Not to start another chapter of flaming underneath this article, but some misconceptions need to be addressed:

This game was NEVER on kickstarter: they had their own crowd funding on their own site and you could subscribe to stay up to date. It has always been made VERY clear that the first backers were going to be the play testers of the beta versions, that you could download once you had paid/subscribed. Since they must have read the small print, they must have known that they were only backing a PC version. The beta version is kind of a dead giveaway as well.

The developers weren't lying about the Wii U version running pretty good and they also haven't backpedaled:

The initial version did perform more than adequate on the Wii U, but during 2014 they decided to upgrade the physics engine and tire model, based upon the feedback they got from the community of beta testers, that wanted even more realism and better, or rather: more precise handling.

It was the older version that ran just fine and which Andy Tudor was so enthusiastic about. The new physics engine and tire model is WAY above what the Wii U can handle and the differences are, from what I read in the Project CARS forums, pretty significant and they didn't want to release two entirely different versions of the game. It wasn't just a matter of downgraded graphics and options; it's an entirely different experience and that was what made them decide to can the older version and go with the new model instead. They didn't want to make any sacrifices to car handling and other physics that were now already implemented in the newer beta version.

If you look at comparisons of the console and PC versions, you can already see the changes they had to make in the cosmetic department and in let's plays all over YouTube the differences in performance are also explained.

http://www.youtube.com/watch?v=mZfCkRvhkg0

Seeing the other two consoles still struggle at times with the downgraded version of the newer engine, makes it quite clear that a platform that is weaker than those two would never be able to give gamers the same experience.

I fully agree that the way they went about it is anything but pretty, what with all the silent treatment Wii U owners got, but backers that had kept themselves informed all through the developments could have known that they were just backing a PC version; only later on did they announce console versions.

The Xbox 360 and PS3 versions were the first to be dropped, due to them not even being able to run the old engine well enough. The Wii U did, but ultimately the transfer to the considerably more demanding physics engine and tire model did them in.

Quoted from the official forum where someone asked if it would be possible to revert the Wii U version back to the old tire model:

"Is it too late or too complicated to revert to the BTM? I was already told by a WMD member at one point that the Wii U version might not share the STM with the other versions, that it might use the BTM instead. I applaud your commitment to equal physics across versions, but if cutting down the graphics isn't enough, a game with the BTM is better than no game at all, right? I still play and enjoy racing sims from yesteryear that lack the details of the STM, and I'm a stickler for physics.

It wouldn't help. Our tyre model is saturating the WiiU's full compliment of CPU. There's not much left for anything else."

FYI: BTM stands for Brush Tire Model and STM stands for Seta Tire Model, a highly advanced simulation of tire and suspension movement.

For those of you that want to know more:

http://www.wmdportal.com/projectnews/inside-project-cars-seta-tire-model/

Well, maybe NX will be what they are looking for to put their game on, maybe for a Director's Cut, or maybe we will just skip the first game and go straight to the second one that they have now started developing...

Let's just not virtually kill each other over something as trivial as a computer game, okay fellow NLifers?