『到底及ばない』 プロジェクト・モーターレーシング、波乱の幕開け

『到底及ばない』 プロジェクト・モーターレーシング、波乱の幕開け

2025-11-29entertainment
--:--
--:--
ミミ
小王さん、こんにちは!ミミです。あなたのためのGoose Pod、11月29日土曜日、ただいま17時29分です。今日のトピックは、『到底及ばない』 プロジェクト・モーターレーシング、波乱の幕開け。
ミミ
マジやばいニュースが飛び込んできたよ!期待の新作レースゲーム「プロジェクト・モーターレーシング」が、発売日にとんでもないトラブルで大炎上。なんと、トップのイアン・ベル氏自ら「やっちまった」って認めちゃったんだ。
サンタ
「やっちまった」て、正直すぎて笑うわ!ほんでな、その原因が初日にリリースしたパッチやって言うねん。ゲームを良くするはずが、逆にバグだらけになったって、どんなコントやねん!
ミミ
ほんとそれ!特にXbox版がひどいらしくて、「まっすぐ走ることさえできない」っていうレビューまであるんだって。信じられないよね。せっかくの新作なのに、最高に残念なスタートだよ。
サンタ
まっすぐ走れへんレースゲームて、もはや致命的やんか!AIもプレイヤーの車をガン無視するらしいしな。最近AIはすごいって話が多いけど、やっぱり万能ちゃうんやなって思うわ。結局は人がしっかり作らなアカンねんな。
ミミ
そもそもこのゲーム、「プロジェクトカーズ」っていう人気シリーズの魂を受け継ぐ、超本格的なレースシミュレーターとして鳴り物入りで登場したんだよね。MODもサポートするって話で、みんなの期待値は最高潮だったのに。
サンタ
そうやねん!70車種以上収録で、スパとかニュルブルクリンクとか、有名なサーキットもてんこ盛り。レース好きにはたまらん内容のはずやってん。それがフタを開けたら、このザマや。昔のゲームも初日パッチはあったけど、あれは機能追加とか、前向きなもんやったからな。
ミミ
そうそう。今のゲーム開発って発売後もアップデートで進化していくのが普通だけど、今回はスタートラインにすら立ててない感じがヤバい。しかも、前作の「プロジェクトカーズ」シリーズはライセンス切れで販売終了してるから、ファンはこの新作にめちゃくちゃ期待してたんだよ。
サンタ
ほんまそれ。ファンの期待を一身に背負ってたわけや。開発トップのイアン・ベルって人も、元々このシリーズを手がけてきた超有名人やから、みんな信頼してたはずやねん。その人が「やっちまった」って言うんやから、よっぽどの事態やで、これは。
ミミ
でもね、最初は開発者もちょっと強気だったんだよ。発売直後の批判に「設定をいじれば直る」みたいなことを言ってたし、トップのベル氏もSNSで「うちのゲームはいつも最初は叩かれるけど、後から愛されるんだ」なんて言ってたんだから。
サンタ
うわー、その態度は一番アカンやつやん!火に油を注ぐだけやで!ほんで、結局すぐに謝罪文を出すハメになったんやろ?最初からちゃんと非を認めてたら、まだ印象も違ったかもしれへんのになあ。
ミミ
まさにそれ。プレイヤーは安くないお金を払ってるわけだからね。スタンダード版でも日本円で1万円近くするんでしょ?それでまともに遊べないんだから、怒るのも当然だよ。期待と現実のギャップがマジでえぐい。
サンタ
1万円はキレるわ!ゲームへの期待と、開発者への信頼、その両方を裏切られた感じやもんな。しかも「急いでパッチを作ったからバグが入った」なんて、ただの言い訳やし。プロの仕事ちゃうで、ほんま。
ミミ
この一件で、プレイヤーの信頼は完全に地に落ちちゃったよね。ブランドの評判にも大きな傷がついたし。最近、未完成のままゲームを発売するのが業界で問題になってるけど、今回はその典型的な例になっちゃった感じ。
サンタ
ほんまやで。レースゲーム市場ってライバルも多いやんか。そんな中でこんなスタートを切ったら、プレイヤーは他のゲームに行って、二度と戻ってきてくれへんかもしれへん。初動が大事やのに、見事に大コケやな。
ミミ
そうなんだよね。特に家庭用ゲーム機版のひどさが目立ってるから、「コンソールゲームはもうダメなのか」みたいな、もっと大きな話にも広がりかねない。マジで業界全体にとってマイナスなインパクトだよ。
ミミ
開発チームは「エンジンレベルでの根本的な修正が必要で、時間がかかる」って発表してるみたい。これから地道にアップデートしていくしかないんだろうけど、プレイヤーがそれを待ってくれるかどうかだよね。
サンタ
一度失った信頼を取り戻すんは、めちゃくちゃ大変やからな。でも、ここで諦めんと、約束通り最高のゲームに仕上げてほしいわ。そしたら、逆に伝説になれるかもしれへんしな!ポジティブに行こうや!
ミミ
今日のGoose Podはここまで。小王さん、聴いてくれてありがとう。また明日ね!
サンタ
ほな、また!おおきにー!

