Project Torque Review

Written by:  • Edited by: Michael Hartman
Updated Mar 25, 2010
• Related Guides: Xbox 360 | Racing Games
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Invictus took a leap out into the unknown with the first ever 3D MMO racing game that features off-road racing, street tuning, SUVs and constant player-vs-player action. So how does it measure up against the likes of other tune-heavy racing games? Quite well, actually.

Online Racing The Way It Was Meant To Be

Like what you see? It's like this throughout the whole game
click to enlarge
There are only a handful of MMOs out there that focus on racing. One of those MMOs happens to be Invictus’ free-to-play Project Torque, a truly original arcade-racer with a few layers of simulator-based elements tossed in for good measure. This is one of those rare MMOs that gets a lot of what it tries to do correct and actually has long-lasting appeal.

What’s funny is that Invictus isn’t a well-known developer in the circle of mainstream gaming press but they definitely deserve to be with a quality title like Project Torque. I’m not going to keep this review looming around a lot of empty praise, though, keep reading to find if what’s under this game’s hood is worth your time.

Controls
Rating Good

Derby cars are not off-limits in this game
click to enlarge
Getting started in a racing game like this means, first and foremost, acquainting oneself with the controls. Thankfully, Project Torque offers gamers a fair selection of options for maneuvering the vehicles in-game. Players are given the choice of using gamepads, steering wheels and the good ‘ole keyboard, all of which can be used to play with a variety of sensitivity and gameplay options to help adjust the vehicles' responses to the player’s liking. It's especially convenient for players who use force-feedback steering wheels and want an extra edge of realism out of their online racing experience.

The tutorials and practice modes also work well for finding an affinity with a control scheme that works best for players. Even the keyboard steering sensitivity can be adjusted for gamers who want harder or softer turning out of their vehicle. While driving in the actual game I can attest to the controls being designed perfectly for the tracks and car handling, so long as players use the first-person driving mode. Unfortunately, the controls are a little awkward in the third-person mode because it feels like there is either too much over-steer for short turns or way too much under-steer for sweepers.

Again, the odd turning in the chase-view cameras can be avoided by keeping the camera in the first person, in-car perspective. Besides, the drifting and car handling from within the in-car view works best for driving and seems to be the prime view in which the game was designed to be played.

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Comments

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William Usher Jun 24, 2010 4:22 PM
Disappointing...
It's sad that Gamigo would go to such lengths to secure global publishing rights (outside of the US). The same problem persists with Two Wars and Blackshot Online -- due to legal bindings they're unable to allow anyone from the US to play the game since another publisher holds the North American publishing rights.
BabyNinja Jun 24, 2010 4:13 PM
IP BLOCK
I was a player from Project Torque! WAS!... No longer I am due to Gamepot or Gamito or whatever their name is decided they were too lazy to offer a better option and issued an IP block (how does something like that get's legal aproval?).

Project Torque had real cars, a great community and a great company behind it. Now, the rest of the world, besides US, has no option but to play a downsized and weaker version...
Bertos Jun 24, 2010 2:02 PM
Albertos
Don't play this if you are not from the US - since it won't even let you try!

The greedy company that explores a shitty version of this game in Germany has issued an IP block thus forbiding all non-US citizens of the world to choose between the amazing Project Torque and the shitty Level-R that they explores.. Fair competition out of the window...
 
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