The problem with racing games is that EVERY gamer wants to WIN. I watch a lot of motorsports and often there are far more compelling stories than who won the race.
So developers need to inject missions/objectives including the use of scripted scenarios. And they need to add personality to each AI driver by developing a story around them. It's not that hard to do, real-life stories are abundant and they need to just copy those over.
As for the demo:
+ VR Looks fantastic, perhaps the best looking racing game I've seen. It works well with default values which adjusted quality accordingly to ensure high frame rates.
+ Weather effects are nifty (only rain in the demo) with treacherous standing water and wet rumble strips.
+ Polished menus and presentation.
+ Asking the "Engineer" to fix your car through layman's terms is smart for non-gear-heads.
- Engine noise was waaaaaay to high, I had to drop it significantly. Also, they've used positional audio to your own engine so if you turn an ear away from engine (ie looking at an apex), it deafens the engine to that ear. No other sim I play does that, and I found it disorienting and not realistic to my own experiences in loud cars/bikes.
- AI was average or worse, couldn't find settings to adjust it.
- My wheel is only providing very weak feedback, making it difficult to feel grip or when it transitions to a slide, and I'm using the Jack Spade FFB files.
- Some graphics glitches and a couple crashes.
- It seems like all other PC sims provide better handling and physics, but I don't yet have my wheel working properly.
I think this could be better than Forza Motorsport 7, but having recently raced GT Sport on a PS4 with a Thrustmaster T-GT, I think Polyphony has the upper hand right now in the simcade genre.