期待のレースゲーム「プロジェクト・モーターレーシング」が発売初日に深刻なバグで炎上。開発トップも「やっちまった」と認め、Xbox版はまともに走れない状態。人気シリーズの魂を受け継ぐはずが、ファンの期待を裏切る最悪のスタートとなった。信頼回復が急務だ。

‘Falls hopelessly short’ - Project Motor Racing’s troubled start

Read original at The Race

New game Project Motor Racing went from pre-release hype to a post-launch crisis in a matter of hours on Tuesday, a day that ended with the game's chief admitting they "effed up".While initial criticism of the game straight after it became available was met with suggestions from the developers on social media for settings tweaks that would supposedly fix the gremlins, it wasn't long before long, apologetic statements were being published, showing that the problems ran much deeper than a few launch-day hiccups.

So what happened? Players are being told that the majority of the problems are the result of a day one patch that was released.The game's head Ian Bell has said that "some bugs crept in" as a result of his team working long shifts until 4am to get the first patch ready quickly, even though the original version of the game was, in his words, a "solid build".

Many of the problems being cited with the game - some of which we'll explain our first hand experience of shortly - are being put down to this patch. Another patch to fix these problems is being promised, but only once "it's properly tested", according to Bell.The idea that a day one patch was rushed out for a game that was already solid seems like a strange approach.

With any product, if version 1.0 is in good shape, why would you hurry through the next spec?A few hours before the tone from the developers shifted and apologies were made, Bell's position on social media was that "every game we've ever shipped gets panned. Then gains traction, then is loved".Whatever has gone on, it's a disastrous start for a game that has been previously billed as a spiritual successor to the first two Project Cars games, or even the popular GTR simulation series of the 2000s.

What's it like to play?It's hard to know where to start with this. The Race is not the place you need to come to if you want a full-blown review of the game - there are other places more experienced and more authoritative when it comes to that content, like our sister title, Traxion.But as a lifelong player of racing games on console, and someone who primarily plays offline, my intention was always to examine two of the most eye-catching claims being made in the months leading up to Project Motor Racing's release.

Because big promises were made about the driving experience and handling for gamepad/controller players, and how good the AI was going to be to race against.Sadly, in its current form, PMR falls hopelessly short on both counts.Let's do the handling first. We've tried all the categories in the game, which has a sportscar/endurance racing-heavy roster of machinery.

So far only a handful of those categories are even playable.The GT4 cars are quite fun, the older N-GT class is OK, and the entry level Mazda MX-5s are drivable but feel a bit unresponsive, soft and heavy. So not ideal for the entry level players they're supposed to be aimed at.The LMP class of early 2000s was the only category of high-speed cars we could even keep on the track playing on an Xbox with a controller and, while they were at least relatively consistent to drive, they slide around a lot.

Everything else we've found to be varying degrees of disappointing or downright unplayable. The GT3 cars, of which there are many, are a bit all over the place. You may be able to hook up a nice lap from time to time, but they don't give you any confidence over a longer run. PMR isn't the only game to miss the mark with GT3, as the console version of Assetto Corsa Competizione was also massively underwhelming to play with a controller.

