Instead, Slightly Mad might be better off focusing on what they do best: sim racing.Ĭustomisation of car performance and liveries are both new additions to the franchise. It is sad to see that Slightly Mad Studios seems to have given up on it, but then again, it is somewhat understandable because Codemasters takes advantage of its FIA World Rallycross Championship license in the Dirt Rally series. The biggest upset for me personally is the lack of rallycross. Experiencing these thrilling races on 'ultra' at a steady 60 fps is a delight for the eyes.Īs far as content is concerned, there is a slight increase in the number of cars and a slight decrease in terms of track locations, when compared to Project CARS 2. I played this on a rather powerful PC and did not experience a single graphical issue. The cars look fantastic, the surroundings look great, and the wet surfaces made my jaw drop to the floor a few times. Fans of sim racers have been spoiled with great graphics in recent genre entries, and PC3 is no exception. That said, contact with other cars or objects does feel a bit artificial. The engine roaring, the tires squealing, and raindrops splashing against my windshield - it all sounds great. Project CARS 3 both sounds and feels right in most respects. If it doesn't sound right, it doesn't feel right. I had a similar feeling with both the controller and the wheel during the preview, and it would surprise me if the latter has become worse in the final version.Īudio effects are an important part of any racing game. Everything gets transferred directly into my hands in a great way. I felt every slip in every turn, every time I aquaplaned on a wet surface, and every time an opponent bumped my car. To say that they have nailed the controller support is an understatement. Slightly Mad Studios has focused a lot on making this iteration more realistic for controller-based players and making it more accessible. In fact, I had to turn to my controller for this review after some technical difficulties with the wheel, but that might also be a good thing for Project CARS 3. As soon as I reach the hypercars and the 2015 Ferrari LaFerrari, I felt every little bit of horsepower flowing through my hands again, and that's even with a controller. As I progressed in my career, I got access to better cars that give me a completely different feeling, thankfully. Starting off in the lower-powered cars like the 1999 Mitsubishi Lancer Evo VI and the 2016 Honda Civic Type R feels very slow, and it's hard to get a real feeling for the cars. Of course, it's possible to get the upgrades by just completing challenges and races, but it takes far less time to earn enough the cash to do it. There is tons of content in this mode, and I don't have to drive every single race to upgrade to the next level, as I can pay my way to higher levels by spending a relatively modest amount of in-game currency. As in most racing games, the career mode consists of various upgradable classes. I'm happy to calm the nerves of sim-fans a bit after playing the game for review: it is still very much a simulation.Īt the beginning of the game, early in the career mode, it still feels a little arcadey. A few weeks ago, I was fortunate enough to get my hands on the preview version of the game, and I will admit right away that it scared me a little bit in the sense that the game was heading more in an arcade-like direction. That is also what I get, for the most part. It literally has simulation in its name, and that is what the community expects. Project CARS (Community Assisted Racing Simulation) has been a favourite among sim racers around the world from day one. Now the studio is finally back with its third game in the series, but has the new focus on content taken away too much from the sim feeling? Let's find out. It has been nearly three years since we were treated to the fantastic sim racing game Project Cars 2 from Slightly Mad Studios.
0 Comments
Leave a Reply. |