Le Mans Ultimate Early Access: Best Possible Outcome

Le Mans Ultiamte early access opinion.jpg
News of the Le Mans Ultimate 20 February release being demoted to Early Access state may be shocking to most. But in reality, this is both great news for fans and a fantastic sign for the title's development. Do you agree?

Earlier today, Motorsport Games and Studio 397 announced that Le Mans Ultimate will indeed release on 20 February as planned, albeit with one twist. The title will now initially hit markets in an early access state.

Missing out a few features, possibly presenting issues at launch and with development very much ongoing, one's initial reaction is no doubt that of sorrow. Anticipation for the game was high given sportscar racing's current golden era.

However, perhaps this announcement is more positive than the words suggest. Perhaps, this is the best course of action for the official FIA World Endurance Championship game.

Early Access: A Common Route​

In today's era of internet-facilitated gaming, early access releases are not uncommon. Modern platforms such as the PlayStation Store and Steam allow for over-the-air updates to drop instantaneously. As a result, bugs and glitches are far less troublesome to correct than in the old days of discs and physical stores.


With that in mind, launching in early access allows developers to provide players with a trial of their progress, all whilst using tests as a beta period. Ironing out kinks as well as introducing new features and content are achieved at the drop of a hat.

The Kunos Formula​

Even in the world of sim racing, early access releases are not rare. Two of the most popular racing games currently on the market were initially released in early access. The Kunos Simulazioni formula saw both Assetto Corsa and its Competizione spin-off emerge as popular titles from rather humble beginnings.

AC featured minimal features when first appearing on Steam. Time Trial modes and a handful of car-track combinations were on offer in the game’s first iteration. ACC witnessed a very similar process. By working with the community on integrating features, perfecting the feeling and adding content, these are now some of the most-played games each month.


What is rather less frequent is games going from a full release announcement to finally launching as an early access title. That is nonetheless the path Le Mans Ultimate is taking to its release.

LMU Benefitting from Early Access​

Accompanying the announcement, Studio 397 has compiled a long list of questions and answers surrounding the Le Mans Ultimate early access launch. The page goes into details of what the team hopes to get out of this test period. Furthermore, it helps explain the reasons behind an early access release rather than a full-on launch.

As one would expect, it seems the main reason for a modest release is a lack of polish to the title in its current state, just three weeks from D-day. Features seem to be present as the early access will feature all the expected content and game modes – bar one.

Looking back at previous Motorsport Games releases, the slow and steady approach really does sound like a positive step. NASCAR 21: Ignition is possibly one of the most disappointing launches in recent sim racing memory. Glitches and bugs plagued the game making it almost unplayable for many. So if LMU can avoid such a disaster thanks to an early access release, one can only be positive about the move.


Elsewhere, the inclusion of the public earlier on in the game’s development allows Studio 397 to build upon community comments.

“To deliver on this commitment, we need opinion, input and activity to take the next step on this journey, with our players,” the team states.

In addition, it goes on to claim that ideas from the community ranging from feel to even new features may well find themselves in the game thanks to the process.

By releasing Le Mans Ultimate in early access, Studio 397 can benefit from feedback from the community. However, it also gives Motorsport Games a stream of income in a desperate time for the organisation. The company will be hoping that the money coming in from this early release will help keep it afloat during development. One might even call this a mature decision.

Great for Racing Fans​

Le-Mans-Ultimate-Early-Access-Vanwall.jpg


For the same reasons, this announcement is the best possible scenario for fans looking to buy Le Mans Ultimate. Sure, the asynchronous online mode and VR will be missing initially. But this early access means us, the fans, can get our hands on an official WEC game before the new season starts.

Fancy testing out the wingless Peugeot Hypercar as it embarks on its last race in Qatar? We now know that will be possible with the official version in LMU. Despite being in early access state, the game will feature AI racing, online competition, day-night and weather alongside all cars and tracks from the 2023 season.

Better yet, the game will initially release at a reduced price. Costing just under €30, fans will be in for a bargain. Just think back to those that got AC and ACC for next-to-nothing. If the game does turn out to be bad, at least fans will not have spent the typical €50-odd of most new titles.

There is no doubt that the endurance racing fan writing this may be reading the announcement with rose-tinted glasses. But at a bargain price for an official game and clear communication from the developers that improvements will come, this is surely a win-win.

What do you think about Le Mans Ultimate launching as early access on 20 February? Would you rather have a full release? Tell us on Twitter at @OverTake_gg or in the comments down below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

Premium
Fact is AC was released in an imcomplete state and remains an imcomplete game today... However it didnt stopped it from being successful.as long people enjoy it it will be fine. I am positive S397 dev's are just driven to deliver a good product.
 
Fact is AC was released in an imcomplete state and remains an imcomplete game today... However it didnt stopped it from being successful.as long people enjoy it it will be fine. I am positive S397 dev's are just driven to deliver a good product.
What does incomplete even mean? Did the devs abandon the development prematurely against their intention before fulfilling the scope of their project?

