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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That is what happened! I bought it on Friday and I have been testing these last two days .. So far I have not seen anything bad, great graphics and optimized, great variety of car-tracks and very fun physics of riding !! All of this is practically plug-and-play, with no third-party plugins or large configuration settings. I really do not understand why so much controversy about this title. Thank you for the tips! ;):thumbsup:
On a G27, informative and immersive works wonder if you lower Fx near 0 & Volume between 30-40. 75% discount is a super bargain for this amount of content!
If you have a bit of time, you could try Christiaan's FFB files. Great FFB tune right there!
 
So can we expect pCars3 to have all the broken things from pCars2 fixed... plus some extra new bugs as a free special gift? :laugh:
Ian Bell said on twitter today that the team is working non stop on the new game. So, most likely. I am very curious on pcars3. With the knowledge SMS is sure to gain from AMS 2 and the full licensing of pcars2 it is bound to be good. Hopefully they will provide more support for the title post launch!
 
In a nutshell: Ian Bell and broken promises. PCARS 2 is what PCARS 1 should have been and the broken things still in PC2 should have been fixed by now. Yes, PCARS 2 is definitely a good value for 75% off, just that it still promises more than it can deliver.
I also think that, since the game was released, a lot of improvements went in. When you search for that title on the web, you get a lot of negative comments from 2017. If you filter closely, you will see that over the last year or so, the game is getting much more positive feedback.

I think a lot of people had a strong sense of deception when it came out. But over time it got better. I think by buying it now, you just bought it when the title got ripe.
 
They have improved the title since launch, tho still some bugs....name me one sim that doesn't :)

Well worth it if you can grab it on sale!
Ya some cars are hit or miss like the road cars and some of the SMS open wheelers. The race cars are pretty darn good.

Tons of tracks/cars which too me was the reason for some of the lesser content....too much stuff, too little time to optimize each.

Biggest factor I've found in the handling and feedback is finding the optimal psi/compound for the dynamic weather/track temp.

http://forum.projectcarsgame.com/showthread.php?57541-Project-CARS-2-Tyre-Pressures

It's not nearly as bad as the majority here at RD make it out to be....cause if it was, it wouldn't be the second most played racing sim on Steam 2 yrs after release.....rf2, Raceroom and AMS which I really enjoy, combine don't even equal the daily avg player count of PC2.
There is some fiddling in the ffb department to find your personal preference, that being said if had to tweak the ffb in pretty much every other sim I play too.

https://steamcharts.com/app/378860
 
It's not nearly as bad as the majority here at RD make it out to be....cause if it was, it wouldn't be the second most played racing sim on Steam 2 yrs after release.

PC2 is only second most played because F1 2018 died off when F1 2019 was announced last month. The F1 franchise still clobbers most all racing games when it comes to player count. No, I don't own it nor play it, just reminding people of an oft-ignored fact.
 
PC2 is only second most played because F1 2018 died off when F1 2019 was announced last month. The F1 franchise still clobbers most all racing games when it comes to player count. No, I don't own it nor play it, just reminding people of an oft-ignored fact.

Forza and GT games clobber all, which the F1 games fall under the same category.

You missed the word I used to categorize PC cars and it's competition.
Love it, hate it, disagree....the fact is PC use far more enhanced tire data, dynamic track and weather than the Forza, GT and F1 series.

Those series prove "sims" are a niche market and really not all that popular in the grand scheme of things.

I play them all, but they have to offer some sort of semi realism or certain aspect within the title to hold my attention. :)
 
You just have to ignore the first lap where he drives by half the field.

The AI getting tangled up and leaving space is no It's no different in ACC, here's my own example from Brands Hatch (about 45s in, run-up to the hairpin) which happens in all conditions and regardless if the AI is set anywhere from 80% to 100% ability or aggro, or as they are here 90%.


Anyway, I'm not sure that sort of first lap AI tangle is the best way to judge simulation value. Once the race gets going both the PCARS2 and ACC (and AC as I recall) AI provides an excellent race, I enjoy both games for what they are so I'm not knocking either. ACC at V1.07 has improved on PCARS2 in storm conditions as the cars now ride the deep standing water realistically where in PCARS2 it is often impossible for the player car to do so yet the AI were seemingly unaffected. In medium rain conditions, ACC and PCARS2 feel surprisingly similar. Also, PCARS2 has slightly better immersion in VR because it runs slightly better with more of the graphical effects on - so the sun changing direction during endurance racing and lighting the cockpit in different ways is just stunning. Most of the sims have AI problems, for example, the often lauded RF2 AI doesn't seem to be able to miss the chicane barriers at Oulton Park.

Back to the AI discussion and it's the F1 2019 AI that gets around the first corner and maintains good field speed without leaving gaps to overtake half the field, that's usually categorised as a good racing game and not a sim.
 

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