Why the end of Project CARS leaves a hole for console-based simracers

Gaming

Posted on

| Written by

For anyone who is immersed in the world of simracing, news earlier this week that EA would stopping all development and investment into the Project CARS franchise hardly came as a major surprise.

Originally set up using an ambitious crowdfunding model by developers Slightly Mad Studios (SMS) – putting the ‘community’ into ‘Community Assisted Racing Simulator’ – the franchise has been brought into the pits for the final time after three mainline entries and a mobile spin-off. In doing so, ‘PCARS’ becomes the latest in a very long list of franchises – that includes Burnout, SSX, Command & Conquer and many more – that have been unceremoniously cast into the ether after being acquired by EA, who took over ownership of the Project CARS title by buying Codemasters, who had themselves purchased SMS in late 2019.

While simracing is dominated by the PC platform, Project CARS was a breath of fresh air in how it embraced the massive console market to offer a genuine simulation racing game experience on PlayStation 4 and Xbox One. As a racing game, Project CARS was not unique in offering hundreds of cars of every kind of class and purpose possible and a huge roster of tracks on which to race them on. But unlike the likes of Gran Turismo and Forza Motorsport, where the emphasis has always been heavily on collecting production road cars, PCARS aimed itself as a motorsport simulator from the very beginning.

Project CARS allowed players to begin in karting
Whereas Gran Turismo will always start players off doing two lap Sunday Cup races in underpowered Japanese Kei cars, PCARS allowed players to kick off their virtual racing driver career in karting – just as all the real world international level drivers do. From there, PCARS’s extensive career mode offered players the ability to live out their own racing driver fantasy, with the option to progress through single-seater categories all the way to ‘Formula A’ or take a completely different approach and climb from Ginetta Juniors and GT4 sports car racing up to LMP1 endurance racing.

No racing series had offered console players so many forms of motorsport in one package since Codemasters’ own Race Driver series back in the 2000s. But while Race Driver evolved into the popular GRID franchise, it became a fully arcade game, abandoning any pretence of offering an authentic racing experience. That left motorsport fans on consoles with only officially licensed franchises like Codemasters’ F1 game, Milestone’s Moto GP series and various different iterations of the NASCAR franchise if they wanted to emulate the kind of racing they enjoyed on TV every weekend.

Meanwhile, over on PCs, simracing was booming in the early 2010s. From iRacing to SimBin’s Race series to rFactor 2 and even Reiza Studios’ Game Stock Car and Automobilista, there were countless options for players to indulge their racing fantasies and engage in realistic, physics-based racing with players across the world – including actual professional racing drivers in some instances.

As the PS4 started to fly off the shelves at a rate not seen since the PS2 became the highest-selling home console of all time, the original Project CARS came as a breath of fresh air to an already packed simracing market. With its simulation-focused physics engine and attractive graphics, the original game earned strong reviews and sold well over two millions copies across console and PC.

Advert | Become a RaceFans supporter and go ad-free

But what PCARS had in ambition and content, it lacked in polish. Quickly, SMS’s forums were bursting at the seams with bug reports and negative feedback from disgruntled players. Crashes, handling problems, tyre wear simulation problems, graphical glitches, AI balancing problems – there were plenty of small irritations that, together, built up to a frustrating experience for many players who otherwise enjoyed what the game was offering them.

IndyCar was added in Project CARS 2
With the commercial success of the first game, it was littler surprise to learn that a second iteration was in development. Two years later, Project CARS 2 was released on the same platforms as the first in late 2017. Adding more cars and classes, including the 2016 IndyCar roster, more circuits and even oval racing and rallycross, the second PCARS was an improvement over the original in almost every way.

But despite the step up that had been made from the original to the sequel, the game was again plagued with glitches and physics quirks, such as driving physics noticeably degrading on console when there were more than a certain number of cars on track. While IndyCar was included with the Indianapolis Motor Speedway allowing players to race the Indy 500, there was no Safety Car or caution functionality in the game, which rendered all oval racing virtually unplayable, as drivers would be expected to navigate through any crash scenes at full racing speed.

Those imperfections were considered so disappointing mainly because of how much variety of content the game offered. In no other console racing game could you complete a full 24 hour race at Le Mans with LMP1, LMP2 and GTE multiclass racing with a full day and night cycle, then race Formula 1-spec cars around the Nordschleife before driving an IndyCar around the Monaco Grand Prix circuit.

After two-and-a-half years, the announcement of a third Project CARS game excited many. Maybe this could be the game that finally delivers fully on the franchise’s potential while ironing out all of the small irritations that had undermined the first two games.

However, any enthusiasm for a third title rapidly deflated among players when it was revealed the new title would completely abandon its simulation roots, instead offering a GRID-style arcade experience with simplified physics, no pit strategies or practice sessions in a clear bid to chase more casual players. The backlash from the series’ dedicated playerbase was strong and immediate. When Project CARS 3 was released in the middle of 2020, it was by far the worst performing entry of the franchise both commercially and critically. With the next generation consoles mere months away, there were simply far better options out there for console players who wanted a casual racing fix.

