![]() ![]() ![]() ![]() One thing that even a brief glance at the career structure shows you is that this is one of the most authentic overall career modes in racing games, and certainly of the three sim-racers coming out this year. GT3 cars that I’m fond of in other games for being effectively glued to the track can feel more skittish here, for example. Stepping up to faster cars with more downforce and mechanical grip definitely helps, letting you push harder, but there are still limits that I feel you can all too easily go beyond. It doesn’t try to help you out much, if at all, but the cars react quickly to your inputs and you have to learn when and where to apply the throttle, when to feather the controls, and how to hold a line through a corner almost on a car-by-car basis. ![]() Strangely enough, racing with a controller does actually feel a bit more authentic to the game’s sim racing, it’s just that it’s particularly raw. Perhaps I’m simply out of practice with a controller, but if I’m struggling and feeling like I’m barely hanging on, then I can only imagine that this will be a nightmare for other, less experienced racers. Even then, where I was winning with a wheel, I was qualifying lower down the order with a controller and only managing to bring it home in 2nd or 3rd after a few attempts. I did eventually get to a point that I felt I could race, by way of a diversion to the weightier Ginetta Juniors, having warmed up tyres at the start of a race, and by the grace of some wet weather helping me out – the AI at middling settings are happy to trundle along in the wet. I wasn’t able to finish a race without spinning out, and so I resolved to improve while racing with Project Cars 2’s default settings. I resorted to turning up the assists, adding ABS and TC, as well as using the game’s race engineer system to take a symptom and try to solve it for you, both of which worked relatively well, but I still felt stuck. While I quickly managed to get to grips with this with a steering wheel in hand, it took me much, much longer with a gamepad, and a number of the fast turns and braking zones around Knockhill would regularly see me spinning out. That can backfire when the lowest tiers of the career feature cars without them, and it came back to bite me when I chose to dive into Formula Rookie. The game defaults to the authentic assists level, only giving you ABS, traction control and stability control when a particular car in real life actually features them. It’s more natural for me, even if I’m maybe not as accomplished as some other racers out there (I like to think I can sometimes hold my own, though).Įven though I’ve played many a racing game, getting up to speed in Project Cars 2 can take a while. Ever since getting a Driving Force GT alongside Gran Turismo 5 – and what an excellent purchase that was! – racing with a wheel has been my go-to control method of choice. There’s tons more cars, more tracks, a more considered career, and further refinement of everything that worked well in the original game.Ī variety of circumstances contrived to keep me away from my racing wheel this weekend, meaning that I’m racing in earnest with a gamepad for the first time in a long time. Can Project Cars 2 grab and keep a hold of many of those that were won over by the first game when it releases at the end of this week? Between Forza Motorsport 7 and Gran Turismo Sport launching in October and the continued support seen by Assetto Corsa, Slightly Mad Studios certainly have a lot more competition than when the first game released in 2015, but they’ve also worked hard to make this look and feel like a true sequel. ![]()
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