A Sports Car Enthusiast's Takeaways From The Project Motor Racing Reveal

Project Motor Racing Takeaways.jpg
This week saw Project Motor Racing get its anticipated official reveal, and whilst the OverTake team has already got its hands on the title, its prospects have not entirely convinced those of us not in attendance at last month's event. Here are some takeaways from Sports car specialist and content writer, Angus Martin.

Unless you have spent the past few days living under a rock, you will know that Project Motor Racing, the project formerly known as GTRevival, GTR Revival, or even "that other game by Ian Bell", was revealed officially this week. You will also understand that the OverTake team, as well as many other industry personalities, were on-site to get a first-hand experience with the title and gather all the stats and facts about the project.

But it was not the entire team at Zurich during the game's launch. Several staff members have their own opinions, takeaways, and concerns when it comes to PMR, especially our sports car specialist, Angus. Be sure to give us your overall feelings about the game's launch in the comments below as well.


Angus: "What is PMR Trying to be?"​

Over the last few years contributing to the OverTake website, I have earned myself the reputation of the boring uncle in the corner of the room, endlessly going on and on about sports cars and endurance racing. What can I say, it's my passion. And that all started with GTR2, essentially one of Project Motor Racing's muses.

So, as you can expect, the lead-up to PMR's reveal with endless teasers of GTR2 cars and the title's original GTRevival name succeeded in extracting a shred of hype from my bones. The name change swiftly restored my excitement levels, and the final reveal earlier this week once again brought my heart rate, sweats, and joy crashing back to my regular, bored-with-life state. There are several reasons for that.

Project Motor Racing Handling Concerns​

Just like any modern sim racer, a racing game with a name starting with the word "Project" does sew a little seed in my mind - and not a pretty tulip bulb at that. With ties closing in on the Project CARS series, and feedback from the game's reveal event mentioning turn-in understeer transitioning to four-wheel slides, as well as inadequate low-grip sensations, my thoughts immediately jump to the Madness Engine's characteristics.


That description would very much apply to either of the first two Project CARS games or even in Automobilista 2 at times. During the reveal, we heard a lot about Project Motor Racing's 720Hz handling model, Hadron and the flex included in the tyres. So perhaps that flex is just a little over-the-top at the moment, with the game's so-called Factory Driver Program perfecting that model.

Then again, the cars' apparent systematic slip may be a vestige of thought processes used in previous games in a bid to render console-bound titles like Project CARS more approachable for the controller-based, non-sim racing crowd. As we have seen from the development team's previous project, there is nothing wrong with a more approachable sim, acting as a fantastic first step into the hobby, in turn growing the space. But for the more experienced of us to enjoy the game, it must also feel natural on a wheel, and that is where my concerns lie.

A Game Stretched Too Thin?​

Be it GTR2, Le Mans Ultimate, or even the F1 series of games, I have always believed that a focused title, doing everything it can to provide the best experience of a particular series, class, or era, will stand out above more sandbox-style titles.

Even Project Motor Racing doesn't know what it is.

Even Project Motor Racing doesn't know what it is. Image credit: Straight4 Studios

That is why the car list on show with Project Motor Racing has me concerned that the game will spread itself too thinly over a wide slice of the sports car scene, something many other games are already doing. When I look through the car list, or class list as it is now, the majority of classes are already covered by existing games. LMDh, GTE and GT3 are pretty much perfect in Le Mans Ultimate in my opinion and Automobilista 2 has a handle on 1990s GT1 as well as Group C. So, other than mid-2000s content, which was the title's original focus, and a few 1970s sports cars, the only thing PMR is bringing to the table is a second choice.

On the positive side, at least, it seems that the developers are keen to populate their classes with a good selection and, above all, variety. So, where other sandbox titles like AMS2 get a cold, dead feeling within many of their categories, Project Motor Racing should provide a more bustling vibe regardless of the era or class.

Had the game remained a circa 2005 FIA GT title with an additional nod towards LMP900 and LMP675 prototypes of the same era, we would have had an expanded GTR2 with modern physics, graphics, and sounds, if you ask me. That alone would have sold like hotcakes.

Project Motor Racing could be the perfect retro sportscar game.

