![]() You won’t set the fastest time but you won’t spin off, and it’s intuitive to drive, it’s totally immersive, and when I put the goggles on I’m lost in that world.” “ You can push them to the limit, and you can go over the limit. “ Whatever it was, they identified the secret ingredient that really makes the cars come to life.” “ They absolutely cracked it,” said Collins. We’re at a point now where it feels completely natural when a car goes over the edge and you can just keep it in a natural slide,” said Viljoen.Ĭollins explained to IGN that the handling really came on in leaps and bounds only around three months back. ![]() “ It never felt quite right, and right from the beginning of Project CARS 2 that was a massive goal for us to try to fix. When your tyres start going beyond where you would normally be driving.” Viljoen admits the shortcomings of Project CARS' handling model particularly with the way it tries to simulate slip, “ the one area of Project CARS 1 that we knew when we released it that we were going to get criticism of – because we were not happy with it, but at some point you just have to push it out there – was what happens to the car when you get over the edge with the slip. The former Stig from Top Gear, Ben Collins, and Project CARS 2 game director Stephen Viljoen recently spoke to IGN to alleviate any fears that Project CARS 2 would fall into the same trap of gamey handling. The vehicle handling in Project CARS very much divided sim racing fans with many believing the title to be more “gamey” rather than out and out simulation.
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