![]() You can find the game on Steam starting at $59.99. Project CARS 3 is available right now with VR support on PC. But if you do lean more on the arcade side of the spectrum, you’re likely to find quite a lot to love here. By trying to create the racing game for everyone, the developers ended up making the racing game that’s not really targeted at anyone. The end result is a game that’s inferior in virtually every way to Project CARS 2 in terms of authentic racing simulation and when compared to more arcade-style games like The Crew 2, Forza Horizon, GRID, or even DriveClub VR, rest in peace, Project Cars 3 struggles to keep up. Ultimately though, I don’t think Slightly Mad Studios really succeeded. Project CARS 3 is a commendable effort to craft a racing game that can be enjoyed by anyone from the most casual of gamers to the most hardcore of racing simulation fanatics. But after every 2-3 minute thrill ride the reality sets in that you can see most everything there is to see here in just a few hours of time. Hitting a curve just right and drifting around the edges as you let off the gas, pump the brake, then slam back on the pedal to accelerate through the turn is exhilarating - especially when using a racing wheel setup. With those caveats listed, I absolutely had a lot of fun playing Project CARS 3. I typically play these games with a light amount of assists left on for things like braking and I never learned how to drive a manual transmission in real-life so I don’t bother in games either I’m an automatic kind of guy. All of that is gone here.Īdmittedly, I’d be lying if I didn’t say the streamlining of features was a bit of a relief for me personally. There are tons of small features missing that dramatically added to the depth and realism of Project CARS 2 such as tire wear and tear during races, the need for pit stops, and needing to monitor fuel consumption. I didn’t have much trouble coming to grips with it all and series fans will immediately realize though just how far the push towards accessibility has gone. I ended up having to spend even more money downgrading and buying worse components to demote the stats and make it usable again.Īt its core, it’s all a numbers game and it’s all about as streamlined as you could hope for. I dumped a bunch of money into it trying to make it as badass as possible, only to realize it was now nearly two classes above where it started and could no longer be used for any of the races I’d actually unlocked in the Career. I did this by accident early on with the first car I bought. The interesting bit here is that if you invest enough in a specific vehicle, you can actually end up upgrading its class beyond where it started. It’s all very basic and straight forward but the actual races themselves are so snappy and concise there’s good encouragement to replay stuff until you nail it.ĭuring races you also earn cash that can be spent to upgrade your cars and purchase new cards. These mini-challenges that are tracked mid-race have heavy DriveClub VR vibes and that’s a very good thing in my opinion.Įach challenge you complete awards you points and you spend those points to unlock higher tiers of missions. Luckily it’s more nuanced than just “Win the race” every time and instead includes things like tasking you with hitting top speed goals or mastering a certain number of tricky curves. The structure is reminiscent of DriveClub VR and other arcade-style racing games with event-based missions like time trials and races that each have a short list of objectives and challenges to complete. After some introductory moments and menu toggling, I took off into the Career mode. What’s more, FM7 works perfectly with a controller straight out of the box - no boring fiddling required.Project CARS 3 makes a good first impression. Yes, the cars are more forgiving than they probably should be, but they operate in a way that actually makes sense when you push to the limits of grip and beyond. Handling on Forza 7 on the other hand makes a lot more sense. But make no mistake: ultra difficult is not necessarily ultra realistic. Having said all that, there’s a perverse joy to be had in striving to get in a clean lap, given how demanding it is to do so on PC2. ![]() Not to mention making catching a slide almost impossible. This makes the kind of gentle inputs that are necessary to avoid upsetting the sensitive balance of the cars rather difficult. What probably doesn’t help is the steering is very tricky to get right on a controller - I’ve fiddled with the settings endlessly and it’s still not quite right. What it seems like the game’s developers have done is exaggerate elements of car handling like weight transfer, making PC2 incredibly challenging, but not always faithful to the real deal. ![]()
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