We have taken on the corkscrew on Laguna Seca in the new Ford GT 2017 and pressed the McLaren P1 around the Carraciola-Karussel on Nurgburgring time after time after time. We've been crunching Eau Rouge at Spa in everything from typical Le Mans cars to the Nissan GT-R (R35) Nismo.
Plus there are several different versions of each track, which is really impressive. There are 181 cars here (twice as many as in the first game) and 46 different tracks.
We would have liked to have seen that personal feeling from something like Toca: Race Driver return, and we wouldn't mind experiencing a dynamic story filled with tense rivalries with other drivers, just like it works in real racing at the highest level.Īfter about 14 hours of playing through our career, we got fed up with this part of the game, and we moved on to setting best lap times in custom races. Here we'd like to be given the opportunity to tailor our career online, build teams with other amateurs, and compete against others while we all have the ability to pick up real coaches and team managers (a bit like you would in a management sim). This setup has been a curse for every sports game over the past decade, and someone needs to cook up something brand new in terms of getting the player involved with their own motorsports career. We don't think it's enough that we get the chance to create our own character, who receives emails with sponsorship offers and is mentioned by name in various motorsports articles. It feels old, and in the future, we'd really like to see something else when it comes to career modes in these kinds of racing experiences. The freedom of choice is something to applaud this time too, although we thought this mode felt forced and stale (Forza and Gran Turismo suffer from the same concerns).
Those who do not can throw themselves into GT3 racing from day one and start their career as a semi-pro. Those who want to start with a modest KZ2 tournament and race around in a go-kart can do that and then - for 20 hours - advance from the bottom to the top of that particular discipline. You can choose "tier" to start customising your own career. However, we never got the feeling that we were involved in something that went beyond our own experience, that we were participating in international motorsport events. We loved it because, unlike the competition, it let us choose freely we weren't forced to steer a minibus for nine hours to afford a Fiesta ST. The career mode/progression was one of the elements that, in the first game, felt a bit flat. The developers have done a great job of mixing the ease with which you can navigate Forza Motorsport with the stylistically sparse design of Gran Turismo and, overall, this is superbly presented. The whole introduction feels more luxurious and polished, the menus are more detailed, faster, smoother. We're talking about the presentation, of course, which is now much improved. The biggest difference in Project CARS 2 is noticeable within seconds of starting the game. Some fans didn't like it and felt left behind when Slightly Mad Studios moved from the first game to the second with such speed. However, we never really understood what the studio and its publisher (Bandai Namco) were thinking when, six weeks after the release of the first game, they announced the sequel. It was a great story of this little studio, which, via crowdfunding, started a small-scale project that grew in scale, and with its first attempt, gave giants like Gran Turismo and Forza Motorsport a run for their money.