![]() The only reason some of these are a challenge is through some stupidly stringent rules. stars? medals? - whatever they are - which is a pain in the arse on the hot lap, pacesetter and breakout modes. Everything that early is a case of blasting past the opposition thanks to some min-maxing of your stats, the only challenge is to get all three. You can pump up your first car and you may be forced to buy maybe a maximum of five other cars to meet specific requirements, everything else covered by the upgrading. There's nothing truly competitive in the first third of the career, and that's being generous. Things so improve as you advance through the campaign, though progression can be a pain in the arse - even though it is fun. Again, I don't get a racing game that tries it's best to keep you in the same car when it has so many outstanding vehicles on offer. The fact that upgrades can be reduced by quite a significant amount also means you'll tend to stick to the same car as much as you can. Experience for your profile, unlocking more cars as you level up, as well as experience for your car which reduces the price of upgrades. While the game is too stringent in rewarding credits to let you buy new cars, it loves rewarding you with experience. At least when you're looking at the prices of the cars, particularly the ones you want. Sadly, the career doesn't seem to want you to get the cars quickly enough, with monetary rewards being a little too stringent. This should be the real focus since Project Cars 3 has over two-hundred different cars in the game, all fantastically modelled with a huge amount of detail. As great as the option is to stick with and upgrade your preferred cars, it's also great to build up a huge garage at your disposal. Now, if only this system, as well as the campaign, was as balanced as the handing and feel of the cars. It's a great system that I always appreciate, made even better by the sheer number of cars in the game. Each car has its natural limits, so you'll move on eventually, but it does mean that you can stick with your favourite cars for longer without having to re-do the same career races over and over again. It offers you a lot of option to upgrade your Mitsubishi Lancer Evo VI right from a road class E, right up to being a hypercar, finishing it off with a race conversion. It's what you've come to expect in a game like this and it delivers.Įach and every upgrade, or removal, adds and subtracts to a rating number of your car which is very similar to that found in Forza games. Each of these can also be upgraded in multiple ways, as well as unlocking the ability to tweak the transmission, differential, suspension and so much more. The feel of each and every car feels fine-tuned, it's perfectly balanced and a joy to sit behind the wheel of even the slowest of vehicles in the game. If I were to generalise, I'd say that this actually feels more like how Gran Turismo used to feel, back when it was the king of all racing games. It's forgiving no matter which car you're in, each of them still feeling different and showing the attention to detail that Slightly Mad Studios are known for. Even with the assists turned off, or at a very low setting, you're going to find that you now have the ability to catch yourself from almost any mistake before it's completely unrecoverable or before you're having a picnic in the grass or dirt at the side of the track. Project Cars has never felt this responsive or as smooth thanks to the overhauled controls. ![]() ![]() So the handling I commented in the demo still applies. A lot of this still applies, though I can't say I feel as tied down as I thought I would be. I spoke about how this game is something special, that it feels fantastic and that - at the time - I thought I would feel tied down due to my reviews of earlier Project Cars titles. During my preview of Project Cars 3, I spoke about the handling of the cars, how the game, in general, handles thanks to overhauled controls and the aforementioned accessibility.
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