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Review

Project Cars is a beautiful racing sim with A.I. that drives like a teen with a learner’s permit

Project CARS

Something about the rain and cars, mixed...

Image Credit: Bandai Namco

Bandai Namco’s delays were like caution flags that prevented Project Cars from spinning out on a rain-covered track.

The publisher pushed back Project Cars multiple times, and builds of the racing sim had serious issues as recently as a few months ago. But the release version, while perhaps not the overly hyped perfection people hoped it would be, is a respectable, gorgeous game with a substantial amount of tuning depth.

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It launches tomorrow from Bandai and U.K. developer Slightly Mad Studios for PlayStation 4, Xbox One, and PC for $60. I reviewed the PC version using a PS3 controller.

Above: Sunlight so striking it’ll affect your driving.

Image Credit: Heather Newman

What you’ll like

Dust, raindrops, and sunbeams

The graphics in the PC version of Project Cars are stunning. The landscapes shimmer with intricate detail, the dynamic reflections in the hood of your car are mesmerizing, and even the detailed, leather-clad arm of your driver is hard to look away from as you downshift into a turn.

But the weather effects are the best I’ve ever seen in a racing sim, and I’ve driven in almost all of them. Rain not only changes the lighting and reflection on the vehicles, but the drops also splash and run on your windshield. The look of the sun on a cloudy day is different than on a partially cloudy one, and fog adds just the right of obscurity to distant objects.

The clouds alone caused me to stop in the middle of one track to watch them. Light wispy ones drift by in higher winds, and puffy ones fill the sky in heavier cloud conditions. They respond to the position of the sun and refract light in real time. Project Cars may not be the best racing game ever, but it’s one of the best cloud sims in the genre.

Above: Tear your attention away from the gorgeous car and the wet asphalt and check out those realistic clouds.

Image Credit: Bandai Namco

Scattered sunbeams aren’t the only things to like about the weather. Early versions of Project Cars were overly touchy during wet-track conditions, but the final version gets that balance just right, at least versus the dry-track version.

The other weather acts as a surprising factor even when it doesn’t affect the track. The late-afternoon sun in Dubai can be blinding, and the English fog can actually affect the way you see and plan upcoming corners.

I used to think there was a limit to how much PC graphics could improve a racing game for anything except the beauty factor. Project Cars makes the case that there are still new types of realism that graphics can help us to experience in-game.

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Despite the beauty, the PC specs for the game are also pleasantly achievable: 2.66 GHz Intel Core 2 Quad Q8400/3.0 GHz AMD Phenom II X4 940 chips, an nVidia GTX 260 or ATI Radeon HD 5770 card, and 4 GB of RAM are enough to make it go.

Even the recommended specs aren’t quite top-of-the-line: 3.5 GHz Intel Core i7 3700/4.0 GHz AMD FX-8350, an nVidia GT600 series or AMD Radeon HD7000 series, and 8 GB of RAM. I ran it smoothly on a 3.4 i5 4760 with 8 GB and an nVidia GTX 660 and got the results you see here.

Above: Neither that Clio or my own are going to win this race, but just look at the dust (and the dynamic reflections on my hood).

Image Credit: Heather Newman/GamesBeat

Every car and track is different

Project Cars has more than 110 courses in more than 30 locations. Each set of tracks has its own unique feel, and even a cursory look at the scenery of the real-world locations shows you how closely the team followed actual geography and course changes.

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The tracks are fun, and while you won’t see a lot of audience participation, you also won’t have much to distract from your enjoyment of your car, the open road, and your competition.

Above: A city course like this one offers buildings from the actual location.

Image Credit: Bandai Namco

The 80 starter cars are equally varied. While that doesn’t approach the number included in some earlier racing games — Forza Motorsport 5 had over 200, for example — these are all unapologetically racers, including retro tourers and supercars, open-wheels and Le Mans prototypes.

In one of the better features of the game, each class drives with a unique, incredibly true feel. Cornering with a Renault Clio in the touring class is a world away from taking a turn at speed with a Le Mans Prototype. On racers with high-end wheels, how you corner at the start will be noticeably different than how you will at the end of a lap, as those slicks heat up and settle in. It’s pretty stunning.

Above: Wheeeeee!!

Image Credit: Heather Newman

Go go go with those karts

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I’ll confess to being a little skeptical of the inclusion of go kart racing in Project Cars. You can choose from 16 different race clusters, and it feels a little odd to instantly have the choice between a Mercedes SLS AMG in the touring series, a Formula racing car, and … a go kart like the ones you take your kids to ride in on a Friday night.

But it took only a few races to establish the Go Kart circuit as one of my favorites in the game. The karts themselves are perfectly rendered, the open cockpit means the terrific graphics for kart and driver are even more on display, and the driving is on-a-dime responsive. Unlike other racers, you can drive up over the ramp-like backs of your competitors here, usually to bad (but hilarious) effect.

These little speedsters start and stop and corner on a pin, and if they could only offer the gravity-shifting jolts of the real thing, they’d be every bit as fun. Project Cars does great justice to all its vehicles, but the karts turn out to be a surprising star in this show.

Above: Yes, sim fans, This is heaven.

Image Credit: Heather Newman

Knob-turners, rejoice

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Project Cars is a sim, and if you enjoy turning those dials, you’ll have a multitude to play with. Even the “take a picture of my car” menu has six settings to tweak, plus filters. You can adjust a screenful of settings for the car itself, such as toe-in, ride height, and tire pressure.

