After watching the IGN review of this game, I was left satisfied that I made a wise choice buying Project Cars. As an avid racing game fan for 14 years, I am no rookie to the genre. The game looks, feels, sounds and plays just as a next-gen racing sim should. But the IGN review left out some very key pitfalls that CANNOT be overlooked. I could begin with all of the absolutely fantastic things about this game, but any serious racing game fan won't need me to re-emphasize them. Yes, the actual list of cars is rather minimal in comparison to games like Gran Turismo 6 or Grid AutoSport. But that is forgivable if only because of how much time and effort it would take to have even a 300 car list with the amount of detail both in and out of the car that is available in DriveClub, let alone Project Cars. But here are some things that are unforgivable: 1. The Damage model: The damage in this game is absolutely abysmal and the worst offense of the offenses. It lags behind even last generation games, some of which are almost 10 years old at this point. For example, the damage in NASCAR 2004 is more realistic than the sad excuse for damage in this game. Yes it is better than DriveClub and head and shoulders over the attempt at damage in the last 2 Gran Turismo games, but this is 2015 for the love of Chuck. I understand that less emphasis should be on crashing and wrecking in such a serious and unforgiving real racing sim, but the truth is that things happen in racing. I was expecting a damage model that almost mirrors what damage would look like on a real car. Yes, racing games to this point have been incredibly forgiving, allowing cars to continue to drive even after crashes that may critically injure a real racer, but those days need to end. It is time for racing game players to experience the ENTIRE experience of racing, including what happens when hitting a wall to hard causes a car to come apart as it tumbles down a track and not being able to simply hit a restart button and start again. 2. Pit stops: The pit stops in this game are almost non-existent in my experience. For me, pit stops have been me pulling into my pit box, going into the on-helmet view, and sitting there as the only person in my pit box is the guy holding the sign. There is no one changing my tires, no one putting fuel in the car. Just me and the guy holding the sign. This is unacceptable, even GT6 has a full pit crew animation, why is that absent in this game, a so-called next-gen, realistic racing experience? 3. Laps: This is one of my smaller gripes, but not every race that is run is determined by laps. I would like to see timed races, because if this is supposed to be as realistic as racing can me, then timed races should not be absent. 4. Cars and Tracks: I am sure this is not something that Slightly Mad Studios has much control over, but a realistic racing sim like this should encompass many more types of racing than what is available currently. There are so many they are hard to list here, but what about the Rolex Series, the DTM (yes the Mercedes is here, but that is not the only one in that series), IndyCar, Moto GP and some of the smaller ones? And the types of tracks in the game cover a very large array of racing, but what about street racing circuts, like the kind TOCA Race Driver 3 had, or the other 24 and 12 hour racing circuits like Daytona and Sebring? I am sure it is not as simple as adding these track into the game, but I would rally to have them included into the game. Project Cars is probably one of the first new IPs that not only didn't disappoint with a broken launch and a lack of content whilst pushing a season pass, but turned out to be a damn good game, but it is far from the reputation it set for itself and not what it could be. Who else here agrees?