
To help compensate for the drop in content variety is the addition of car upgrades for the first time in a Project CARS game.


On the downside, rallycross cars and tracks are no longer in the game as Project CARS 3 is a tarmac-only racing game. The car and track list is similar to how it was in Project CARS 2, with one of the most notable new cars to be added into Project CARS 3 being a fully licensed 2019-2020 season Formula E car, with the liveries of every team that took part in the latest season included in the game, too. Weather options remain largely unchanged from Project CARS 2, with blizzards and thunderstorms still options along with lighter rain or clear and sunny days. Or for another example, you can have a grid of 32 super trucks racing around the cramped streets of Monaco. Therefore if you want to set up and run a race with some ridiculous stipulations, such as late-1950s/early-1960s racing cars around a snow-covered old Hockenheim layout in a blizzard, you can do that just as you could in the second game – although this time it’s much easier to keep your car pointing in a straight line. With tyre wear and tyre temperatures no longer in play, you’re always driving a car in its absolute best condition, which makes the game more forgiving to newcomers. If you’ve played Project CARS 2, then the car physics in the third game will be instantly familiar, although they’ve been simplified in the third installment.Įven with all the driving aids turned off, you’re far less likely to spin out on accelerating at the exit of a corner or lock up the wheels under heavy braking. It ties into one of the most talked-about changes ever since it was announced in one of the developer blogs – the omission of tyre wear, fuel usage and pitstops. It’s the sort of event that has long existed in racing games less focused on realism rather than simulation racing games, which naturally wouldn’t include an event like that due to its lack of relevance to real-world motorsport.Ī corner mastery counter and a percentage counter telling you how often you drove on the racing line are new inclusions to the HUD, whereas the tyre temperature and wear graphic, which was in Project CARS 2, was removed for the latest game. The aim is to drive through numbered blocks within a time limit to score as many points as possible, with smaller blocks worth more points. Perhaps the most obvious sign of the move away from hardcore, simulation racing to a more simplified and simcade experience is with one of the new career mode event types – breakout. The objective-focused career mode is most comparable to the one in Driveclub, a PS4 exclusive racing game made by Evolution Studios – which has since become a part of Codemasters three and a half years before the latter also acquired Project CARS developer Slightly Mad Studios. Plenty of the events don’t have any requirement as to where you should finish in the race, and how well you do is each career mode event is determined more so by the number of objectives you passed rather than where you crossed the finish line at the end of the race.


Project CARS 3 doesn’t adopt that career mode structure and its overall presentation gives off a very different tone compared to the serious approach of the first two games.Īside from the changes in presentation, each career event has a list of three objectives to complete, which include tasks such as overtaking a certain number of cars within a time limit, completing a clean lap, or drafting an opponent for a certain amount of time. The first two Project CARS games had career modes focused around real-world racing career paths, with players able to start in karting and move up through to faster formula cars, or equally start off racing Ginettas around UK circuits before ending up in a global endurance racing series. It was evident ever since its announcement that Project CARS 3 was moving the franchise in a different direction from its hardcore sim racing roots.
