![]() There’s no driving line at all, just driving signs. Moving on to The Assists, they are certainly odd. So you don’t have to worry about blowing your engine because you received some damage. Although the body of the car receives some damage, that’s it. Plus, fuel and tire wear are nonexistent too. Even if you ram your car head-on with another car, you just kind of bounce off one another. Physics and Assistsįirstly, there’s no damage modeling. ![]() Quite Frankly, it really just feels like GRID, only with maybe half a step up on a simulation bent, since GRID is much more of an arcade racer. ![]() Thankfully, you don’t have to worry that much about oversteering or braking too late on certain corners. There is a much more arcadey bent to it compared to Project CARS 1 at least. Let’s Get Driving Project Cars 3/Slightly Mad Studios & Bandai Namco Honestly, they could have renamed this game to GRID 3 and no one would’ve been the wiser. In this game, I’m not sure what the goals are. Say what you want about the first game, but it knew it wanted to be a simulation-heavy racer, and it achieved that goal. However, the game is just missing any spark or hint of creativity or identity. The driving is serviceable, the game looks good, the soundtrack is really good, and it has a mostly understandable career mode. I want to start off by saying that fundamentally Project CARS 3 is a fine game. In fact, it’s almost a game that is trying to split the difference between other racing games and winds up bland in all disciplines as a result. While I didn’t play the second one in the series, I remember the first game was an extremely serious simulation racing game that let you start off in go-karts to get used to the driving model and how the career mode shakes out.
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