As for the faster cars, it's hard to know where to begin. PMR's 'LMDH' class features nine cars from the thriving top-level of the World Endurance Championship or IMSA SportsCar Championship, and with Le Mans Ultimate a long way away from becoming a console title, there was the potential here for this game to offer a stopgap solution for console players who want to get a taste of elite sportscar racing.

Unfortunately, right now these cars are the most broken in the game. Our experience on Xbox so far is that you can't even drive them in a straight line. They veer off course in ways that bear no relation to the inputs you're giving, and that's before you get to the corners, where you turn in, and the car might genuinely go straight on, or try to spin on the spot.

If you do make it round a corner, you'll be slow, and very sideways, and at any moment the steering could just straighten itself up and send you off the track. The experience is similar with the Group C cars, which in the original Project Cars titles were often the most forgiving of the high-powered prototypes.

All of those problems mean that another small drawback of this game instantly became almost irrelevant, and that's the fact that console players can only race against 15 AI opponents, while PC players get 32-car grids.For a game entirely focused on sportscar/GT endurance racing, to have grids that are so small is really disappointing.

You still have the option to create multi-class racing, but splitting a field of 16 cars into multiple classes feels a bit pointless. This news broke just before the release of the game, with Bell saying that the developers were "trying" to increase the number of opponents for console players, but adding that the physics of the game would not be compromised just to create bigger grids.

Whatever the reasons for it, 16 cars feels very small for a supposedly high-end racing game in 2025. I still regularly play the 1990s Playstation classic 'TOCA 2' based on the British Touring Car Championship, and that game had 16-car grids. And, believe it or not, much better AI opponents.Another TOCA 2 season done, another championship challenge derailed by James Thompson AT THE SAME CORNER he wiped me out last season.

Then Peter Kox had a go too a lap later! Missed out on the title by four points to @RickardRydell 🏆Thanks Honda... pic.twitter.com/IfNPFB0i82— Glenn Freeman (@glennfreeman39) November 19, 2025 Which brings us onto another troubled area of the game in its first-day spec. In what feels like a tribute to early PS1 games that didn't do as good a job as TOCA, the AI cars drive with almost no awareness of the player car.

So even once you get the hang of keeping one of the few cars on track that are mildly OK to drive, as soon as you start racing you'll be fired off every time.This appeared to also be a result of the day one patch, with Bell saying "some AI code" has already been "reverted" after changes were made that "affected their proximity logic adversely".

It'll be interesting to see if collisions with the AI cars will also be rebalanced. Because on day one not only did they drive through you, but in any contact the player's car would be the one flying off the road while the AI stayed locked to their racing line.This is by no means a problem exclusive to PMR.

Most racing games have terrible player/AI collision physics at the moment, and it really harms the experience for those who want to play these games offline. For some reason multiple developers have created titles where your opponents can spin you out, but it’s almost impossible to return the favour when roles are reversed.

In the 'Message to the Community' statement published on the Project Motor Racing website on Tuesday night, the developers rightly point out that there are real people who put a lot of work into this game, and "it hurts knowing we didn’t hit expectations on release".It's easy to forget that human side of a development studio, and none of those people will have set out with the goal of releasing something this flawed.

But at the same time, real people buy these games too, with real money that they've earned and saved. And this isn't some low-budget, independent project or an early access release that only set players back £20. The standard Xbox version we played costs roughly £60 right now, with the 'Year 1' season pass bundle taking that price up to £87.

99 on the Xbox store.With a slightly limited pool of car categories to choose from (ignoring how few of those are currently playable) and less than 20 tracks if you focus on circuit locations rather than the pumped up figure boosted by venues featuring multiple layouts, the experience of playing this game needed to be out of this world to justify the price.

We'll keep an eye on the updates that are made to it, even if it seems the most significant changes will need to be made "at engine-level" and will "take time", according to the developers, who stressed: "While we can make small adjustments, more structural fixes take longer, require testing, and will arrive steadily as we complete them."

If the base version of Project Motor Racing really was so good before the day one patch was added, it makes you wonder why more time wasn't spent on it before it was piped into the game.

Analysis

Conflict+
Related Info+
Core Event+
Background+
Impact+
Future+

Related Podcasts

『到底及ばない』 プロジェクト・モーターレーシング、波乱の幕開け | Goose Pod | Goose Pod