PC2 A Frustrating Experience: The Project CARS 2 Review

Paul Jeffrey

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RaceDepartment take the new Project CARS 2 game for a spin and share our experiences.

Now I have to say something in advance of writing this review, I want Project CARS 2 to be good. I really, really do. Sim racing is my passion, and to have another big player on the scene vying for my game time is a very exciting prospect, and something which I found myself getting increasingly excited about on the run up to release last month.

Frankly I was sceptical after being bitterly disappointed by the original Project CARS game, so it came as something of a surprise when I gradually found myself being reeled in by the relentless marketing push for the new title throughout the build up to a public release, especially all the noise the developers were making about how the game would push the boundaries of realism and "redefine the genre of sim racing". These are all things that grab my attention, massively.

On face value many of the boxes one would like to see ticked prior to getting out on track have a resounding big fat happy smiley face next to them - loads of cars? Check. Loads of tracks? Check. VR support? Check. Dynamic weather and time of day? Check. These things are all good. These things give the game a massive leg up over the competition before a wheel has even been turned. Unfortunately turning said wheel is when things start to go a little bit wrong for Project CARS 2, and that is where the disappointment and frustration start to creep in to the experience, massively.

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Now I'm no technical expert but I've been around a while, and mixing together my own experiences and using the help of our community and my good friend Mr. Google, after literally hours of tinkering and a download of the epic Jack Spade tweaker file later I managed to get a pretty decent setup going through my wheel (Fanatec CSW V2). This is a massive improvement over the original title, however you still have to work to damn hard to get under the skin of the game to find something half reasonable in the force feedback, which frankly is a shame and unnecessary. Why after all the discussion and criticism from the community levelled at the developers following the original PCARS release do we still have to download a community made file to get the FFB half decent is beyond me, and something that SMS should really consider as a bit of an own goal once all the initial fuss has died down following game release.

Now don't get me wrong, I still don't think I'm fully in the sweet spot for the force feedback despite my trials and tribulations getting things setup, and the rear of the car still feels too vague for me to confidently begin to push past the outer edge of performance, but in comparison to the original release the overall experience is much better and doesn't kill off the game before it even starts. Not at the level of the other sim racing titles out on the market today, but definitely a decent base from which to build upon.

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So lets break down our impressions into a few key areas of the title:

UI - Vastly improved over the cluster of mess that was Project CARS. Looks neat, professional and functional. I find flicking through to the different menus easy and straight forward, but still keeping that stylish Project CARS feel and vibe. For me this is one of the most impressive improvements over the original game, and possibly the best UI of any of the sim racing titles currently available. Nice background music too and the bits of Ben Collins speaking about Senna are a nice touch, although these could maybe get a bit tiresome after a few hours of continual play.

Weather - Visually very impressive and aquaplaning is a thoroughly enjoyable extra dimension. Perhaps more grip than I would expect as my track experiences suggest more throttle steer and better modulation of the loud pedal out of corners would be needed than is currently simulated, however overall despite the limitations in some areas weather in PC2 is an area where the game stands out above its rivals. Some gripes I do have with it are when you get to the randomisation element of this feature, as basically selecting random weather means over 90% of the time you can expect some level of wetness, which is a shame as I would have liked to see more variety in the mix, such as dry running for a number of sessions then maybe a shower at the end of the race or something. Having tested almost 20 race weekends with random weather, I've had rain or snow during at least one session on every occasion...

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Speaking of snow, lets be honest now, this is a gimmick and one that any serious sim racer will rarely use in a race setting. Strangely this cannot be removed from the weather randomiser, so you could get seriously annoyed when it pops up in a race weekend and spoils all the fun. This really does need to be addressed, as who wants to race GT3's at Brands Hatch in the snow anyway?

