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Project Cars

How Slightly Mad Studios is aiming to go “beyond reality”

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PC, PS4, Wii U, Xbox One

Project Cars’ rendition of Brands Hatch feels just right. We know this because we’re sat in the track’s paddock complex having just driven a few laps for comparison. Even the weather on this unremarkab­le, overcast day has been precisely recreated by virtue of the fact that the fastidious Slightly Mad team has modelled the near Solar System for each circuit in the game.

“Each track has a GPS location and that means that we know where that track is in the world, and we can accurately model the Sun and the Moon and the constellat­ions above for whatever time of day or date you’re racing,” creative director Andy Tudor explains. “You can dial it to any day of any year and it will be accurate to what the atmospheri­c conditions were at that particular time.”

Every track comes with its own climate data, too, specifying whether the location is Mediterran­ean, marine or desert, for example. As a result, the sun will appear more red when racing in Dubai due to atmospheri­c conditions. “It means that it’s completely accurate to real life,” Tudor continues. “And if you’ve got an online connection it will fetch bang-up-to-date weather and atmospheri­c conditions from the web.”

But Tudor admits that 1:1 accuracy in the racing genre isn’t likely to impress players who expect that as a base standard. Which is why Slightly Mad is going “beyond reality”, as Tudor puts it, in a concerted effort to better represent the emotional response of racing around a track, not just the mathematic­al one – which means exaggerati­ng some features to give a greater sense of scale and drama.

“Obviously we have the mathematic­al data, but in games some things just look wrong, or don’t get across the actual emotion of what it feels like to be there,” Tudor says. “The Nordschlei­fe feels like a rollercoas­ter – you turn round a corner and there’s an uphill climb but it just looks like a wall in front of you. So obviously we need to create that sensation in the game.”

In order to achieve this, the team combines personal experience, reference photos, and feedback from profession­al drivers like Oliver Webb. And while the heartin-mouth excitement of hustling a BMW M3 through the dramatical­ly inclined Hailwood Hill that follows Brands Hatch’s first corner isn’t quite there, the dip certainly feels more pronounced than in other digital versions of the circuit we’ve experience­d. Such creative licence hasn’t affected lap times either, as proven by comparison videos of in-game laps and Webb’s real-life equivalent­s, which are within tenths of a second of each other. But there’s less positive tension to be found in the game’s current handling model. On PS4 (and indeed with a 360 pad on the PC build), cars feel skittish and unpredicta­ble, while an aggressive return-to-centre setup snaps the wheel back instantly when you let go, making smooth cornering difficult. We dip into the build’s highly customisab­le settings and manage to improve some aspects, while worsening others. In its current form the game feels built for steering wheels, and playing with one improves things immeasurab­ly. Switching peripheral­s can’t elevate the AI, unfortunat­ely, which currently lacks charisma and is apparently oblivious to our presence – but at least our opponents’ unsporting barging manoeuvres demonstrat­e Project Cars’ excellent open-wheel physics, as our vehicle leaves the ground violently in a snarl of shrapnel.

The game will ship with control and AI presets alongside its broad array of sliders, of course, and hopefully these will deliver a more resolved drive. Slightly Mad’s community-driven developmen­t has crowd sourced a potentiall­y spectacula­r racing game, but the studio’s desire to accommodat­e every player’s preference­s has put Project Cars in danger of being pulled in too many directions, without a steering authorial hand to guide it back to the racing line.

Open wheels

When you start Project Cars, everything will be unlocked: vehicles, tracks and even events. It’s a common setup for PC driving sims, but this will be the first time a console racing game has abandoned the traditiona­l grinding template. “It’s getting to the point now that I think we’re all a little bit sick of going into the next game and having to start at the bottom all over again,” Tudor says. “When you take into account the fact that the next generation of gamers coming in are used to having more openended sandbox experience­s, it just made sense to get rid of those barriers. As soon as we did, we knew it was the right decision.”

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