Project Motor Racing could be the perfect retro sportscar game. Image credit: Straight4 Studios

But no, instead, the team has decided to take a more sandbox approach, requiring an engine that can simulate both old-school bias-ply tyres with their high deformation rate and more modern, thin sidewall radial tyres with higher heat requirements. PMR may well be the exception to the rule, but in most cases, that means nothing reaches its maximum potential, as concessions in the physics engine must be made.

So, while the game's marketing up to this point has focused on one specific, central element, the final product throws all that out the window and follows every other simulator down the GT3 or LMDh route at Spa or Monza. You get a sense that, like we all did as teenagers, Project Motor Racing is having an identity crisis. What is it trying to be?

On The Bright Side​

That's enough negativity from my side. Sure, I could go on, but I do want to point out how good the game looks. Be it simple screenshots or the footage @Yannik Haustein and @Michel Wolk managed to capture, it very much looks like a step forward when compared to the dev team's previous projects, which were far from ugly.

PMR - Graphically impressive.

Graphically, Project Motor Racing is very impressive. Image credit: Straight4 Studios

And despite its fantastic looks, we keep hearing that the game ran well even on triple screens. How that single-car performance will evolve once you add a multiclass field full of AI drivers, we can't tell quite yet. Nor do we know how the AI will race at all, for that matter. But whilst I have been fairly negative for the last too many words, I would say that I am still cautiously optimistic for the title. Once again, I am a sports car racing evangelist, and so PMR should be right up my alley.

Let us know what your thoughts are on PMR after the reveal in the comments below, and join the discussion in our Project Motor Racing forum.
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

Angus, I had the same thoughts myself, today. I initially thought that this was going to be a modernised GTR2, but the changes in title and the latest info worry me that we're about to get PC4. I am very happy with my modded-to-capacity GTR2 right now and I am also very content with AMS2, which Reiza are very dedicated to bring the best out of. Therefore, PMR will need an exceptional AI, a dedicated series, atmosphere (the undefinable, which GTR2 has always had) and realistic physics and FFB along with the nice graphics (at least they look to be optimised).
 
mmm, yeahh, I've seen this movie already .... good luck for them but no way in hell this will be something I pre order ... this trend of influencers and media being flown to a nice place to look at a piece of software that they praise or at least out of politeness don't immediately tell people its a huge piece of garbage ( Hi there Rennsport ) and to top it off done by the kings of lets do a half hassled piece of software, don't give a crap about bugs and just release another iteration next year ( with the same unsolved bugs ) .... nahhh , not this time Mr. Ian bell.
 
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I am comfortable with the scope of this one, compared to AMS2 or AC Evo.

I should clarify that I adore AMS2 for it's immersive roster of period circuits to match each era, so GT1s, Group Cs and 70s F1s race on appropriate tracks for the cars. Lack of period tracks will make the 70s cars here far less interesting for me than using that content in AMS2 or AC.
 
I was really excited when I saw that the game was in development, but then many years passed, and after yet another name change, we honestly don’t even know what to expect from the development team anymore! The promises sound great, but the bar is set way too high. For those unfamiliar with the genre, this seems like a big deal, especially because of the classic GTR cars, but in reality, the program simply isn’t good. It’s strange: if a racing simulator is being promoted with claims of groundbreaking physics, then why isn’t that core feature ready at the time of the showcase? The cars exhibit movements that are unrealistic, and the point isn’t even how much of a simulator it is or isn’t, it’s just that the game’s most essential element isn’t ready, and that’s quite concerning. There was some information that they would be building on the foundations of Project Cars, but as we know, those were terrible in terms of physical implementation. Honestly, I didn’t understand back then, not even after the first installment, how they thought it made sense to continue with that base. Then they made a few more games and still didn’t realize how flawed it was? It couldn’t even be called functional, arcade and simulation physics clashed with each other. Frankly, that’s why I hated Shift 1-2 and Project Cars 1-2 as well.
I feel sorry for the developers at Reiza Studios (AMS2) for having to work with this. They’ve made a ton of fantastic changes to the game engine, but it’s still not coherent enough to provide proper vehicle movement.
 
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As a sportscars enthusiast I am appalled by the level of coverage that this title has received...

We've been sold these lies before from this CEO... We should all know that they do not care about accuracy... They just care about sales...
 
Yup, that's my feelings as well. After the event, I went from the excitement of having a game that would have GTR2 as a model to the one that understands PC2 as a masterpiece. It's completely disappointing.
 