AI - A total and utter disaster. Period. How in the name of all that is sacred did this get past QA I will never know. The AI is simply awful. First corner crashes, no awareness and ridiculously slow wet driving are all regular occurrences that continually pop up to hurt the soul. One evening I endeavoured to do a race weekend at the Nurburgring in a Lamborghini GT3, a car and track combination I hadn't yet tried. At 105% difficulty with a default setup and no fuel removed I finished my 15 minute practice in P23, 1.6 seconds off the pace. This was good, I had some more pace to give in the limited time I had on track, but that is exactly where I wanted to be and I was a happy boy. Maybe another 3 tenths could've been won if I didn't keep crossing up in the chicane, but that was fine. Come my 10 minute qualifying and hey, random weather so time for rain. Ran two laps, put it on pole by 1.6 seconds. Parked it, remained on pole. Hmm.

Race day comes around and the rain has progressed to a thunderstorm (random weather rain strikes again). Get a good launch off the rolling start and by lap 3 I have 45 seconds of lead, without even pushing the car at all. ESC and back to menu. Little grey X button in the top right hand corner, shut down PC, walk away and mash a cup of tea. Not impressed. Sadly this is the case every time some rain falls, and let us be honest, I'm no Michael Schumacher in the rain. Something is wrong, very wrong indeed.

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Car selection - Excellent. Some really nice cars and a lovely mix of the old and new are included, giving pretty much everyone the opportunity to have a go in something they might enjoy. All the big brands are present, so Ferrari, Porsche, Mercedes or whatever takes your fancy can be fired up and raced around the many tracks in the game. A nice nod towards official series such as IndyCar are also welcomed, however the lack of real drivers despite the series licence and liveries grinds a bit, and kinda spoils it for me. Regardless of that little bugbear, you can't really fault the choice of cars in game, and all seem to be of solid quality and look wonderful from inside the cockpit using VR. Very happy.

Tracks - Again plenty to choose from, however for me the quality varies massively between different circuit selections. Some of them are just downright bad, both the visuals and accuracy, leaving a bit of a hit and miss feel to the whole game and giving one the impression that quite a few have been thrown in just to bump up the numbers, rather than striving to match the quality level expected of a game of this level.

Quality variances aside, it is nice to see that all the different weather options can be used on all the circuits, and that the game doesn't artificially limit what cars can be used on which circuit. Red Bull Ring in snow driving a WRX? No worries, the option is open for you to try. IndyCar at Knockhill? Go for it. Quite a cool thing to see and something I'm pleased about, if only for the novelty value of trying out weird combinations you would never see in real life.

Summary - Now I started writing this review very soon after the game released (about a week or so after) and I've parked it until now, half finished, as I wanted to give a bit of space for the developers to patch up some things and get it firing on all cylinders. We've had two patches so far, and still the AI is a joke. Wet weather is pointless against the computer opponents, and the dry weather awareness of where I am relative to the opposition is still poor. Not PCARS 1 bad, but for me at least still not close to the big hitters in the sim racing world. Over a month from launch day, I would expect this to be rectified and frankly I'm shocked it hasn't been addressed yet, making it very hard for me to want to invest any serious time in the sim. Assetto Corsa took a long time to get offline right, but that wasn't too much of a pain as the online stability was pretty rock solid, and more importantly the actual experience of driving the car was first rate, making hot lapping and just simply enjoying the driving experience of the different cars a pleasure, sadly for me at least PCARS 2 doesn't give the same level of driving thrill, it just feels canned and not really an "organic" driving experience. Open up your mind a little and AC or rF2 etc can feel like driving the real thing, PCARS 2 feels like a game. In my experience at least..

Moving to the online portion of the title is where my experience very dramatically drops off, as the events I've ventured into have all pretty much ended in various levels of frustration and disaster. Netcode has been poor at best, with plenty of lagging and cars floating or spawning at random all over the place. I suspect this has been improved since my last try, but frankly I've not got enough inclination to fire it up and have another bash, so this element of the sim will have to wait a while until further updates are released to entice me back to the game again.

