Racing sims fall into one of two general categories, measured largely by how realistic or punishing the steering mechanics are. "Arcade"-style series like Need for Speed are much more forgiving, allowing you to bank off walls or other vehicles at speed, while more realistic franchises like Forza Motorsport will send you spinning off the track if you over-steer or take a turn too quickly.
Project CARS belongs to the latter family of titles, and respectfully treats racing like an art. The presentation is top notch, with complexity and options that immerse you in the world of motorsports with the help of a deep career mode.
Developed over years with the support of community members in lieu of a traditional publisher, Project CARS (Community Assisted Racing Simulator) grabbed attention for its stunning visuals and unique model. Dedicated fans created content, did Q&A for the game, and provided other services. Depending on which Tool Pack was purchased, various rewards are given to supporters in return. None of that comes across as a patchwork production in the finished game, though: the graphics are as gorgeous as advertised, the racing is tight and extremely customizable, and there's plenty to do.
Driving in Project CARS is genuinely challenging, but it's not beyond the means of any player willing to learn the mechanics. Yes, you'll frustratingly spin off the track because you tried to turn too quickly, or have a great qualifying time disregarded because you briefly went off-road, but that's all part of the fun. The hyper-realism might not have the mass appeal of other racers, but it's admirable that Slightly Mad Studios stuck to its guns. It lands firmly on the opposite side of the fence from arcade-stye racing titles, but does so in a way that makes you want to learn its nuances--you almost always know what went wrong when you lose control or go off-course. You can master the controls (and each track) through study and practice, and finally taking that turn perfectly is rewarding.
Project CARS also offers a nearly overwhelming array of options to customize your controls and assists: you can toggle steering and braking assistance, anti-lock brakes, stability and traction control, and more. You can make any damage your car takes an aesthetic change only, or have it degrade your ability to control steering. There are also visual assists, including a very helpful guiding and turning line on the road, and a highly customizable HUD. Multiple camera angles let you choose your preferred driving view, including a truly impressive cockpit perspective.
This customizability and attention to detail extends to everything in Project CARS, and even with the caveat that not every player will enjoy the more realistic racing, the options are there to tailor the experience to your preferences. Hardcore automotive enthusiasts will find no shortage of small details to tune, including complicated vehicle balancing (much of which, I admit, went over my head), and the ability to alter how strictly the game applies real motorsports rules. If the game is too tough for more casual players, you can tone it all down to a more forgiving experience--every race offers a chance to alter difficulty and length before it begins.
Crucially, the content is there to give all of these choices meaning. Career is the meatiest mode in Project CARS, and even takes a page out of the books of other sports titles such as NBA 2K. You have a Twitter feed where fans will comment on your performance, the ability to sign contracts with new sponsors, and of course a bounty of vehicles at your disposal. Things start small, though--I amusingly began my career as a high-speed Go Kart racer, competing on a karting circuit. These are easier to drive than cars, and you graduate to full vehicles just before the Go Kart scene begins to turn dull.
The calendar allows you to join in on tournaments being run that day, though the progression could be a bit clearer. A voiceover tutorial will occasionally walk you through different parts of your career, but sometimes I felt left in the dark long enough that I began to wonder if there were events or progress tracks I was missing out on. I continued competing in the circuits put in front of me, though, and slowly moved up the ranks through the course of multiple seasons. Points are allocated all year in different competitions depending on your performance, and you have to consistently finish among the top racers to win the championship.
Racing on the circuit really can be difficult, especially when the game's much-vaunted weather system comes into play. Heavy rain looks fantastic, but definitely influences your control. You can change the loadout of your vehicle before each race, customizing tire pressure and balance to get the best out of your setup--there's also an automated setting to adjust for weather, which is much appreciated. Qualifying races before each event allow you to get a feel for the track, practicing laps and trying to post a good time for a better starting position in the real race. I enjoyed pushing myself to learn the nuances of each track (and vehicle), and felt like I was clearly improving the more I raced. Project CARS is tough, but it's not unreasonable. If the game is consistently proving too difficult, move down the Opponent Skill slider that's offered to you before each race to find a sweet spot.
Unlike many racing games, all of the cars are available to you from the start. Your only limitations are actually qualifying for events that use certain vehicles--you can't select Formula 1 cars on a race meant for 'road' category vehicles, for example. When you progress enough to enter a 'road' race after becoming a Go Kart master, though, all cars in that category are available. Career is the mode that provides the most depth and content in Project CARS, and it's satisfying to push yourself in what are increasingly challenging races.
There is more to do, though, and the game's signature customizability extends to the other modes. A Solo quick race can be set up in short order, allowing you to choose the track, car, lengthy, and difficulty with record time tracking. A similar mode is available for multiplayer, allowing you to host a lobby with the race settings of your choosing. If you're not feeling creative, you can browse for joinable lobbies based on filters.
There are also Community Events--a selection of several specific race types you can attempt. There's a leaderboard for each race with the best times, and comparing yourself to the community results is a lot of fun. You'll either be proud of your own time or marveling at how fast other players were able to go, which hopefully inspires you to practice more rather than become discouraged. You can also download player ghosts and share photos and replays with the Driver Network to stay connected to the community, as well.
Project CARS is an extremely solid all-around game, with top presentation (the visuals, sounds, and menus all exude quality) and tough but fair racing mechanics. There is plenty to do, with the options to change the experience to suit your preferences in every game mode. While the more hardcore offerings may be lost on many players, Project CARS succeeds in becoming the gorgeous, deep racing simulation the community and developers wanted it to be.
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Project CARS was reviewed on PlayStation 4 using a copy provided by the developer. It's available on PC, PlayStation 4, and Xbox One.