Project CARS

Project CARS
Developer(s) Slightly Mad Studios
Publisher(s) Bandai Namco Entertainment
Distributor(s) Bandai Namco Entertainment
Director(s)
  • Andy Tudor
  • Stephen Viljoen
Producer(s) Pete Morrish
Designer(s) Stephen Viljoen
Programmer(s) Ged Keaveney
Artist(s) Darren White
Composer(s) Stephen Baysted
Platform(s)

Release date(s)

Microsoft Windows[1]

  • NA: 6 May 2015
  • AUS: 8 May 2015
  • EU: 8 May 2015

PS4, Xbox One

  • AUS: 7 May 2015
  • EU: 8 May 2015
  • NA: 12 May 2015
Genre(s) Racing simulation
Mode(s) Single-player, multiplayer

Project CARS is a motorsport racing simulator video game developed by Slightly Mad Studios and published by Bandai Namco Entertainment. It was released in May 2015 for Microsoft Windows, PlayStation 4, and Xbox One. Project CARS was originally also due for release on the PlayStation 3, Xbox 360, and Wii U but it was later announced that these versions had been cancelled.

Gameplay

Features

There are 74 drivable cars,[2] over 30 unique locations with at least 110 different courses, of which 23 are real, with the remainder being fictional.[3] For licensing reasons, some tracks are currently codenamed using their geographic location. In addition to real world racing circuits and fictional kart circuits, there are two fictional point-to-point roads inspired by Côte d'Azur and California Pacific Coast.

Physics simulation

Project CARS is intended to represent a realistic driving simulation. In order to differentiate the game from the established industry leaders, Gran Turismo and Forza Motorsport, Slightly Mad Studios' aim is a "sandbox" approach that allows the player to choose between a variety of different motorsports paths and grants immediate access to all included tracks and vehicles.[4] Project CARS portrays racing events spanning multiple days, progressing from shakedown and qualifying runs to the race itself, while changes in weather and lighting conditions are simulated dynamically.[5]

The game adopts an improved version of the Madness engine, which was the basis for the Need for Speed: Shift titles.[6] More processing power available in modern computers allows for the introduction of a dynamic tire model named "SETA", rather than the steady-state model based on lookup tables, as seen in previous generation simulations.[7] To accommodate differing skill levels, Slightly Mad Studios offers gamers (with or without a digital wheel) various driver aids and input filtering methods.

The Mitsubishi Lancer Evolution is one of the few Japanese cars in the game.

Development

Project CARS, which stands for Community Assisted Racing Simulator, was made for a total sum of $5 million.[8] Funding for the game was raised by the community and the developers themselves, without the financial aid of a traditional publisher. Through the purchase of Tool Packs players could contribute to development in roles including content creation, QA, and marketing media. Members gain special perks, depending on their purchased tool pack. Members will receive a share of game sales profits generated within the first three years after launch as compensation for their efforts, to be paid quarterly.[9]

In addition to community feedback, Slightly Mad Studios have acquired the professional services of racing driver and Top Gear's former The Stig, Ben Collins,[10] Clio Cup and European Touring Car Cup racing driver Nicolas Hamilton,[11] and former Formula Renault 3.5 and current WEC driver Oliver Webb. Cars in the console versions of the game are made from 60,000 polygons.[12]

On 26 August 2012 support for the Oculus Rift virtual reality headset was announced on the official forums.[13] The announcement stated that at least one Oculus Rift Development Kit has been ordered. Members of the project are able to follow a link referenced in the forum post to read more details.

Sony's PlayStation 4 virtual reality headset PlayStation VR will also be supported.[14]

It was released on 7 May 2015 in Europe and 12 May 2015 in America for Microsoft Windows, PlayStation 4, and Xbox One, while the Linux version has been delayed to later in 2015.[15] Project CARS was originally also due for release on the PlayStation 3, Xbox 360 and Wii U but it was later announced that these versions had been cancelled.[16] On 18 February 2015 it was announced that Project CARS would be delayed until 2 April 2015 for Europe,[17] and eventually confirmed to be released on 7 May 2015 in Europe and Australia; 8 May 2015 in the UK; and 12 May 2015 in North America.

