Review

Project Cars 2 Review

  • First Released Sep 21, 2017
    released
  • PS4

A bumpy ride.

My first race in Project Cars 2 was a learning experience, to say the least. After a couple of years away from the wheel of Slightly Mad Studios' simulation racing series, getting reacquainted with its uncompromising style was no easy feat. The blind turns and fluctuating elevations of Scotland's Knockhill Racing Circuit played havoc with my rusty skills, as I spun out myriad times throughout my first practice session, making the trackside gravel my undesirable home. It was not the start I had envisioned, and I could have let it get to me--thwarted, as I was, by a quick sprint around the Scottish countryside. But this is where the tinkering began.

I started tuning my Formula Rookie car to adjust to the particularities of this charming British track, softening the anti-roll bar to limit oversteering, and adjusting gear ratios to get a tad more speed down the straights. With each passing lap I gradually became more accustomed to Knockhill's tricky corners, learning how to approach each one with guile and gusto. Before long I wasn't just completing laps without incident, but setting competitive times to rival the competition, and fondly recalling similar moments throughout my time with Slightly Mad's first game in the series. It's a singular, almost assuredly niche thrill; yet it was this focus on learning and adapting to the various intricacies of both car and track that made Project Cars so appealing--and which still rings true in its sequel.

Click image to view in full screen
Click image to view in full screen

For all its strengths, however, the first Project Cars was hindered by some notable flaws. Inconsistent handling, inadequate gamepad support, dim-witted AI, and numerous, disruptive bugs regularly plagued the experience. Thankfully, these issues have been mostly addressed in Project Cars 2. For one, the physics and driving model have been much improved, with less disconnect between your actions and those of your car. There's an increased weightiness to these fuel-guzzling beasts that firmly plants them on the road, and a pliability that makes pushing them up to and over the limit a viable strategy, resulting in some incredibly tense and exciting moments.

Gamepad support is also marginally better. Where playing with a pad was once perplexingly unapproachable, it's now manageable at least--albeit significantly lagging behind the fidelity and one-to-one feedback of a dedicated racing wheel. Out of the box, the handling is quite understeer heavy, too, so you'll probably want to fiddle with the settings until it feels more comfortable. And there are some difficulties communicating exactly what the car is doing without the advantages of force feedback, particularly when the back end starts to spin out from underneath you. There's a distant, almost loose feel to the handling, and this makes playing without stability control more difficult than it would otherwise be. Racing with a gamepad is still nowhere near perfect or even close to the likes of Forza, but these adjustments do enough to make it more playable than the first game. With this in mind, I would still hesitate to recommend Project Cars 2 to anyone without a racing wheel.

Despite the improvements made behind the wheel, Project Cars 2's most eye-catching aspect might just be the sheer breadth of cars, tracks, and motorsports on offer. With 180 cars to choose from, 60 tracks, and 29 motorsports, you can easily go from kicking up dirt and gravel in a Rallycross event in Hell, to careening around Imola in Enzo Ferrari's magnificent namesake. Maybe you'll race wheel-to-wheel in white-knuckle stock cars for the full 500 miles of the Indianapolis 500, usher a Formula X car around the twisting turns of Monaco's opulent street course, or precariously rip through the historic 8.75 miles of the original Circuit de Spa-Francorchamps in an Aston Martin DBR1/300. The extensive variety on-hand is sumptuous, and almost every track and car is intricately detailed, with phenomenal audio design bringing each bottled-up rocket of horsepower to life with a delectable symphony of shifting gears, screeching tires, and roaring engines.

The weather effects in Project Cars 2 are best-in-class, and the palpable effect they have on each and every race proves they're not just for show either

Meanwhile, a dynamic weather system that encompasses everything from emphatic thunderstorms and blizzards, to a hazy summer's day--plus an impressive day/night cycle--complements the action, and turns an endurance race at Le Mans into a keen test of attrition and strategy. As the sky cracks open and unleashes a torrent of rain, puddles will gradually form on the track and must be avoided lest you aquaplane into the nearest wall. Survive this brush with death and the hot asphalt will dissipate any pools of water, yet your relief won't last for long as the sun begins to disappear behind the trees. Suddenly corners aren't quite as recognisable as they once were as shadows cast blind spots over the track; and before long you're driving in nothing but pitch black darkness, with only your headlights to guide you. The weather effects in Project Cars 2 are best-in-class, and the palpable effect they have on each and every race proves they're not just for show either.