If you said limited scope, I would say I agree, it does not support a couple racing related stuff, like rolling starts, safety cars, etc. But if we start throwing around "incomplete" in this context, it can be said for virtually any video game ever.
 
A complete game doesn't need a mod launcher to supplement it like AC. The AI is absolutely horrendous.... a complete game is at least drivable with AI. A complete game has functional UI which AC doesnt (hence the need for Content Manager among other reasons).

AC is by definition an incomplete game.
 
if EA (look at the trash that WRC is) can and has bazillions why not others... its sad but its the new trend.. early access makes sense if done for the right reasons, its a way for the customers to see the games sooner and also for the devs to have feedback... but... for a game based on another game that everyone already uses as early access since 2013 ... not sure :)
 
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Premium
It is obvious that you never race against the AI. It is certainly drivable. While not great you can have fun races with the AI.
That's the point ... As long you enjoy it that's all it matters..so sure why so many here want it to fail...
 
D
  • Deleted member 1053025

Early Access ? you joke ? 2k23 Wec season at the end of 24? LOL . Goodbye , viva rfactor !

Oh, please do tell me who won 2024 WEC season so in this universe I can bet and win big money. The 2024 season didn't even start yet. I just don't get some people...
 
It would be “acceptable” (not great like this article tries to sell it) to start in early access, if they would be open about it from the beginning. Instead of open discussion they were promising release for more than a year and just less then a month before the release thay switch promised release to early access? Their PR is a disaster. It is unfortunately standard for simracing games, but why they need to be so shady about it?
 
It would be “acceptable” (not great like this article tries to sell it) to start in early access, if they would be open about it from the beginning. Instead of open discussion they were promising release for more than a year and just less then a month before the release thay switch promised release to early access? Their PR is a disaster. It is unfortunately standard for simracing games, but why they need to be so shady about it?
It doesnt change anything, what they have is what they have, whatever the name early access or not or full release.
 
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You keep parroting, but you say nothing, as expected.

Imagine, that game ran in 1997 with no big bugs or glicthes, from day one, in hardware that is many times inferior to today's phones, while having to be compatible with various graphics cards and sound cards on PC, windows, Playstation 1 and who knows what else. Amazing right?...
I am not sure how much you have worked with different game engines. I modded BF1942 and BF2 for a long time and a bit of Unreal Engine 4 including the Squad SDK and a bit of rF2 so I have a pretty good idea how complexity has changed, because the underlying issues are allways the same.

I think it doesn't need a huge amount of explaination to see why development for games has become more complex and expensive. The simplest example is the complexity of the assets. In the times of GP we had one car model with how many polygons? Certainly not more than a few hundred. Today you wouldn't get away with an F1 game using the same lowpoly model for all cars. And this complexity isn't just about the modeling aspect. It affects every aspect from the physics, to the sound modeling where you actually need sound engineers to the complete art departement. Today you need to scan tracks in persona or aquire data and model your track that is cm-accurate according to some studios :p, instead of using a lowpoly spline that roughly fits. You could use a simplified tree and nobody would notice if it is a conifer or a cactus that doesn't fit into the northern hemisphere because it was just a green block. Today people get it the wrong way when the rain ripples flow in the wrong direction on their windscreen or if the whiper isn't clearing the right part of it. None of this was relevant twenty years ago because GTR2 and rF1 didn't render working whipers - so much about that :p

As you allready pointed out, developers had constraints due to hardware limitations in the past, but don't be fooled to believe that you can go completely nuts and carelessly release unoptimized crap today. And I think contrary to your assessment the amount of different hardware and software configs has increased tremendously - in the sim racing sector especialy the amount of different peripherals wich again requires different drivers. VR with different headsets has become a thing in recent times wich was noneexistent in the good old days because everyone was using a 4:3-monitor. One could also argue that the development tools have evolved aswell to make it easier, but this also led to an increased demand for details in pretty much every aspect.

And on a last note: the reason why developers had to release finished products in the good old times is pretty obvious: you couldn't ship updates endlessly due to the limited network capabilities. On the other hand this unlimited bandwidth today has the result that stuff get's reworked alot before people are happy with it. Anyway, my two cents to show that he isn't talking crap.
 
[...}

ACC have all their main feature in place at launch, and AC through Netkar pro did alot of the pre-release beta stuff under a different name, and tbh a lot of the AC fanbase didn't hop on until CSP exists and we have the golden age that we have now. [...]
Are we having the selective memory week? May I remind you that ACC released into EA with one car and one track, Hotlap mode, quick race and some special events? How that qualifies for you as released with all main features in place is beyond me. It didn't even have MP.

Here is the EA roadmap. Interesing that VR wasn't released day 1 either, eh?
 
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But we're not talking about a single track here, are we? And how will you know if the game/servers can survive a 24h race?
I only race 20 min. I have never raced 24h and won't do that, so this is not for my priority at all ;).
And 30€ is not the end of the world when my full rig cost 15000€;).
 
