but dang it, I want to see all of my cars in the liveries that I have already chosen.
- Telemetry exists… I think… but I cannot get my controller to select any of the telemetry views in replay mode. The buttons are there, but do not work. I can get telemetry on-screen, but the data is so far away from the car out to the corners of the monitor that it impossible to race clean lines and watch for indications of how the car is handling.
- Bugs and crashes. I had the game lock up on me after my first career mode season. I had to uninstall the game, reinstall it and start over.