The best way to cycle through this plethora of motorsports is in the career mode, which takes you globetrotting from one racing discipline to another. You're still free to choose where you begin your driving adventure--whether it's in the lowly rungs of kart racing or maybe in the more potent brutes of GT4--but there's added structure this time around. The high-end championships are locked away until you've made at least some progress, and single-race invitationals mix up the pacing so it's less of a slog. The career mode is, however, surprisingly restrictive when it comes to competing in these various championships. If you finish outside of the top three, it's deemed a failure and you're asked to retry the entire championship again. This can be utterly demoralising when you've just completed ten races or so, and I'm not sure why leading the midfield pack comes with such a harsh punishment. It actively discouraged me from raising the AI difficulty until I knew I could consistently place in the top three, and it feels like a completely misguided decision. If you've started a championship and don't quite fancy it, it's also needlessly difficult to quit. The only way to do so is by starting each race and retiring to the pits, which is very time-consuming.

While these issues are disappointing, Project Cars 2's most glaring faults lie with the AI and the vast number of bugs that constantly crop up. The AI is slightly improved over the first game; it's less rigid, has more spatial awareness when racing wheel-to-wheel, and will make human-esque mistakes, particularly in adverse weather conditions. But for every moment of fair and balanced racing, there's another example where they'll nudge you off the road, shunt you in the backside, or cause an 18-car pileup on the first corner. I can't count the amount of times the AI has spoiled a race by mindlessly crashing into each other at the very first hint of a bend in the road. It's absurd.

The AI is also a constant nuisance in qualifying. It will set consistent lap times when you're out on the track, but as soon as you skip to the end of a session after a seemingly good job, it will inexplicably gain a good five seconds on your best lap time, even if there's not enough time left to do so. I've also encountered a few notable instances where I've qualified in first, only to get bumped into last place as soon as the race begins. The race director is inconsistent, too, dishing out penalties for no discernible reason. If you play in the rain at Monaco, the tunnel will flood with water and is almost impossible to drive on. And any cosmetic damage you sustain will remain after restarting a session, even if that includes missing wheels.

All of these issues, whether they're disruptive or comical, paint a picture of a game that wasn't quite ready to come out of the oven. Multiplayer races mitigate some of these flaws, and are arguably the best way to play, but the online servers are sparsely populated, resulting in a lot of waiting around to race maybe four or five other people, if you're lucky. I also suffered multiple crashes that only occurred during, or when trying to join, multiplayer sessions.

When it all works as intended, Project Cars 2 is a brilliant simulation racer--provided you're playing with a wheel. It's ambitious in scope and depth, and the sheer breadth of available motorsports almost guarantees there's something for everyone to sink their teeth into. It's a shame, then, that there's always this nagging feeling in the back of your mind that a bug or moment of AI madness will disrupt the whole thing--and more often than not, it will. These issues may be ironed out in the coming weeks and months, but with potentially stiff competition on the very-near horizon, Slightly Mad Studios might not have enough time to capture the hearts and minds of video game racing fans before they move on to pastures new.

Project Cars 2 is featured on our list of the best PS4 racing games.

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The Good

  • Comprehensive handling model and physics
  • Dynamic weather system is best-in-class
  • Mouth-watering collection of tracks and cars
  • An impressive variety of motorsports

The Bad

  • AI is a constant and disruptive nuisance
  • Numerous bugs
  • Career mode is surprisingly demanding
  • Gamepad support is still not quite up to snuff

About the Author

Richard spent over 15 hours on the hot asphalt of Project Cars 2's various motorsports. Stick him on an icy track and his Bambi impression is second to none. GameSpot was provided with a complimentary PS4 copy of the game for the purpose of this review.
249 Comments  RefreshSorted By 
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henrythefifth

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On PS4 I can give this game only 6 even after the massive update. Good about the game is the car handling, which feels really good. The cars and tracks also look good.

Bad things are the appalling AI drivers, the appallingly crude roadside details, and the lack of tracks and lack of genuine content in the career mode. Not to mention the appalling rubberball physics...

This is very poor effort. I hope they will update the game futher, but I doubt this will ever happen. I cannot recommend this to anyone, especially not if youre looking for good single player racer.

