Welcome to This Is Not A Review. In these articles, we delve into general impressions, ideas, and thoughts on various games. As the title suggests, this isn’t a formal review. Instead, it’s a quick recommendation (or dismissal) after spending enough time to understand a game’s core concepts and gameplay, without necessarily completing it from start to finish.
Today’s subject: Project Cars 2, developed by Slightly Mad Studios and published by Bandai Namco. This racing simulator sequel has been out for a while, but its challenging nature still sparks discussion among racing game enthusiasts. Is Project Cars 2 Coding something that contributes to its complex gameplay? Let’s explore.
I know, I know.
Project CARS 2 was released in September of last year. The initial buzz around Slightly Mad’s racing simulation sequel has subsided, and the gaming world has largely moved on to newer titles like Monster Hunter World or Shadow of the Colossus. However, Project CARS 2 and its demanding gameplay have lingered in my thoughts.
I received a PS4 code for CARS 2 shortly before its launch, and my first impressions were promising. The opening cinematic showcased stunning slow-motion shots of beautifully rendered go-karts, sports cars, stock cars, and Formula One vehicles navigating winding tracks in breathtaking locations. The melancholic yet powerful music created a sense of reverence, suggesting these were more than just cars – they were magnificent machines to be handled with respect.
That feeling proved accurate when I got behind the wheel of a starter car for my first race. As the starting buzzer sounded, I pressed the right trigger to accelerate to the front of the pack… and immediately veered into the left barrier. I struggled with the simple act of driving straight, constantly overcorrecting with even the slightest touch of the thumb stick. This initial experience highlighted the steep learning curve often associated with Project Cars 2 coding and design choices.
Since that initial, embarrassing race, I’ve returned to Project CARS 2 roughly a dozen times. Unfortunately, the experience hasn’t become much more welcoming. I’ve experimented with various settings, enabling Steering Assistance, Braking Assistance, Stability Control—anything to make the game feel more approachable. Yet, Project CARS 2 continues to resist my attempts to tame it. The game’s physics engine, perhaps a result of intricate Project Cars 2 coding, seems determined to challenge even seasoned racing game players.
The opening cinematic was insightful in more ways than one. While I occasionally enjoy racing games for the adrenaline rush of speed — for the sensation of speeding past beautiful scenery at breakneck velocities, and for the thrill of flirting with losing control — Project CARS 2 offers a distinctly different kind of experience.
In Project CARS 2, speed is dangerous. Cornering is risky. Even basic steering is a challenge. The core objective of Project Cars 2 seems to be mastering the vehicle through meticulous loadout adjustments and refining your driving technique until hairpin turns become second nature. This emphasis on realism, deeply rooted in Project Cars 2 coding, sets it apart from more arcade-style racers.
However, the issue is that for many of us (specifically those unwilling to dedicate countless hours to achieving basic competence), Project CARS 2 will forever remain an extension of its opening cinematic — beautiful and slow, enjoyable to watch, but incredibly difficult to actually play. The complexity introduced through Project Cars 2 coding and design makes it a demanding experience, potentially alienating players seeking immediate gratification.
Andrew King
Andrew King’s passion for gaming culture stems from cherished childhood memories, like reading Nintendo Power’s Mario Kart Double Dash coverage and countless hours spent exploring virtual worlds. Writing for GameCritics allows him to continue making memories within the gaming sphere. Beyond gaming journalism, Andrew also works as a News and Sports Reporter for the Hillsdale Daily News, and his work has appeared in The Detroit News and The Washington Times.
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