![]() If SimBin manage to fix these flaws then it will be the awesome game it's meant to be. ![]() The professional reviews are all skewed as they all rushed their editorial to hit the day of release, fell for the shiny graphics and failed to really get a feel for the game. I'm using Assetto Corsa as a comparison, but even driving sims from years back are superior to Project Cars in this respect. Assetto Corsa have nailed the physics, but Project Cars crucially has not. If you have a chance to try Assetto Corsa and compare the same car and track then it becomes very clear. Cars do behave differently as you should expect, but driving just doesn't feel authentic and I don't even mean it's arcade-like, you just need to see for yourself and you'll understand. I'm loathed to give this game a bad review as it has so much going for it in all other aspects, but it's massively flawed as a simulation. Sort of hard to describe and you do get used to it, very noticeable when you play other racing sims and compare. But besides this, vehicles seem ever so slightly disembodied from the road surface. Their is no discernible corning feedback, the game physics feel incomplete and it spoils the game. You hit a car and nothing, you go over a kerb and it's like an earthquake. You feel disconnected from the road surface, FFB is inconsistent. It's a racing simulator right! No matter how many tweaks I've applied from various sources it's not possible to get it right. I can't comment on how well the game plays with a pad, I have a wheel and it should play properly with a wheel. I can't comment on how well the game plays with a pad, I have a wheel and it should play properly with a Right now, wheel support is terrible. They want to throw soo much information at you that trying to do they simpliest task is hard. And they are all pretty damn well modeled. You have it all, from carting to GT racing, to exotic, to formula one, to retro cars. ![]() Oh you're in for a treat! Selection of cars is amazing. This game is more flexible than any other game out there. I've seen the developpement process, and man, let me tell you that they have come a loooong way! -graphics is excellent (texture, lighting, particule effect.) -sound is one of THE best i've ever heard in a racing game (GTA, Forza, DriveClub, iRacing, Azeto.) -Option man! they have option for option for option. First of all, I'm a backer since almost day one for this game. To conter balance this **** Otherwise, I would give PCars a 9/10. I read so many bad review or people who's giving PCars a 1 or a 2/10 us because they pissed off about the car selection or the weaher system. I read so many bad review or people who's giving PCars a 1 or a 2/10 us because they pissed off about the Ok, this is why I hate Metacritic. I just want people who race cars to know, with the right equipment, this program can achieve incredible realism? … Expand I am not biased in anyway on this review. I understand the difference in teams producing the two programs, but AC is thinking too much about consoles for a small team. Before Pcars, I was enjoying AC, but there is no comparison between the two in physics. With the updates and new coding, the program is getting to be perfect. I would love to see the coding, because no other company has done this. ![]() They need to be applauded for this accomplishment. Pcars is the first simulator to achieve photo realism for home use. For the time of my life, I have been having with this GAME?, I would pay $1000, 10 years ago. Realism is the name of the game plus physics. Anyone not experiencing photo realism with this program is missing out. I have a geforce 970 and top of the line 35 inch monitor. Timothy Miley, 30 year science teacher - Pcars is the best racing program so far and I have been racing cars for 40 years as a Timothy Miley, 30 year science teacher - Pcars is the best racing program so far and I have been racing cars for 40 years as a hobby and I use this simulation for practice.
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