It's been quite some time since we last looked at Project CARS (over a year, in fact - last time we had access to Project CARS was at the end of 2012), but now we're finally able to get back in the driving seat thanks to Alan's new PC set up. Our first video takes us to the newly-released Brands Hatch for a high speed spin in a Formula C racecar using the helmet cam last seein in Slightly Mad Studios' last project, Shift 2.
We've seen plenty of photogenic screenshots showing off Project CARS' dashing good looks, but can this level of finesse really live up in-game? The answer to that is a resounding yes - providing you have a capable PC at this stage, of course.
Seen here running on maximum settings, its visual prowess is instantly apparent when watching Project CARS in motion, from the buttery-smooth frame rate to the dazzling details such as the leaves swirling across the track.
Don't forget, too, that this is still a work-in-progress build, so there is still plenty of finetuning required to the physics and AI, which are currently in an unoptimised state, to say the least. That aside, it's staggering to see just how well the game is shaping up at this early stage conisdering the final game isn't out until the end of 2014 on PC and next-gen consoles.
While the PC market is getting overcrowded with PC racing simulations, Project CARS has a distinct advantage on PS4 and Wii U since there are currently no comparable simulation games available. Unless, of course, in the case of the PS4, Polyphony surprise us with Gran Turismo 7 this year, which seems unlikely.
Stay tuned for more Project CARS coverage coming soon.
The screenshots look like photos, never underestimate the power of realistic looking trees. Assetto Corsa can we have these now please? 2D trees are so last year. Seriously though, this looks (graphically) a lot better than WRC 5 and given Milestone's background in racing games the physics are more likely to be decent. Haven't really see what Kylotonn can do though so I'm keeping an open...
I still play SBK2000 and SBK2001 regularly. Physics is pretty good but imo not quite as realistic as gp500. There are two camps on that argument dating all the way back to 2001! I agree SBK2001 is pretty good but the more you grow accustomed to the physics of motogp14 on the limit with no riding aids whatsoever and zero or low tcs plus a decent set-up the more one realises that motogp14 is...
Reason I misunderstood you Travis is that Dorna have already confirmed to Milestone that they are retaining the motogp licence for 2015. Milestone have already started work on motogp15. In fact they have been working on this for quite some time now as I understand it. Also we at xbla are provisionally lined up to commernce a beta testing programme on the game. We have been running monthly Q&A...
Here's a recent example (one of many) in which Milestone have listened to us and have acknowledged that improvements are needed in motogp14:
Questions and Suggestions to Milestone S.r.l. from the XboxLiveAddicts U.K. Motogp14 Community
Now that it appears you will be retaining the Dorna licence for 2015 can you please address what is arguably the...
By the way, and I don't really endorse this concept myself (I would rather Milestone dropped it) the whole idea to combat the understeer in motogp14 is to use a manula "tuck" button. Hey presto..no understeer. Use the "tuck" as you come off the brakes and get on the power.
Personally I would much rather Milestone dropped the manual tuck requirement though. There is no manual "tuck" in...