On 12 May 2016, the game was released for HTC Vive virtual reality headset.[18]

Cancellation of Wii U version

In May 2015, it was revealed that the Wii U version would not be released.[19] Studio boss Ian Bell said that the game's latest build was struggling to run smoothly on Nintendo's platform - at a 720p resolution with a framerate of 23fps, and revealed that they are not allowed to release a game that is running below 30fps, but "finding that extra 25% frame time is currently looking impossible".[20] In the official Forums he adds, that the Wii U's market share was not worth the effort of porting.[21] He explained there is a possibility the game would be pushed for the Nintendo Switch.[19] On 21 July 2015, Slightly Mad Studios informed the Nintendo Life news outlet that the Wii U version had been cancelled, with Ian Bell citing at the end of the road the title was "simply too much" for the Wii U hardware to handle.[22] Distribution partner Bandai Namco had since reaffirmed the cancellation.[23]

Downloadable content

The game is supported with both paid and free downloadable content (DLC) upon release. Slightly Mad Studios confirmed that new cars will be added to the game every month after the game's release as free DLCs.[24][25] Project CARS was initially planned to follow the season-pass model[26] but plans for that were replaced with a system called "On-Demand." On-Demand was described as allowing a "commitment to keeping Project CARS up-to-date with the greatest, freshest, and most critical content whilst also allowing players to pick and choose the cars & tracks they want - without being locked in to a pre-paid scheme."[27] Three expansions, Ruapuna Track Expansion, Aston Martin Track Expansion, Classic Lotus Track Expansion, were released in 2015. All of which add new circuits and cars to the game.[28][29][30] The Japanese Car Pack, which adds five Japanese vehicles to the game, was released on October 29, 2015.[31] The Stanceworks Track Expansion for Project CARS, including Mad Mike's RADBUL, was released on PS4, Xbox One and Steam on Tuesday, January 26, 2016.[32]

A Game of The Year Edition was released on 6 May 2016, containing all the downloadable content, including two cars exclusive to this edition: The Pagani Huayra BC and the Pagani Zonda Revolución, along with an extra track: The Nürburgring Combined Nordschleife + GP circuit.

Reception

Reception
Aggregate scores
AggregatorScore
GameRankingsPC: 81%[33]
PS4: 83%[34]
XONE: 71%[35]
MetacriticPC: 83/100[36]
PS4: 83/100[37]
XONE: 81/100[38]
Review scores
PublicationScore
Destructoid7/10 (XONE)[39]
EGM7.0/10 (PS4)[40]
Game Informer8.5/10 (PS4)[41]
GameSpot8/10 (PC)[42]
GamesRadar (XONE)[43]
IGN8.9/10 (PS4)[44]
OXM70% (XONE)[43]
PC Gamer (UK)83/100 (PC)[45]
PC PowerPlay7/10 (PC)[46]
Play6/10 (PS4)[47]
PlayStation Universe8/10 (PS4)[48]
National Post8.0/10 (PC)[49]
Metro8/10 (PS4)[50]
Digital Spy (PS4)[51]
Shacknews60% (PC)[52]
NY Daily News (XONE)[53]
New Game Network72/100 (PC)[54]
GameCritics.com6.5/10 (PC)[55]
Slant Magazine (PS4)[56]

