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The handling doesn’t just vary based on your car though a whole range of weather effects are included all of which have the appropriate effect and even the build-up of rubber wearing off the tyres onto the track will slightly affect the handling as the race goes on. Having the mechanical depth to make cars feel so different is a great thing about Project Cars 2 just learning how each car drives is a game in itself. Practice makes perfect though, and it didn’t take long for me to get used to the driving model and start consistently completing laps, at least until I changed to a different car with its own very different handling characteristics. As you’re tearing around the course you really can feel the car being nudged by every bump in the road, the loss of control as you get a tiny moment of airtime cresting a hill and the knock from a tiniest brush with the kerb. The high-end racing cars the game lets you use are, as one might expect, extremely difficult to control, but it is entirely possible to lose it even with much tamer vehicles like go-karts. The default settings for the game don’t have any assists turned on (realistic assists like traction control being used depending on whether a specific car actually has them), which led to my first lap being a barely controlled mess ending in a spin off into the barriers. The game comes with a huge variety of tracks and cars spread across many types of racing, from go karting to rally cross and formula series. I’ve spent a good deal of time with a near final build of the PC version of the game, and it was immediately obvious that this is a racing simulator even more so than the likes of Gran Turismo and Forza Motorsport though perhaps not quite to the extremes of iRacing. Project Cars 2 is, as you may have guessed from the title, a racing game developed by Slightly Mad Studios.
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