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Buli

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Edited By Buli

@henrythefifth:

What are you talking about? PC2 has a good amount of tracks personally, starting from classic tracks to snow tracks, variation is quite here. AI is also by a margin way better than on Forza 7 and GT:S. Performance-wise it's pretty good, on PC at least, so maybe you've been pIaying on the console version. I also didn't play the previous title, so I don't approve on the "poor effort done" but I'm just telling you what I see.

That said, it's true that physic isn't perfect, and it has some redundant bugs which can be annoying.

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Kadin_Kai

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I miss Ridge Racer! Please don’t track my IP address and subsequently kill me.

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benandmax

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Now, I'm not an expert driver, but I use a controller and it is much better than PCars 1. And I can manage it. This is the sentence that completely discredited this review for me (talking about using a controller)- 'nowhere near perfect or even close to the likes of Forza'. Forza is alright, I've enjoyed it, but this game is MILES better. If you're looking for a sim game, this is your only option right now on consoles. I'm about 25 hours in on PS4 and no bugs. Not a fanboy, I'm just telling you my experience. I can feel the cars through the controller, something I could never do. I can tell when I'm about to spin out or go off even if my car is still pointed at the road ahead, and I can pinpoint why. Obviously, a wheel is the best way to experience this, but if you're looking for a real racer and just have a controller, this is the only game to get right now (waiting on GTSport)

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slatan

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Edited By slatan

@benandmax: Assetto Corsa eats PC2 for breakfast if taking pure physics/handling into consideration. It's not as fully fledged as PC2, but handling wise is in the PC big boys league (rFactor 2, Automobilista, iRacing). Also playing racing sims on a gamepad is staright up wrong!

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analgrin

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@slatan: No it doesn't. AC has arguably better force feedback through a wheel. Even then with some tweaking I've got PCars 2 feeling very similar. They're both pretty much the same physics-wise, some cars are better in AC but some are better in PCars 2 so I'd say they're level pegging.

PC2 trumps AC when it comes to weather effects.

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benandmax

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Edited By benandmax

@slatan: Never played AC, but I'm always on GTplanet forums talking to AC users. I can't personally give an opinion. Some say AC is better, a few have even said PCars 2 is better. But a lot have said it compares pretty closely. I mean, they did get some factory drivers in and they worked with them until they said it felt exactly right. McLaren is a good example of that. A lot of the manufacturers have worked hand in hand with them. I think the reality is 99% of us don't know what a high performance or race car actually feels like.

As for a wheel, I'd love to get one. Used to have one, but we're in a fairly small space with a very limited budget. In all honesty, I need a pick up and play game that still feels sim-like. That's probably why I love this so much

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p1p3dream

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@benandmax: Right on, appreciate your opinion. I purchased Project Cars and look forward to giving it a try. Have you tried the demo for Forza 7? I thought it was really amazing, one of the best feeling racers yet.

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benandmax

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@p1p3dream: No - I sold all my Xbox stuff. Last Forza I liked, or should say loved, was FM4. Really didn't like 5, and I think I only played a demo of 6, so I can't really speak to that. I didn't mean to bash Forza, I actually like a lot of Forza stuff-I'm kind of a PS guy to be honest though.

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p1p3dream

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Edited By p1p3dream

Has anyone tried this game in VR yet? I find it disappointing that there was no mention of VR by the reviewer. It seems like a pretty major feature to not even mention.

EDIT: For those interested, IGN does talk about the VR experience in this game.

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Gelugon_baat

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I just found out that the PC version of this game won't use Denuvo - despite the publisher being Namco Bandai.

Seems like Slightly Mad Studios does have a say in this. On the other hand, quite a number of review copies which are given out to game sites are for the PS4 version - which apparently is quite borked.

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p1p3dream

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I'm looking into getting a Wheel controller, and was wondering what advice people had? Is there a controller that works on all platforms PC/PS4/XBOX? Appreciate any advice!