Critical reception

Project CARS was generally well received upon release. Gaming critic Matthew Kato of Game Informer stated: "The game joins a sim-racing field alongside already-established competitors like Gran Turismo and Forza, but it also does things its own way, challenging the ways of the past. Project Cars doesn't radically change the genre, but longtime enthusiasts should take heed of this new franchise."[41] However, they pointed out that "cars aren't the showpieces relative to other sim series - you don't collect, apply decals, or upgrade them." One of their only criticisms were the graphics, which did not compare well against Driveclub, according to DigitalSpy.[51] Playing on a three year old PC, Eurogamer had to adjust their settings to obtain a smooth framerate, and said "I don't find it as demanding a drive as iRacing, or as good at communicating the physicality of the car as Assetto Corsa".[57] Race car driver Alex Lloyd from Yahoo Autos agreed, but said that compared to other console games like Forza and GT6, Project CARS was the clear victor in terms of realism.[58] Evo also complimented the realism, with their only reservation being the sense of speed - Richard Meaden said that in the game "the R18 feels like a milk float".[59] Autoblog praised the sound, but criticised the "tiny vehicle roster" and "wonky weight transfer characteristics".[60]

However, some have complained of bugs, notably PSU.com's Simon Sayers, who said: "During packed starting grids on some courses, they’ll bunch up around the first corner and get tangled up like novices holding up everyone behind them. We also found myself sticking like a magnet to the back of some cars for a few seconds around corners, which felt like some sort of glitch as we struggled to shake them off."[48] GameSpot immediately pointed out the lack of cars such as Ferrari, Porsche and Honda, and also expressed frustration at the game's inconsistent AI, which "mar the single player".[42] AusGamers also criticised the consistency of the AI, stating that it "varies between robotic and idiotic".[61] Another area of concern was the buggy penalty system, and confusing menus. Official Xbox Magazine and New Game Network concurred on this issue.[43][54] Post Arcade complained about the number of camera views, which made it difficult to see on a steep hill.[49]

Metro said that the career mode "doesn't have any proper sponsorship deals or monetary concerns – so there’s little sense that you’re actually playing the role of a real person."[50] This was also seen as a weak point by Shacknews, who said that players "might get bored easily considering there really aren't any unique game modes either".[52] On this subject, NY Daily News added "The downside of the Project CARS formula is that you won't always be clear on exactly HOW you should progress. With so much at your fingertips, the undiscerning gamer may waste a lot of time".[53] Gaming Nexus agreed: "Player freedom is always great, but Project Cars simply doesn't provide any incentive for completing various championships in the career mode."[62] Slant said the single-player career was limiting, tiresome and repetitive, however it handles "accurately enough to teach the player how to race better".[56] Electronic Gaming Monthly described the single player mode as aimless, and said "Multiplayer is similarly laissez-faire, with no real progression system to speak of. If all you’re looking for is a chance to hop in against other players, you’ll probably be satisfied, but if you’re like me, you’ll wish there were some sort of skill-based ranking or transparent standings to count on. You’ll also grow to hate the long periods you’ll spend in the lobby waiting for everyone to ready up, as well as the fact that the host can force whatever insane settings he or she wants on everyone else."[40] On the subject of online, GameCritics.com's Mike Suskie said that the online community was "less thriving than we're accustomed to.", however he liked the realism and lighting.[55]

Despite running at a screen resolution of 900P, as opposed to the more demanding 1080p of the PlayStation 4 and PC versions, the Xbox One version of the game suffers from bugs and a lower frame rate. This version has received far poorer ratings than the PC[46] and PS4[47] versions for a very inconsistent frame rate that can dip to just over 30 frames per second, for audio bugs, for a lower display resolution, and especially for control bugs that can render the game unplayable on a controller. Steering input can fail to be registered in the game right away and can even go ignored altogether on the Xbox One controller. Some reviewers warned potential buyers to stay away from the game until it had been patched to fix these problems.[63]

Sales

In the first week of physical sales in the UK, Project CARS sold 63 percent of its total on the PlayStation 4 console, with 31 percent on the Xbox One and 6 percent on the PC.[64] By 5 June 2015, the game had sold one million copies.[65] By October 2016, the game had sold 2 million units.[66]

Sequel

A sequel, Project CARS 2, was announced on 22 June 2015. The sequel will include more tracks and modes, such as Co-op career, Rallycross and hill climbs.[67]

