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<br />

“IT’S CURRENTLY<br />

FLOUNDERING<br />

FORASENSEOF<br />

PERSONALITY.”<br />

040<br />

FORMAT PS4 / ETA 21 NOV / PUB BANDAI NAMCO / DEV SLIGHTLY MAD<br />

PROJECT CARS<br />

Will the PS4 port be a console-ation prize?<br />

FACTRICK<br />

1. THE STIG LEAGUE<br />

Former Top Gear Stig Ben<br />

Collins has given his input,<br />

along with Lewis’ little bro<br />

Nic Hamilton.<br />

2. DEMAND MORPH<br />

Sony’s Morpheus VR<br />

headset will be supported<br />

– whenever it’s actually<br />

released over here.<br />

3. MARATHON MAN<br />

Don’t tell GT5 24-hour race<br />

vet Phil, but there’s talk of a<br />

24-hour race of Le Mans in<br />

this game, too.<br />

What we have here is a true<br />

anomaly on PlayStation: an<br />

uncompromising PC racing<br />

simulation, delivered in undiluted<br />

form to your PS4. It’s the kind<br />

of proposition that, theoretically,<br />

hardcore driving game fans dream about. But<br />

as OPM’s latest hands-on with the sim reveals,<br />

there’s a reason few developers have offered this<br />

type of experience on consoles before.<br />

To give the game its dues, we must acknowledge<br />

another platform: PC. Development began as early as<br />

2011 with the mighty beige box the game’s<br />

only intended platform, and consequently<br />

it looks tremendous on home turf. Really<br />

incredible stuff. The console-centric<br />

versions of the game simply weren’t part<br />

of the original plan, and it really shows.<br />

Not just in the disappointing and<br />

washed-out visuals on PS4 – which<br />

are admittedly capable of taking some<br />

phenomenal screens under the right<br />

lighting conditions and external camera<br />

views, but do little to set the pulse racing<br />

when the game’s actually in motion. No, it’s<br />

also the ethos of the game that jars with<br />

the PS4 experience.<br />

Because Project CARS is designed<br />

for hardcore racers, and hardcore racers<br />

use steering wheels, not gamepads. Connecting a<br />

DualShock 4 to control your vehicular experience<br />

is tantamount to asking for a knife and fork in<br />

Wagamama, so a considerable amount of Project<br />

CARS’ hugely detailed physics<br />

simulation is simply lost in digital<br />

translation from wheel to controller.<br />

GET A GRIP<br />

That’s important, because the handling<br />

itself is absolutely central to this<br />

game’s appeal. And sure – there’s a<br />

chance you actually have a steering<br />

wheel for PS4. But with the market<br />

much smaller and less abundant with<br />

quality force feedback devices, it’s<br />

a slim possibility at that.<br />

Pad control itself works fine, but<br />

it doesn’t feel wildly different to<br />

previous Slightly Mad games such<br />

as Shift 2 Unleashed and Test Drive<br />

Ferrari Racing Legends – whereas<br />

it feels transformatively better when<br />

using a steering wheel.<br />

All this boils down to a game that’s<br />

destined for greatness elsewhere, but<br />

is currently floundering for a sense<br />

of purpose or personality on PS4. We<br />

can but hope Slightly Mad’s keeping<br />

a massive Gran Turismo-esque career<br />

mode under wraps, and is capable<br />

of turning up the sexy a bit in visual<br />

terms before release. It’d be a shame<br />

for the enormous collection of over 70<br />

cars and 80+ track layouts, and indeed<br />

Slightly Mad’s obvious talents in<br />

creating realistic driving models,<br />

to go to waste. Cross everything.<br />

<br />

Above Both time of day and<br />

weather are dynamic, and<br />

you can speed up time to<br />

create dramatic changes<br />

in conditions as you drive.

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