Tyre and Bridgestone
You can upgrade your first ride to take on the best Project CARS 3 has to offer, with performance and visual customisation featured for the first time in the series. Stuffing enough upgrades into a Tommi Mäkinen Edition Lancer that it can go toe-to-toe with a Bugatti Chiron has a certain charm to it reminiscent of the original Gran Turismo and the great many games it subsequently inspired, but it feels pretty weird in what used to be a realistic love letter to the otherwise regulated world of authentic racing. Road cars can also be turned into race cars via a race modification feature, the kind you may recall from the original Gran Turismo games (or the ‘Works Upgrade’ option in the Need for Speed Shift games). [widget path="global/article/imagegallery" parameters="albumSlug=the-greatest-racing-games-ever&captions=true"] Upgrading cars opens up tuning options, but you need to pay in-game credits to unlock tuning slots to create new set-ups, which feels like a bizarre piece of mobile design airdropped into a PC and console game. Tuning feels pretty tangential this time around anyway; the AI can be generally thumped without any tweaking. Visual customisation doesn’t offer the same freedom as the deep, custom livery editors available in GT Sport, the Forza series, or Need for Speed; it’s more in line with Grid or Driveclub, with pre-set patterns and decals to choose from. I will say the choice of tyres is awesome, though – I wish all racers had such an extensive selection of brand-name tyres.Pinball Wizard
On the topic of tyres, of course, is where the rubber meets the road: Project CARS 3’s handling. It is radically different to Project CARS 2, to the point where it feels like an entirely different game. For better or for worse, Slightly Mad Studios has reinvented Project CARS as a mainstream, casual-friendly racer. Grippy up front, loose at the rear, and hard-braking, Project CARS 3 feels surprisingly like Grid on a gamepad. It’s accessible and forgiving, and you can handily out-brake the AI by overdriving into the corners and trusting the boosted braking to pull you up just in time for turn in. The simple, arcade-inspired feel is fun enough to hustle through circuits with for a while, but I’m not hooked. It’s certainly not what I was expecting and it feels like much of the nuance between the cars I tested is now gone. There’s less invisible handholding with a wheel, which requires smoother inputs and more delicate throttle to prevent spearing off track, and both wheels I tested were pleasingly plug-and-play and free of the settings nightmares that plague the likes of Assetto Corsa Competizione. However, they don’t really quite feel like the right tools for the job for what’s essentially now a quickfire couch racer. [ignvideo width=610 height=374 url=https://ift.tt/36YPAbX] The AI is bizarrely uneven, too, depending on track and car combinations. On some of the point-to-point races early in the career I was pinballing off walls and still trouncing the highest-level legendary AI in low-powered road cars by mammoth margins, and being able to overtake 32 legendary AI in one lap of Hockenheim during a thunderstorm seems a bit daft. On other occasions, however, they’re capable of seemingly supernatural grip levels – overtaking around the outside like they’re on rails – and far harder to catch. [poilib element="quoteBox" parameters="excerpt=On%20some%20of%20the%20point-to-point%20races%20early%20in%20the%20career%20I%20was%20pinballing%20off%20walls%20and%20still%20trouncing%20the%20highest-level%20legendary%20AI%20in%20low-powered%20road%20cars%20by%20mammoth%20margins."]In terms of those car and track combinations, beyond a handful of inclusions and omissions, things haven’t drastically changed from Project CARS 2. The streamlined car classes, however, are a massive letdown – and some are just an absolute mess. In Project CARS 2 the car roster was divided up into a host of individual categories, grouping cars in sensible ways and ensuring you’d be facing logical competition out on track. A lot of Project CARS 3’s classes remain exclusive enough to ensure that still happens, but others are a grab-bag of mismatched metal that looks like absolute nonsense out in action. You can’t really conduct a simple modern touring car race without ’71 Escort RS1600s, ’66 Mustangs, ’99 Skyline R34s, Caterham Sevens, and a handful of World Rallycross Championship Ford Fiesta Lites turning up on the grid. The off-brand GT3 class – dubbed GT A in Project CARS 3 – now sprinkles V8 Supercars and Sesto Elementos amongst GT3 cars. The GT4 class has a bloody NASCAR Fusion in it. It is such a weird problem to have. Sadly, it’s far from the only one. While the custom event functionality remains, it’s definitely not as fully-featured. Laps are limited to 99, so Indy 500s and Bathurst 1000s are out. Le Mans is out, and so is rallycross. Weather slots have been reduced from four race conditions to just starting weather and finishing weather, so you can’t have races that begin dry, rain, and then dry out again. That’s almost moot, however, because tyre strategy isn’t a factor anymore and there are no pit stops. Mechanical damage is out, too. Cosmetic damage still features but it regularly looks weird and awful, even when tickling the ultra settings on PC. Annoyingly, damage persists after restarts so broken windscreens stay broken even if you retry an event, and the only way to fix them is… crash again. Project CARS 3 seems to have a more saturated palette than the previous instalment, meaning colours pop more, but in terms of detail its lags some distance behind the likes of Forza or GT, and its wild weather isn’t a patch on the F1 or Dirt games.from IGN Reviews https://ift.tt/3liD4ec
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