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analgrin

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@p1p3dream: I use a Thrustmaster T300rs which is very sturdy. Has great ffb and is modular so you can upgrade and add parts later (like a 3 pedal set up instead of the 2 that come as standard, and/or added manual H-shift gearstick instead of included paddle shifters on wheel)

But it is only compatible with PS3, PS4 & PC. . . not XB

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p1p3dream

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@analgrin: Nice- I think that might be the higher end wheel I was looking at. I almost went for that one, but in the end decided to go slightly more mid-range with the Logitech G29. I also got the PS4 / PC one. Since Forza is out on PC now, I don't need an XBOX controller. :)

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analgrin

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@p1p3dream: Think your G29 is pretty much on par with mine apart from mines belt driven so has less of a grinding feel. Should be a good wheel tho, I had a Logitech Driving Force GT back in the day and that was a nice little wheel. A lot of people are miffed with logitech tho. All their previous wheels weren't compatible with PS4. They initially said they wouldn't bring out a firmware update to make them compatible as the company no longer makes wheels. . . . few months later they bring out an expensive wheel for PS4.

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p1p3dream

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@analgrin: So far I've been enjoying it. There is definitely a bit of a learning curve going from (years of experience on) the controller to the wheel. I guess mostly its just getting the coordination of the gas pedal and braking. Do you have any tips or advice for someone who is brand new to a wheel controller?

I have to say I've always enjoyed my logitech products. I don't really seek out the brand purposely, but somehow I always end up with logitech gear... Mouse, keyboards, and now the G29. This keyboard I'm using now is probably one of my favorite keyboards. They make good stuff!

And the G29 seems like its made of good stuff too. It's got a really great feel to it.

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analgrin

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Edited By analgrin

@p1p3dream: All I can really say is you want the force feedback to work for you not against you. If you have ffb strength set too high (which is tempting when you first try it out) keeping the wheel straight can become a game in itself as every little dip in the road will tug at the wheel in your hand, which can be exaggerated further by the back end of the car swinging around which is also represented through ffb, it'll send you into a smaking motion often ending in a spin.

Most games have sliders in the settings for different effects with ffb. I usually turn them all down low then go through them turning them up one at a time while having a little drive after each adjustment, until I can feel that effect well without it tugging the wheel too much. With the exception of kerb effects. If you hit a kerb the wheel should jolt out of your hand imo.

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p1p3dream

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@analgrin: It's funny you mentioned this- I was just playing the Gran Turismo demo with my G29 wheel and the FFB was *INTENSE* and was definitely making it a bit difficult for me to control. I was also using the wheel in FORZA for my computer and somehow the FFB got disabled, and I found the game waaaaay easier to control and was able to be WAY more precise. So yes, you have a great point.... I think I'll be turning the force feedback waaay down, because my arm/shoulder was actually getting sore playing gran turismo lol.

Thanks for the advice.

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Gelugon_baat

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@p1p3dream: You might get a faster and better answer on specialized game sites.

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benandmax

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Edited By benandmax

@Gelugon_baat@p1p3dream GTPlanet is pretty much the best site for racing games, focusing on sims. The forums are active, and have all kinds of advice. I haven't tried these wheels, as money is tight, but I've done my share of research. If you're looking for a budget wheel(under $200 American I believe) that is still competitive, the Thrustmaster T150 is a good start. You can go up from there to the T300 and T500. It depends on budget really. Do you want to spend $200 or $2,000 or more? You can go down the rabbit hole pretty quick. And I believe they're cross platform, just not sure about Xbox. As far as Logitech, they were great, but they got out of the game for a while and have re-entered. Fanatec makes some good ones, although some of them are ridiculously pricey. A word of warning though- don't get a cheap wheel. They are useless. A lot of the box stores sell the T80. Trust me when I tell you that a controller is better unless you just want to look cool (eh-sort of I guess)

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p1p3dream

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@benandmax: A controller is better? Hmm, all the literature I've read has said that a good control wheel is far superior to a controller... including the above project cars review. You don't agree with that though?

I ended up getting the Logitech G29 setup, I ended up spending about $450 on the entire setup (because I got a steel stand to mount everything to). Kind of in the middle as far as cost. I'll get it this Friday. Hopefully its as good as the review says!

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benandmax

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@p1p3dream: Oh no - I meant a controller is better than a cheap wheel! A wheel is definitely better than a controller otherwise. I got an $80 T80, used it for a day and it was awful. Used to have a Driving Force GT (Logitech's budget wheel, but still good) and I loved it! Probably shaved about 1-3 seconds off a 2 minute lap, which is a lot.

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p1p3dream

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@Gelugon_baat: Yeah, makes sense. There are probably less people on consoles that have wheel controllers than PC, so this might not be the best place. I just spent a bit researching on my own and decided on the newest Logitech G29 wheel which seem to get high marks as well as the compatibility I wanted (PC and PS4).

