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Pro tip: if your view looks<br />
like this, you’ve fallen out<br />
of your car and are in<br />
immediate danger.<br />
<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.