Most first impressions show quiet confusing physics, except for the 60s prototype which seem to be really good. As it have been stated, why organising such an event without having the physics fully done?

something has been shown but the best parts haven't been shown, especially the modding. There is potential with this engine and it has never looked so well.

What I expect is a real win win situation between the publisher and the dev. And that tye publiqher is serious and will manage this project in a hood way, taking the best of Ian Bell and his team and throwing their worst side away. But it supposes a new maturity becauqe the Farm Simulator series isn't the best example of a publisher respecting its customers...

I don't agree with the thought that a dedicated 2000s endurance game would be an immediate hit. As someone mentionned it lately, hard to drive cars, without aids, may have kept many players away. I can understand the inclusion of modern cars. And they are probably cheap all sims.get them, a good way for the federations to promote endurance racing.

I'll keep an eye on it...
 
I might not end up being a hardcore sim. But it could still be pretty good fun we'll see!
 
Simracers truly deserve all sim developers to close shop to render their thousand dollar sim hardware as useful as a brick and condemn them to AC (and RBR) for perpetuity.
 
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Excited too with a prospect spinoff of GTR2. Many shots of a Porsche 917, one of my favorite cars of all time. But I never want to see a sim dead out of the gate, and I really hope this is not one of those.
I have to say I'm not extremely interested in anything modern, but I do like to keep an open mind, but so far this one is not showing much promise. What it does have is potential, but that depends on direction.
However starting with shots of one thing and then not really going in that direction, does have me questioning about honesty in advertising so to speak.
But as I said I like to keep an open mind, so we'll see what direction this goes in.
 
I have a theory on "Physics": Simracers love to read and hear the word and want to believe and worship their creators (gods).

Another theory: How often someone uses this word is inversely proportional to the persons knowlegde of it.
 
Good words Angus, none of us really want to be forced to doubt Ian/the team - and nobody here wants to buy PMR on Steam and refund it because we feel it's pants. We'll know more in December I guess. I'm unsure why some have raved about adequate framerates, when others have said the opposite too.

I don't know how many on Overtake(RD) jumped to back this on its pre-pre sale. I have not. I understand devs need to make money, they're often more driven by this than standards. This is the reason why we think we might get a title and lots of post-release bug fixes, only to be let down by the latter. ALL DEVS, will literally pull the plug on fixes, once it eats into their bottom line. That maybe life, but it can leave a bitter taste in our mouths.

PMR is complicated because Bell and his team created a fundamentally flawed PCars platform. So badly broken, that 4 years later - Reiza are still finding crap that's broken and attempting to fix it. Little wonder, some here are rightly sceptical. All of that rubbish aside, I'm willing to try this on Steam within a refund window. It's not that I don't exactly trust Bell's ethics, but to me he's not proven himself worthy of my trust.

What I already see as red flags are: the info that pad handling is going to offer an underlying assist type layer - and I am 100% against this; it would have been so easy to offer direct capture and they chose to exclude it; and all of this hype we've heard from the man running this show before.

I 100% hope it works out, but if the game was so good in the first place then PC pad users would not need invasive software intervention on the all-singing physics engine. We all can recall how Forza Motorsport was going to redefine the genre with super fast Hz physics refresh rates, new systems, and real curbing! Nuff said huh, fingers crossed all.
 
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I’ve said it before, but using “Project” in the title is a poor choice—it instantly brings to mind Project CARS, which many sim racers haven’t forgotten… or forgiven.

Asking for pre-orders at this stage is a big ask without showing a lot more of the game.

Honestly, they might as well call it Project 2025—fits right in with political transition vibes.
 
Let me hold a wet finger up in the air to check…….. Yes, yes, it seems it is still de rigueur, even after all these years, that to still be one of the cool kids and avoid being a nail sticking up, one must slag off all things Ian Bell, Project(everything)! I mean I've never actually tried any Ian Bell vapor ware, don’t need to, "everyone knows". lol
 
I have 150 hours of play time on Project Cars 2 and I don't know how that is possible. The driving physics feels like driving a boat and these engine sounds ... for example the TS050 sounds like the V8 from the TS040 or the 911 GTE sounds nothing like a flat 6. Maybe the wide selection of car classes and tracks saved this game, but PMR seems to be off on this point. 27 tracks "layouts" could be about 15 unique locations, much less than PC2. And driving could be the same as PC2 as the article is mentioning.
 

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