Players were disappointed by the third title
Soon after, new franchise publishers Codemasters were absorbed into EA, with the Project CARS franchise acquired with it. Before former SMS head Ian Bell left the company in October 2021, he had indicated that a theoretical fourth entry in the series was in its early stages and would once again be a pure simulation-focused title. However, with EA’s decision to cease development on the series, players will never know how much of a success or failure Project CARS 4 would be.

What the series leaves in its wake is a sizeable gap in the console racing game market. While the likes of Gran Turismo 7 having been released and Forza Motorsport 8 in development, there are plenty of racing games on now current-gen consoles, but few that found be classed as true simulator games. When it comes to four-wheeled circuit-based racing games, the clear outstanding title remains Assetto Corsa Competizione – the most realistic racing physics of any racing game ever released on console. However, as great a game as ACC is and as support for it continues, it remains solely a GT3 and GT4 racing simulator, meaning anyone who might want a similarly authentic experience for single-seaters, touring cars or other motorsport disciplines on console is out of luck.

Until the likes of Assetto Corsa 2 appear from the horizon years from now, console players are again highly limited in their options to simulate their favourite racing series. While the likes of Kylotonn’s WRC franchise and Codemasters’ F1 series do a decent job of emulating their real world counterparts, there are millions of console players who would love to enjoy a more realistic driving experience they can enjoy offline against AI and online against fellow drivers. For many, Project CARS filled that void for a few years and that is why it will be missed.

Advert | Become a RaceFans supporter and go ad-free

Gaming

Browse all Gaming articles

Author information

Will Wood
Will has been a RaceFans contributor since 2012 during which time he has covered F1 test sessions, launch events and interviewed drivers. He mainly...

Got a potential story, tip or enquiry? Find out more about RaceFans and contact us here.

Posted on Categories GamingTags ,

Promoted content from around the web | Become a RaceFans Supporter to hide this ad and others

  • 10 comments on “Why the end of Project CARS leaves a hole for console-based simracers”

    1. The reason for Projects Cars fall is that they went away from the original vision of the first edition. That was making a top shelf sim that could compete with the likes of rFactor and iRacing. The 2nd project they started going more the way of Forza and GT making it more a sim-cade than the sim they promised the community. So they screwed over a lot of sim racers who gave slightly mad money for development at.

      1. Absolutely agreed.

      2. PC2 is sim, forza is arcade trash.

    2. It’s an absolute shame. PCars started as an option for this who wanted to progress towards a Sim racing model. Whilst it had its issues, it had a pretty decent single play career mode and a nice ramp of AI, with an all round race experience in a vast range of vehicles.

      Sadly PCars 3 was an absolute joke, taking it further away from Simulation back into a SimCade model, which seriously destroyed the platform built by the initial games.

      At least there are games like Assetto Corsa and Auto Mobilista that people can step into.

    3. I have sad news Will – there is another EA-dug simracing hole. You mentioned Kylotonn’s WRC franchise as an option, but last week they released their last installment, WRC Generations, as from this point on, the WRC license will be taken over by EA (via Codemasters). Which means there will only be 1 leading new rally game franchise in future, rather than the previously competing WRC and Dirt Rally. If they take it down the arcade path as they did with PCars 3, then that could be the end of dedicated rally sims. Codemasters’ general history and perpetual failure to support proper triple screen PC set ups don’t fill me with confidence, though Dirt Rally has been very good in spite of that.

      Although Kylotonn’s next game is the arcadey Test Drive Unlimited Solar Crown that had been in parallel development with the WRC franchise, they say they’re not putting their sim expertise in the bin, so perhaps they’ll have a go at filling the PCars 4 gap. Though they’re unlikely to attempt to risk going for such a wide content scope.

    4. I think Ian Bell campaigned hard for Project Cars 3 to be named something else but was ultimately overruled. I’ve never played it (PC3), but from what I’ve seen it had no business being called Project Cars anything.

      I’ll always remember realising that there was little or no constraints on what you could create it was so open ended and that I could race Senna’s 98T around the Nordschleife at night, in the rain!

      I made it out of the pits and suddenly became aware that neither the Nordschleife nor Senna’s Lotus had any kind of lights. I tip-toed around under a little moonlight and some approximations of where I was and what might be ahead. I think I was lapping in the mid-half an hour range, but having great fun.

    5. Given all the high-tech and expensive gadgets around this scene, it’s quite amazing that PC gamers are left with such a poor selection of titles to put their equipment to the test. Compared to the online features and community of something like PlayStation’s GT series, pretty much everything apart from iRacing pales in comparison. There’s no shortage on PC of half-finished products, glorified tech demo’s, and decade old titles on mere maintenance support. The only somewhat serious racing game to make it into Steam’s Top 100 played games is Assetto Corsa at 10.000 players. The original, that is – from 2014.

      1. That’s because AC, and all its available mods is still a great experience.
        Plenty of updated graphical options available within Content Manager to keep you going until AC2

    6. Project Cars for console was such an exciting concept. I pre-ordered and waited a long time for it to come out.

      Day 1 was an unplayable mess as using a controller, killing off much of my, and others, enthusiasm.
      On Xbox, Forza is a good enough simulator to satisfy 99% of players, is easy to pickup but hard to master and has a huge player base.

      Personally PC won’t be missed.

    7. im a pc gamer. pcars 1and 2 in vr is just awesome. racing karts around the monaco f1 circuit is worth the pc / vr cost all by itself!

    Comments are closed.