You don’t buy parts to add; instead, you have direct control over the car and its performance. You also control how demanding the track is for factors including damage, tire wear, and fuel consumption. The game encourages you to tweak those settings to find the ride you like, and you could easily spend an evening getting a single car just right.

Even minor changes to car settings make a discernible difference on the track, and in some places, those settings combined make the difference between a challenging-but-fun race and utter disaster.

The game itself offers similar levels of customization: Change your HUD, your controls, your camera, or your experience down to the smallest detail. Default settings are fine, but you don’t have to settle for them if you like a custom dashboard.

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Above: This is the opening screen, with zero playtime. All these choices are yours immediately.

Image Credit: Heather Newman

It’s all yours, right from the start

Unlike the typical racing sim where you claw your way up the standings to get the cars that could have easily beaten the races you just struggled with, Project Cars offers you every circuit from the moment you start the game. You “sign on” with a team from a particular type of race, and work your way through those races, getting invitations along the way to participate in other series.

But if you want to race in something different, all you have to do is create a new driver, and off you go in a new car and a new set of courses. (It’d be nice if they let you switch after you started, but Project Cars is just a little too attached to its realism for that.)

An email box rapidly fills with messages from your Project Cars pit crew, your teammates, and other teams, while a Twitter-like feed displays messages from your fans reacting to your races. The messages you get change depending on your performance and what happened during the last race. It’s a little hokey, but it’s amusing and more personal than you might expect.

Above: Put your ear right here and turn up the volume. For the next five hours.

Image Credit: Bandai Namco

What you won’t like

Time to create that Pandora driving playlist

I finally found an area where realism in driving games isn’t all it’s cracked up to be: sound effects. Sure, each car sounds different, but the engine noises are so grating, so insistent, and so loud in comparison to the voice on your pit radio or the squeal of your tires, that it took about 20 minutes for me to start tamping down the sound altogether.

It’s not even that realistic; in these circuits, you’d be wearing a noise-dampening helmet, not sitting with your ear a half-inch from the engine. The throaty revving rumble of a high-end tourer loses its charm when it’s blasting in your hear at high RPMs for hours — or in the case of the 24 hours of Le Mans, a continuous day if you don’t choose to speed up time in game — of driving.

The musical tracks for menus and car views are also loud, and almost hilariously dramatic — think pompous Wagnerian opera and choirs — but I liked them. They said, with nary a wink, that a really good driving game should be considered as Very Serious art.

Above: On the bright side, you get cars that look just like this one does in real life. On the down side, you get cars that drive just like this one.

Image Credit: Bandai Namco

This is a sim, and it will never let you forget it

Project Cars is a twitchy bitch to drive sometimes. A touch at the wrong moment and you’ll be in the grass, and at higher difficulty levels, that’s the end of the race. If you drive well, you’ll be rewarded; if you don’t, you’ll feel the penalty, both in how fast you go and in the penalties you receive for contact or leaving the track.

Don’t expect the game to hold your hand: Those arrows that change color to warn you that you’re hitting a corner too fast weren’t accurate for most of the race categories, leaving me to figure my own way around tracks I’d never seen before. That’s all right, but if you’re hoping for a happy arcade experience along the lines of GRID or Forza Horizon, this is not the title for you.

The end result is a challenging game for the hardcore sim racer, but truthfully, most of the time you’re going to be fighting yourself, not the other cars on the track.

Above: Note the way the car on the right is nudging off the road entirely to avoid contact.

Image Credit: Bandai Namco

Speaking of those cars

Wonky A.I. issues have plagued Project Cars from the beginning, mostly relating to problems with how computer-controlled cars react to your driving moves, and a few are still around in this final build. In low difficulty levels, computer-driven cars stick to the ideal line around turns as if they were on rails but compensate by being ridiculously slow.

At high levels, they also follow a perfect path, but those virtual drivers have their feet on the gas. Still, they’ll go to great lengths to avoid you. It’s a smart move, given how much car-to-car contact is a negative in this game, but it feels a little weird when you see it play out on track.

The end result for my normal-difficulty run was feeling like Project Cars’ true challenge wasn’t to beat the other racers I was up against, but to hone my own skills to beat myself, treating the  opposition like obstacles that dotted the raceway. It was an odd experience, though not unpleasant, and if the sim aspect of the game is what draws you, I don’t think it will interfere with your enjoyment in the slightest.

Above: Project Cars really is as pretty as this picture.

Image Credit: Bandai Namco

Conclusion

I was pleasantly surprised by Project Cars in its final form, given its rocky progress. It’s a fine sim and a truly beautiful racer, with enough depth to keep fanatics engrossed for a long time. Bandai Namco promises more cars over time, which I hope translate into more racing experiences, the way each car does in the starter pack.

The A.I. is probably the game’s major weakness, but the driving experience is strong enough that you may not need a high-end challenge from other computer-controlled cars. Hopefully, the online experience — up to 16 players on consoles and 32 on PC — should make that concern moot, but I was unable to test online play for this review.

Score: 85/100

Bandai Namco will release Project Cars on May 7 for PlayStation 4, Xbox One, and PC. The publisher gave GamesBeat a PC download code for this review.