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I am not sure how much you have worked with different game engines. I modded BF1942 and BF2 for a long time and a bit of Unreal Engine 4 including the Squad SDK and a bit of rF2 so I have a pretty good idea how complexity has changed, because the underlying issues are allways the same.

I think it doesn't need a huge amount of explaination to see why development for games has become more complex and expensive. The simplest example is the complexity of the assets. In the times of GP we had one car model with how many polygons? Certainly not more than a few hundred. Today you wouldn't get away with an F1 game using the same lowpoly model for all cars. And this complexity isn't just about the modeling aspect. It affects every aspect from the physics, to the sound modeling where you actually need sound engineers to the complete art departement. Today you need to scan tracks in persona or aquire data and model your track that is cm-accurate according to some studios :p, instead of using a lowpoly spline that roughly fits. You could use a simplified tree and nobody would notice if it is a conifer or a cactus that doesn't fit into the northern hemisphere because it was just a green block. Today people get it the wrong way when the rain ripples flow in the wrong direction on their windscreen or if the whiper isn't clearing the right part of it. None of this was relevant twenty years ago because GTR2 and rF1 didn't render working whipers - so much about that :p

As you allready pointed out, developers had constraints due to hardware limitations in the past, but don't be fooled to believe that you can go completely nuts and carelessly release unoptimized crap today. And I think contrary to your assessment the amount of different hardware and software configs has increased tremendously - in the sim racing sector especialy the amount of different peripherals wich again requires different drivers. VR with different headsets has become a thing in recent times wich was noneexistent in the good old days because everyone was using a 4:3-monitor. One could also argue that the development tools have evolved aswell to make it easier, but this also led to an increased demand for details in pretty much every aspect.

And on a last note: the reason why developers had to release finished products in the good old times is pretty obvious: you couldn't ship updates endlessly due to the limited network capabilities. On the other hand this unlimited bandwidth today has the result that stuff get's reworked alot before people are happy with it. Anyway, my two cents to show that he isn't talking crap.
Spare me your resume , we all know you are here to be MSG biggest shill.

I have been working professionally with software and QA teams, as well as modding myself for many years now, So no, i am sorry, you are not in a position to give me lessons.

There is NO REASON for things to be shipped like they are today, except for greedy investors who want money upfront, and won't commit to a couple of years of investment, like in the old days.
 
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I miss the days when a developer released a playable demo so you could actually have a feel for a game before you purchased it. That was the result of a studio having confidence in a title. It's always a gamble to release something in early access and have people pay up just on a promise that something is great and we won't let you down.

As is usual with gaming nowadays, hoping for the best but fearing the worst.

Also more playable demos please devs.
You mean like Project Cars, Racerooom and Automibilista 2? Demos still exist, they are not something from the old times (the Trail Out demo saved me money and time).

I don't agree on the 30 euros being cheap for an early access. Early access are generally around 20 or 25. It was the case with ACC and you could ask a refund at any time before the official release. For sure it was doable thanks to a big publisher behind. Oh, but MSG is one...

MSG has cleaned its financial situation, selling assets and firing people. I don't buy the small developppent team story.

What I see is a hype having been launched months ago, without mentionning any early access phase, and an unexpected (late) launch in such a phase, by a studio, as talented as it is, which has been working on a game for many years which still remains unfinished and a publisher who has launched catastrophic games, even a small DLC for a small game, Nascar Heat 5, including only a few cars, which is still broken. That's really not what I expected and I have 0% trust in this company.

I may be wrong, and I sincerly hope so, but I think I'll have to wait 2 years before just thinking jumping in this wagon.
 
Premium
Spare me your resume , we all know you are here to be MSG biggest shill.

I have been working professionally with software and QA teams, as well as modding myself for many years now, So no, i am sorry, you are not in a position to give me lessons.

There is NO REASON for things to be shipped like they are today, except for greedy investors who want money upfront, and won't commit to a couple of years of investment, like in the old days.
Actual that's actually NOT 100% true there is tons of software that are available daily untested builds.
It's up to you, the user(You) to make a decision whether to take or not take the risk of using these.

When the developers are clearly on what they are offering I dont see the issue. Its just an additional option. Option is get the EA at a reduced rate and take the risk of living with bugs and missing feature till full release... or Just wait and purschase the full Version 1.0 at full price.
 
A complete game doesn't need a mod launcher to supplement it like AC. The AI is absolutely horrendous.... a complete game is at least drivable with AI. A complete game has functional UI which AC doesnt (hence the need for Content Manager among other reasons).

AC is by definition an incomplete game.
You don't "need" a "mod launcher" for AC. You might want to use CM, but it is not a necessity unless you want to heavily mod AC. I managed a couple hundred hours without it. The AI is not absolutely horrendous. Limited in scope? Yes. Are there scenarios where it sucks? Yes. "Undrivable"? No.
 
Premium
Agree every sim has AI issues... once you understand how they behave you can have a good time in any sim.
 

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