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Now I'm aware that my opinions are probably going to be quite polarising in the community and probably come across a bit harsh, this isn't intended and saddens me to write them. I really, really, really wanted this to be good, and honestly the basics are in place for a very solid racing game. What has probably caused me the biggest disappointment is how I fell for the hype once again, having been promised something that would blow me away and having eventually just sat through what was eventually a light breeze. It feels like I've been promised the best Ferrari in the world, and eventually had a top of the range Fiat Punto delivered. Nothing wrong with the Punto, actually its a rather nice car, but when one expected a brand new 700bhp Ferrari on the drive and looking out over a nearly new Punto just fills you full of disappointment at what could of been.

Project CARS 2 claimed to be "redefining the genre of sim racing" prior to release, and having sunk plenty of hours into getting under the skin of the new title I can say one thing for sure: despite having quite a few compelling positives if you look hard enough at the game, if this is the new definition of sim racing then I'm not entirely sure I want to stick around for much longer.
 
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I agree and disagree: we don't know much about future plans and still-under-NDA licences, but if you care to read patch notes everyday, they are REALLY detailed, and anyway i think WMD was worth the price just because of the insight you get about how a game gets developed, no other developer ever came close to that level of openess about their work IMHO.

There is still a level of communication which is below WMD. I'm sure you recall several times when some change notes accidently got published into the WMD notes. While I don't work for SMS, the company I work for has a similar approach with their clients. However, even as much as the clients believe they are seeing, they are only seeing about 40% of what's going on. However, that's still 100% more than the public. ;)

How hilarious, click disagree on everything a man says! You are funny skidmark

Just to note, there are those on this forum who dislike SMS so much they they click disagree on any post which is positive towards any of their releases. So it works both ways...
 
why do wmd members believe they are somehow important?

they are just people who bought the game early, why do they act as if they are part of the dev team and talk nonsense about "we can't say etc etc"? you aint no different from any of use who bought the game
 
  • Deleted member 379375

You know you have annoyed someone when they go back into a thread for a month to disagree with a post. Oh dear.

Regarding reviews. Largely pointless unless you actually follow the person on their channel or subscribe to the magazine or site that is reviewing. So you are aware of their style and trends.

There are a number of people I listen to when it comes to reviews. They have similar opinions to me on games we have both played so I trust their input.

Most reviewers are more concerned with getting hits and getting their review out there early, rather than much content. And the review posted here was done initially then re-edited to reflect a non rage quit type approach.

This company attracts a lot of criticism and a small amount of very devoted fans of it. Always has. But I have never known a company cause such a storm in such a tiny part of the gaming world in years. And, sadly for that storm to not just be a great game.

Thanks for the reply, I'm not sure about the usefulness of the first paragraph but other than that most imformative. :)
 
why do wmd members believe they are somehow important?

they are just people who bought the game early, why do they act as if they are part of the dev team and talk nonsense about "we can't say etc etc"? you aint no different from any of use who bought the game

I don't believe any WMD member thinks they are "important". When you sign on for WMD, you do sign a ToS which dicates you cannot discuss anything that hasn't been cleared to be publicly discussed by SMS. So yes, they are different. Important? Probably not.
 
What amazes me is the sheer number of people that came out in a vain attempt to complain about the FFB in Project cars 2. Saying how the handling was off etc. We get a multitude of self proclaimed experts and well over 500 replies and counting. Yet when Paul asks the same group of people this:
What do you expect from "good" FFB, what makes you feel faster / more connected with the road and what do you want FFB to achieve in a racing simulation?
We get way less than 100 responses. It would seem that all the FFB experts suddenly have no opinion, or no idea of what good FFB is when it's not directed at SMS bashing. :(
 
