Project Cars: Best Racer on the Horizon (NYCC 2014)


New York Comic Con came and went featuring the best mix of comics, TV, movies, and a sprinkle of video games to top it off. I was given the chance to play a few games, but Project Cars, the most graphically impressive game with awesome game play to boot, took me by surprise.

For you gamers that have yet to witness the awesomeness of Project Cars, here is a small breakdown to catch you up to speed.

Project Cars is a simulation racer developed by Slightly Mad Studios and distributed by Bandai Namco.  The game was crowd-funded by the community and Slightly Mad Studios to kick start the development. Contributors could participate in the development of Project Cars with content creation, Q and A, and marketing media. Backers also received perks depending how much money they invested into the project. These individuals will receive a share of game sales profits generated within the first 3 years after launch.

Impressions: Fluid Controls & Best Looking Racer on the Horizon

Now that we’ve gotten that out of the way, how do I feel about Project Cars?  To put this into a two word phrase, I was “pleasantly surprised” by how good the game felt. I’ll be the first person to admit that I’m not a simulation racer type of gamer, but after many crashes and burn outs, I actually started to adjust to that style of  gameplay. Grand Turismo, from the late PlayStation 2 to PlayStation 3 era, is as far as I know about the genre. Also, since the demo was running on PlayStation 4 hardware, the controller configuration felt right at home for me.

First off, if you’re inexperienced, the game can be little over bearing – the simulation is definitely that – extremely simulated, life-like. Your cars will burn out, sometimes you won’t get that perfect turn if you don’t drift properly, if you can’t grasp the feel of your car or you’re unaccustomed to simulation racers, you may want to approach cautiously. This is not a pick-up and play casual type of racer. This game was made  for hardcore simulation racers – and honestly, that’s not a bad thing. Most sim racing fans I’ve come into contact with have been calling out for a great multiplatform simulation racer. The only sim racer that gamers have been depending on up to this point is Forza, which is a Xbox exclusive. Forza 5 has recently released on Xbox One. Driveclub, a new IP exclusive to PlayStation 4, has sim elements, but mechanically the driving follows more closely to arcade racing, a mix of both genres.

Graphically, Project Cars is top notch and might be the best looking racer to come out thus far into the generation. As you can see from the video below, weather environmental changes look astonishing. In person, the cars look extraordinarily detailed. The demo tracks were highly detailed, but I did not see people in the crowds based on what I’ve played. I’m not really sure how the tuning and customization aspects of the game work in comparison to games Forza Horizon 2, or lack thereof, in Driveclub.


This is not a game for me, but to you simulation racing fans, boy you’re in for a heck of a treat! Fluid gameplay, beautifully detailed cars, precise detailing of every aspect of the game – you can’t beat that. This might be a sleeper for the genre. Never did I think I would ever enjoy this type of game, but it was pretty fun after I knocked the cobwebs off. Project Cars doesn’t suffer from an identity crisis like some newcomers do and the developers knew what type of game they wanted to give to fans. From what I experienced, they knocked it out of the park. With that being said, unfortunately this past week Slightly Mad Studios and Bandai Namco officially delayed the PlayStation 4, Xbox One, and PC versions of Project Cars into an already jam-packed 2015 calender year. March 17th will be the release date.

Check out the full statement below:

Ian Bell, Head of Studio at Slightly Mad Studios, also stated:

“Our goal has always been to deliver a landmark title that encompasses the wishes and desires of racing fans from all around the world; something with features and content powered by the community that provide a truly unforgettable and pioneering experience. Whilst a tough decision to make, the change in release date allows the game the greatest chance of success and visibility, and the opportunity to polish the game even further to the high standards that both ourselves and our community demand and expect. We’re eager for you all to see what we’ve been working on in just a few months”.

The delay according to Bell’s statement makes sense since the end of 2014 will be full of heavy hitters with games like The Master Chief Collection, Far Cry 4, and Call Of Duty: Advanced Warfare this holiday. They also mention that the delay into March would give the team more time to polish the title and give gamers an even better end-product. This came at a surprise since, in my opinion, they could have capitalized off of Forza Horizon 2’s success and Driveclub’s boisterous launch. Another thing that doesn’t make sense is the fact that 2015 is going to be even more crowded with promising offerings. Even though it will be releasing in a quieter month with its only competition being Final Fantasy: Type Zero, that date still sounds a little off to me.

All in all, if the New York Comic Con demo is any identification of what’s to come, I’m very confident that Slightly Mad Studios will deliver a stellar experience.

Stay tuned at for more Project Cars updates and impressions. Project Cars drops March 17, 2015 for PlayStation 4, Xbox One, Wii U, and PC.

Have any thoughts on the delay and my impressions from NYCC?

Tell us below!

SOURCESlightly Mad Studios
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  • Ericutz4thewin

    Nice Jaleesa! Those pictures are the in game graphics? wow looks gorgeous

  • Keeshia Barker

    Still so annoyed it got delayed. I know they don’t want to compete with other major releases, but some of us were hoping to have that for the holidays. I just hope they do something special with all that extra dev time to make up for it.

  • hopefully its to make the cars look extra sexy

  • Rlee

    I am a WMD member and play pCARS almost daily. They need the time to polish the game foremost. With the level of quality this game exudes, it would be a shame to release it when it’s not quite finished. It deserves more and so do the gamers who will play it. Trust me, it will be worth the wait.

  • Amith Thomas

    Im really happy its delayed. If you look at current gameplay builds, you can see that they have a solid game that looks like its going to be incredible, but it just isn’t there yet. Lots of rough edges, so many things that can be done to polish it and refine it – that stuff is often what makes the difference between a great game and an amazing game 🙂

  • Amith Thomas

    That they already do. There are lots of other things that need polish though

  • Amith Thomas

    Nice, I’m glad they decided to delay.
    Can I ask you though, how are you finding the physics ? pCars is obviously very realistic, I mean, they are going fully sim + wmd with constant feedback + racing drivers testing and giving them feedback. However, are all the cars more or less sorted out in terms of physics, or are there still some that aren’t done ?

    On the graphical side, it already looks fantastic (the PC version looks incredible from what I’ve seen online) , but are they planning on adding in more graphical realtime features and polishing it in the effects department ?(Driveclub is a good example of insane attention to realtime effects).

    Also, some cars seem to have sounds that don’t quite suit them. Just about all of them seem to have a transmission whine even if it isn’t present in the car in real life. Are they going to change that specifically ?

  • Guest

    Much better than that epic failure of a DriveClub, that’s for sure.

  • Armin

    DC is not a Epic fail… If it is to arcade 4 U doesn’t mean it is no good.

    It is starting to pickup and it is fun online.
    I think this bashing of stuff a person doesn;t like is sad and so 1985

  • Alan Dallas

    I can answer those.
    Physics: It’s on a car by car basis. Currenty not all cars are in a Release candidate state. However the ones that are feel incredibly real if you’re using a Force Feedback wheel.

    Graphics: Part of the polishing process. For example; the particle system is a homebrew system and is constantly being refined. SMS didn’t want to be limited by a 3rd party particle system like say APEX, which is part of the PhysX API and only works on nVidia GPU’s. It had to be hardware androgynous. As for the lighting system. It’s top notch. On a PC it uses nearly every feature you’d find in the DX11 catalog and then some.

    Sound System: Also in a state of polish. Some cars are using place holder sounds plus the sound levels are still being balanced. So if you noted street cars with a high level of Tranny whine you can be sure WMD members note it also on the official Dev forums. 🙂 Think of the WMD members as the worlds largest QA dept. Not much gets by them.