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Gelugon_baat

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Edited By Gelugon_baat

@p1p3dream: Logitech, huh? I like their products, but I learned that they kinda can't take a beating done in anger. :D

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p1p3dream

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Edited By p1p3dream

@Gelugon_baat: I would say I'm a fan of their products too. I don't really do it on purpose, but I somehow always end up with logitech products... My keyboard and mouse currently are logitech. I've never really had one fail on its own, but I have wrecked a few products from spillage... but yeah, luckily I don't beat on my gear really so I think I should be good. :) I also got a really sturdy stand that the controller pieces attach to.

https://images-na.ssl-images-amazon.com/images/I/41HFwIn650L.jpg

https://images-na.ssl-images-amazon.com/images/I/81WDsGrnOzL._SL1500_.jpg

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Gelugon_baat

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@p1p3dream: Are those metal parts hardened aluminium alloys?

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p1p3dream

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Edited By p1p3dream

@Gelugon_baat: It's made out of Steel. And Steel is an alloy of Iron and other elements, so I would say no to your question, it is not hardened aluminum alloys.

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p1p3dream

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@Gelugon_baat: I'm not exactly sure- is that good?

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Gelugon_baat

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@p1p3dream: That would mean that it's heavy. It's durable of course, but I can imagine how troublesome it would be to heft it around.

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p1p3dream

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@Gelugon_baat: It's actually only 16lbs, really isn't bad at all. It's all in the design.

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G4m1ngOn

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Edited By G4m1ngOn

Qualify time bug killed the game for me. Sad... game got very strong racing feeling, engines sound is 10/10! I wasn't aware of other bugs listed in this review, can't imagine why would dev. team release the game like this.. very sad to see such game to be thrown at gamers when it is obviously not ready.

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p1p3dream

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10/10

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DEEZNUTZZZ

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Edited By DEEZNUTZZZ

Because it's not Destiny 2? How much money is Activision pumping into Gamespot?

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Gelugon_baat

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@DEEZNUTZZZ: Apples and oranges.

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PixelAddict

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Edited By PixelAddict

Also on Xbox and PC, but no mention anywhere. Bad reporting.

You're better than this, Gamespot. Or.. maybe you're not?

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p1p3dream

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@PixelAddict: It's listed as being available on all platforms in the usual spot they have the data in the review.

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PixelAddict

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@p1p3dream: It is listed in the "more info/follow" box, sure, but that is buried in the bottom right. But otherwise, there's nothing listed but PS4. Typically, it is stated in the bottom "score" box as well.

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p1p3dream

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@PixelAddict: That's totally fair, I agree that the information is kind of buried and can be easy to miss. But the platform information is always in the same place for all the reviews, which is in that game statistics box on the right towards the bottom on each review.

I think what you're getting confused, is that they always put at the bottom what actual platform they 'reviewed' the game on. But while the information is there, I still agree with you that its important information and should maybe be emphasized / easier to see.

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Gelugon_baat

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Edited By Gelugon_baat

@PixelAddict: If the game's publisher did not slip GameSpot a PC or Xbox One copy, there won't be any.

But I do know that GameSpot would respond if people ring up GameSpot Customer Feedback though. GameSpot's not legally obliged to respond to comments.

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PixelAddict

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Edited By PixelAddict

@Gelugon_baat: Well... i have been reading on Gamespot for about 10 years (maybe more?), so I am aware of this.

I am also aware that typically the author (and/or copy editor) will make sure all platforms are listed, in addition to the mention of the platform in which the game was played.

Not this time tho.

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Gelugon_baat

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@PixelAddict: It's just listing. Besides, at the bottome of the review text, there is that disclaimer that the PS4 version was the one reviewed.

Again, like I have said earlier, if the publisher didn't slide GameSpot a review copy of other versions, they won't be checked out, at least until enough people ring up Customer Support or User Feedback, demanding that other versions be reviewed.

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TTDog

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@PixelAddict: Clearly they aren't.

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PixelAddict

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@TTDog: I know, I know. I was being optimistic for a moment there.

The moment passed. Gamespot is not better than this.

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DavidStorm

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Sadly the gamepad support is no way near what i hoped for :(

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VeryUsername

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Avery little improvement over the first game. Same as before, many promises, millions spent on marketing while forgetting to make the game really good. At least it's not a paid review like IGN.

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