What amazes me is the sheer number of people that came out in a vain attempt to complain about the FFB in Project cars 2. Saying how the handling was off etc. We get a multitude of self proclaimed experts and well over 500 replies and counting. Yet when Paul asks the same group of people this:
What do you expect from "good" FFB, what makes you feel faster / more connected with the road and what do you want FFB to achieve in a racing simulation?
We get way less than 100 responses. It would seem that all the FFB experts suddenly have no opinion, or no idea of what good FFB is when it's not directed at SMS bashing. :(


I was also hoping for a better response in my thread/post about ffb as it seemed such a hot topic..:)
 
out of interest, what are people expecting from this patch?over at the official forums its like the patch is gonna be the next best thing!? I'm sure they cant fix that many ai issues. There so many ai combinations to adjust, I just cant see them fixing them all!. If they fix the ai in rain and the too sensitive wing detachment. I may go back again. For me PC2 is a quick fun online racer, with handling I can get away with a lot.
 
out of interest, what are people expecting from this patch?over at the official forums its like the patch is gonna be the next best thing!? I'm sure they cant fix that many ai issues. There so many ai combinations to adjust, I just cant see them fixing them all!. If they fix the ai in rain and the too sensitive wing detachment. I may go back again. For me PC2 is a quick fun online racer, with handling I can get away with a lot.

if sms communicated a little then this over hype wouldn't have happened, the backlash will be their own fault for treating customers like crap
 
out of interest, what are people expecting from this patch?over at the official forums its like the patch is gonna be the next best thing!?
i race mainly online and there a couple of things i would like to see in the patch apart from bug fixes.
More Filters for rating class...never want to see U1000 rating and sessions that have already started racing. Fuel calculator, never seem to get the right amount of fuel because there's no indicator of how many laps the race is in quali session.
Ai, SMS need to stop giving them drugs.
I remember a time AC had patch updates every 2 weeks....Would have liked this approach. Hope this patch does not bring a patch of new problems
 
This guy has some valid points: https://www.reddit.com/r/pcars/comments/7ccy08/danneskjolds_running_list_of_bugs_big_and_small/

I wonder how much will be fixed in the next patch.

That is some comprehensive list and very well researched by the look of it. Project cars 2 is a damn mess. Only good for hot lapping. I very much doubt this uber patch that is supposedly being worked on will fix that many bugs. I stand to be corrected but I'll show my bum in Tesco's if they manage to fix this lot.:poop::thumbsdown:
 
He is on this forum (and I already mentioned several of those like the "soft tire" one being misconceived).

A lot of that is his suggestive opinion of what he would like to have rather than something actually broken. Some of those are real issues, but not all.

Yeah, I think so, but I see some things which really need to be looked at.
 
Picked it up during the Steam Sale.
  • Triple screen (yay)... but the implementation requires you to manually set proper FOV in cockpit camera (boo -- WTF you have the measurements so use them to calculate!).
  • Game won't maximize for me if I exit & launch it a second time, so have to restart computer (boo).
  • FFB is not awful, definite improvement to pCARS 1 (yay)... but it ain't up to competing with AMS, rF2, or AC (boo). Tweaking beyond my 105 minutes of play might get me closer to expectations, just as it did with AMS, rF2, & AC.
  • Oval AI... I tried the Ford Fusion at Texas with a rolling start. The AI didn't crash (yay). I'm not very good with stockcars in other sims, but was surprised when the AI left me behind at only 25 difficulty (boo)... I'm still 1 sec off their pace with default setup even when I don't make a major boo-boo? Single file rolling start (WTF, boo).
  • Artwork is good enough. FPS can take a hit if the field is bunched up (GTX 1080, triple screen)... similar to the rF2 GT3 Pack in that regard (boo).
  • Tracks have their good moments (Long Beach!) and their low moments (Road America, classic Silverstone).
pCARS 2 is definitely better than pCARS 1. Overall, I expect to give pCARS 2 more playtime than pCARS 1, but it isn't moving to the top of my play list (not yet). I am looking forward to some historic IMSA races, and maybe historic '50s races in pCARS 2, but there are definitely better sims for current Endurance & GT3.
 

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