References

  1. Saed, Sherif (5 May 2015). "PC version of Project Cars delayed in Australia due to severe weather". VG247. Retrieved 6 June 2015.
  2. Perez, Daniel (1 May 2015). "Project Cars full car list includes over 70 vehicles". Shacknews. Retrieved 5 June 2015.
  3. Maiberg, Emanuel (18 April 2015). "Project Cars Has 110 Courses, 30 Locations at Launch". GameSpot. Retrieved 5 June 2015.
  4. Sinha, Ravi (10 January 2014). "Project CARS Interview: How Slightly Mad Studios Are Taking Racing Games To An All New Level". Gaming Bolt. Retrieved 5 June 2015.
  5. Tudor, Andy (1 May 2014). "First Look at Project CARS on PS4". PlayStation Blog. Sony. Retrieved 5 June 2015.
  6. Chalk, Andy (19 May 2015). "Project Cars studio denies it intentionally crippled performance on AMD cards". PC Gamer. Retrieved 5 June 2015.
  7. "1 Year of Project CARS – Multiplayer, New Tire Model & More". Virtualr.net. 17 October 2014. Retrieved 5 June 2015.
  8. Donovan, Tristan (18 April 2013). "Driving ambition: pCARS, crowdfunding and the FSA". Eurogamer. Retrieved 5 June 2015.
  9. "WMD Portal & Project CARS Overview (Oct 2011)" (PDF).
  10. "FORMER STIG BEN COLLINS IMPRESSED WITH PROJECT CARS". WMD Portal. 1 November 2011. Retrieved 3 December 2016.
  11. "SLIGHTLY MAD STUDIOS WELCOMES NICOLAS HAMILTON". WMD Portal. 12 November 2012. Retrieved 3 December 2016.
  12. Sinha, Ravi (5 June 2015). "Project CARS Visual Analysis: PC vs. PS4 vs. Xbox One". gamingbolt.com. Retrieved 3 December 2016.
  13. "Oculus Rift virtual reality headset announcement".
  14. Aziz, Hamza (27 March 2015). "Project Cars is one of the first games to support Project Morpheus". Destructoid. Retrieved 5 June 2015.
  15. Makuch, Eddie (11 July 2014). "Wii U Version of Gorgeous Racing Game Project Cars Launching Months After Xbox One/PS4". GameSpot. Retrieved 5 June 2015.
  16. Plunkett, Luke (7 November 2013). "Gorgeous Racing Game Does The Smart Thing, Abandons Current-Gen". Kotaku. Retrieved 5 June 2015.
  17. Sarker, Samit (18 February 2015). "Project Cars delayed again, this time by a few weeks into April". Polygon. Retrieved 5 June 2015.
  18. Khan, Imad (15 May 2016). "Project Cars on HTC Vive is the definitive sim racing experience". Digital Trends. Retrieved 4 June 2016.
  19. 1 2 Phillips, Tom (27 May 2015). "Project Cars Wii U stalled, may be delayed until NX". Eurogamer. Retrieved 5 June 2015.
  20. Sayed, Rashid (26 May 2015). "Project CARS PS4 Using 99% of CPU Cores And 95% GPU, New Tracks, Wii U Version Details And More". Retrieved 5 June 2015.
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  30. Fahmy, Albaraa (November 27, 2015). "Project Cars' Classic Lotus expansion adds new historic cars and tracks". Digital Spy. Retrieved January 8, 2015.
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  32. http://www.redbull.com/en/games/stories/1331769969427/project-cars-dlc-red-bull-x-mad-mike
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  64. Orray, James (11 May 2015). "UK Video Game Chart: Project CARS takes No.1". VideoGamer.com. Retrieved 5 June 2015.
  65. Phillips, Tom (5 June 2015). "Project Cars overtakes 1m sales". Eurogamer. Retrieved 5 June 2015.
  66. Kyle, Patrick (26 October 2016). "Project CARS Hits 2 Million Copies Sold". gtplanet.net. Retrieved 3 December 2016.
  67. "Announcing Project CARS 2!". Slightly Mad Studios. 22 June 2015. Retrieved 25 June 2016.

External links

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