In solo sessions, shots of the player's vehicle look alright, but the background is horrifically blurred beyond that of simple motion. There is an added Photo Mode this time around, but it is abysmal. Vehicles look pretty good in the garage, but on the road, lose a lot of their luster. Particularly at night, surfaces appear to be flat and lack lighting variation. Graphics on the whole have taken a noticeable dive compared to Project Cars 2. These tracks all race well, but lack the visual fidelity of the previous games. The track selection is excellent and features many Motorsport favorites such as Linden Hill, Monza, Nordschleife, and Daytona. Drifting should never be possible in an F1 car, but this was pulled off easily in Project Cars 3. For instance, F1 cars maintain their Kart-like ability to brake quickly and handle sharp turns, but have lost their tendency to lose traction when pushed past the limit. Because the intricacies of racing such as tire degradation and fuel management have been stripped from the experience, choosing which car to drive is more a matter of looks and minor handling changes. Formula 1 is largely neglected this time around, and things like Karting are non-existent. There is a clear focus on Road Cars, GT, and Rally vehicles. The vehicle selection on offer is large but less varied than in previous games. This means that players who use an H-Pattern gearbox to shift will often be left in the dust no matter how quickly they change gears. AI drivers also don't appear to change gears at all. When cars are driving three-wide all the way up the track, there is a problem. There were few races that featured less than twenty cars at once, and roads were often so narrow that there was rarely an option other than cutting corners, driving in the grass, or scraping into other drivers to gain positions. This causes there to be quite a few traffic jams because of an over-abundance of cars on the road. This is compounded by the fact that, in the campaign, players have no choice of how many cars they will be racing against. Whether driving Formula 1 or Super Trucks, all AI cars behave like they're in an unregulated street race. They rarely follow the expected rules of their various Motorsport associations, and will bash one another off of the track to get ahead. AI driven cars don't seem to be programmed to follow any sort of racing lines or maintain any illusion of professional driving. On the other hand, the Project Cars 3 AI needs quite a bit of work before it can compete with previous entries. A favorite vehicle can be modded to meet the criteria of almost every class, and thus can be taken nearly all the way through the campaign. It is also rewarding to be able to upgrade the starter car's class throughout the game. Managing upgrades to maximize output without stepping over the line into the next vehicle class was deeply entertaining. Racing and getting cash to buy a new vehicle for the upcoming class is a fun reward system that makes players want to keep going back to get their best time. ![]() Vehicles are broken into classes, and the campaign guides players up the ranks to more challenging vehicle types. ![]() They are encouraged to personalize the vehicle with colors, patterns, and even custom nameplates. Players get to choose a starting vehicle that is either Front, Rear, or All Wheel Drive. ![]() Each event feels well crafted and took a handful of tries to master perfectly. There is an emphasis on customizing vehicles and buying upgrades to make cars faster and better handled. The Career Mode campaign is the best we've seen in the series so far.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |