Some of the events are single races that need to be won, alongside some optional objectives that award extra experience points for both the player and car level. For instance, a Road Class D page will include three single events, followed by a two or three-stage mini championship. That’s not a bad thing, but if the series does ever return to its simulation roots, the Project CARS 3 name has already been used.Ĭareer progression is now divided into segments of vaguely related events. I really don’t know what the name should have been, because I’m not a marketing guy, but with such a different feature set, this doesn’t feel like a true sequel to Project CARS 2. With all of these removed features, perhaps this game could have been called CARS Lite, CARS Taskmaster, or simply CARS. Players are simply dropped into an event in the middle of the field, tasked with clearing objectives such as drafting for a certain amount of time, making a minimum amount of clean passes, or performing other random feats. There are no qualifying sessions, no practice sessions, no warmups, or anything remotely like what you’d find in Project CARS 2. Race weekends are nowhere to be found, either. This is because tire wear is no longer an issue, and neither is fuel consumption – this also means pit stops are a thing of the past. While the weather effects are realistic, as are its effects on the track thanks to the LiveTrack 3.0 system carried over from Project CARS 2, the effects on the cars are less pronounced. Project CARS 3 only features two weather transitions during a race, if that race features weather. The removal of simulator aspects goes much further than just handling, however. Project CARS 3 Review – Dialed Down Most Things Fans of Project CARS 2 will probably want to keep that game installed for when they want to drive a simulator from this developer. The result of this is that Project CARS 3 is immensely more accessible without tweaking settings, and thus it seems Slightly Mad Studios has widened their appeal. But overall, these machines are much easier to drive through winding roads without assists, because the physics involved is more forgiving than harsh reality. Different vehicles still feel distinguishable from one another, as a contemporary Aston Martin will steer more nimbly than a vintage Mustang, for example. It feels like an arcade simulator, with a heavy emphasis on arcade physics. The handling model from earlier Project CARS games is nowhere to be found in this entry. On the PS4 Pro, the option to prioritize resolution or frame rate can be found in the Visuals section of the Settings menu, which lets the player choose if they’d rather have better-looking visuals or a frame rate that is closer to a constant 60 per-second. HDR support is not present, which is a shame as the bright colors of the cars and environments would have really benefited from a contrast boost. From a technical standpoint, this is still Project CARS at its core. Playing with headphones on helps to track where opponents are in your vicinity, too. Cars are richly detailed inside and out, while audio work is what you’d expect in any racer. A photo mode can be entered at any time using the directional pad, which instantly pauses the action so you can frame a perfect shot. There’s not Gran Turismo levels of realism, but the helmet camera certainly helps to drive home some immersion. Project CARS 3 still looks quite impressive. Project CARS 3 Review – Certainly Looks Familiar It’s always a hard task to balance simulation and arcade appeal, but read our Project CARS 3 review to see if this one hits the spot. Featuring a revamped look and feel, it seems the developer has opted to appeal to the more casual racing fan, while keeping in some of the simulation pedigree that made Project CARS famous. Hard to believe it’s been nearly three years since Project CARS 2 released, but here we sit in 2020 with Slightly Mad Studios’ latest entry, Project CARS 3.
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