The single player AI are also a point of significant concern, though while a lot of other websites claim the AI competence is random, theres actually a pretty distinct method to the madness. When driving any modern car that makes use of proper racing slicks, the AI are on par with the current crop of simulators, and this year there are both skill & aggression sliders to ensure that if youre a talented sim racer, youll have a decent field of bots to battle with. I took a fleet of GT3 cars to the Nordschleife, jacked up the skill slider beyond 100% which is new for this game cranked up the aggression as well, and received an on-track product that was a night and day difference compared to the first iteration of Project CARS. No, its absolutely not a replacement for human competition and shouldnt be treated as such unless youre stupid, but its in-line with what youll experience from other simulators, and for a lot of people, that will be absolutely fine.
Oval racing, another new addition that was left out of the last game, is also quite good. I hate using footage from an older build to prove my point, but this is more or less what you can expect from slugging around the IndyCars theyre respectful of your space, and put up a good fight.
Where the AI falters, is when you take away mechanical grip. If youre talented enough to wheel any historical car, such as the ever-popular Lotus 49, you will outright murder the AI on 120% skill / 100% aggression. The AI just cannot cope with such a drastic reduction in traction, to the point where in a short race at Oulton Park in which I started on pole, I couldnt see the cars behind me after a single lap. At the Nordschleife, I was coasting behind the pack, the AI bots so concerned with giving each other room and adhering to the track limits, they ended up scrubbing off copious amounts of speed. Unfortunately, this is a by-product of creating a smorgasbord simulator with cars of all shapes and sizes the AI have clearly been optimized for one general type of car, and the outlier vehicles suffer the consequences in pretty drastic ways. Again, all this really does is make me advocate for simulators that focus on a very core group of vehicles, as stuffing a product full of cars that drive fundamentally different from each other and hoping it all works clearly isnt the right way to go about things.
So whats going to happen is that some sim racers who race only modern endurance content will more or less come away from Project CARS 2 quite pleased with the AI improvements, whereas fans of historic content or cars that dont use full-on modern racing slicks will be absolutely furious that theyre stomping the field or experiencing situations like the video above. Its very rFactor-like in that youre going to have to figure out manually what works, where, and what difficulty settings should be used. Im not a big fan of this, but I certainly look forward to the rFactor fanboys slamming Project CARS 2 for this very reason, only to retreat to a game that exhibits the exact same problems.