Project CARS 2 - Análisis
While many were still waiting for some of the promises for the first installment, Bandai Namco surprised everyone earlier this year with the announcement of Project CARS 2, something that some loyal players of the first game did not like, but they were waiting for. a sequel that promised to outperform Project CARS.
Project CARS 2 is a brand new game. Not only because it has the 2 in the name, but because its development has varied greatly from the original. Bandai Namco has been supporting the project since its inception, community investment has been smaller and more restrictive, and marketing has not been lacking since the announcement, and of course the wow factor is gone . Players already know what Project CARS could offer and want to see the evolution of a saga that, with just a previous installment, has managed to equal, or even exceed in expectations of sacred cows like Forza Motorsport or Gran Turismo, whose new titles are just around the corner, in what will be an exciting battle.
Project CARS 2 was born as a "more and better" of the first installment. Bandai Namco talked about numbers right after the announcement. Something that can already give us an idea of where the game is going, and, to tell the truth, it is not very wrong.
In Project CARS 2 we have 189 vehicles at our disposal. The selection of vehicles is the most successful, mixing less powerful vehicles are supercars, as well as with vehicles from different eras. The number itself is not something that attracts attention, since we have seen larger figures, opting not to bet on quantity, but rather that Slightly Mad Studios have bet, very correctly, on quality and variety.
The different vehicles not only differ in the exterior appearance and in basic parameters, since the study has done a great job with each of the vehicles and we can say that, if we have 189 vehicles, we have 189 ways of driving . Each vehicle behaves completely differently based on its own parameters, such as engine location, power, or drive wheels. This makes it necessary to be fine when we first sit in a new vehicle, and this is when free practice becomes more important. It won't take long for us to have a few favorite vehicles, depending on how they suit our driving style.
Where quality and quantity converge is in the selection of circuits . Slightly Mad Studios has put a lot of care into this. However, this is the driving game with the most tracks on the console. In total we have nothing more and nothing less than 63 different locations (more than double that in the first Project CARS), which give rise to a total of 146 tracks . Record figures. Within the selection of circuits, asphalt is the absolute protagonist, although we also find some tracks with little grip with gravel or even snow. In addition to the quantity, which has been demonstrated, the study has wanted to give a quality bonus to the players with LiveTrack 3.0.
LiveTrack 3.0 is one of the great novelties of Project CARS 2. It is a new system that Slightly Mad Studios has included to go one step further in recreating the circuits. Thanks to this system, the weather conditions affect the circuit in a way that is completely faithful to how they would in real life, and this includes potholes, unevenness or pianos. It even takes into account where puddles form or water collects, all based on data from the actual circuit. In addition, we can race on any circuit of the game under any weather condition, as well as time of day and even time of year, thus also varying the grip according to the temperature of the track or even the accumulated rubber. The system works very well and it is spectacular to see how the track changes dynamically or how water accumulates in certain areas. If Project CARS was already a reference in terms of configuration options and weather conditions, now the studio has raised the bar to make it very, very difficult to reach their level. Not only one of the great assets of Project CARS 2 over its rivals, but it should be the imposition of a new standard in this regard.
On the track we noticed improvements not only in the already commented individual behavior of each vehicle, but in the general physics engine . Project CARS 2 wants to be a simulator, but it also wants to have fun. Finding this exact point is not easy, and the first installment, despite being demanding, finally opted more for fun than for exhaustive simulation. We already anticipate that the formula has not varied excessively for this sequel , although with nuances. The physics engine, as well as the tire simulation model has been improved, thus giving a greater sense of realism and better adjusting to the real behavior of a vehicle on the track. It is true that we have seen some "gaps" in the physics engine and some unrealistic behaviors under certain conditions and, especially, in accidents, but an evolution is noted compared to the first Project CARS, although without reaching the levels of Assetto Corsa (also available in console) or rFactor 2.