Project CARS 2, the review of the “almost” definitive racing game

Few genres in the last decade have become unpredictable as that of racing games: initially at the top of sales, these fast and spectacular video games have changed over time, giving rise to an immense number of subgenres able to break only inside specific niches of fans (with the exception of a few arcade titles and some very famous “mixed” series like Forza and Gran Turismo).

 

This strange whirlwind of upheaval and crisis has affected, among many, Slightly Mad Studios, the team responsible for the Need for Speed ​​Shift and the GTR series. In a difficult situation, however, ours did not lose heart and managed to collect a few million dollars on Kickstarter, in order to finance the development of the ambitious Project CARS.

 

an excellent driving game – and found a reliable distributor in Bandai Namco – but you want for the initially limited resources of the team, for the difficulty of creating a similar project from scratch, or for the simple need to respect timing not really elastic, is arrived in homes with more than one annoying bug, a non-superlative machine park and a revised physics.

 

Today, however, we will not speak of that title and its shortcomings, but of its following: a potentially sublime chapter because it is built around already stable and improvable foundations. Will it be the great work of the British team, or is there still a lot to do?

IMPOSSIBLE AMBITIONS?

The intentions of the developers of Project CARS 2 are very clear: to offer, in today’s market, a valid alternative to Gran Turismo and Forza, but multi-platform and strongly simulative.You got it right, the title Slighlty Mad wants to deal with the best-selling

 

and beloved on the market, but to do so does not intend to follow the same path of those two titles, and indeed points to a driving system closer to works like Assetto Corsa and rFactor 2. It should be an impossible mission, since although Strength and Polyphony’s work are incredibly complex and layered games, a large part of their success lies in their accessibility to the general public and the gradual progression they can offer … Project CARS 2

 

has therefore decided to open up to the masses, focusing on a clear factor: the personalization of experience.In practice, the game starts with realistic settings to aid, automatic transmission and a discrete difficulty; every element is modifiable: driving aids can also be

 

activated on cars that normally do not have modern electronics, curves and trajectories can be revealed both by on-screen symbols and by the typical colored indications on the track, and artificial intelligence can even come retouched both in the ability on the track and in aggression.