- Project cars 3 video game driver#
- Project cars 3 video game manual#
- Project cars 3 video game series#
The team provides the car, so there’s no need to grind for cash or purchase cars. Offers for stints in upcoming race seasons from team principals will come through your career email all you need to do is accept the one you want.
Project cars 3 video game driver#
It’s not entirely dissimilar to Codemasters’ Pro Race Driver games, and the more recent Grid Autosport the idea is to simply earn drives with various racing teams. Start where you want, stay where you wish. You don’t have to move up if you don’t want to.
Enjoying your stint in GT4? Re-sign for another season, and another. Rather go straight to the top? Also not a problem. Want to start in karts and work your way up through the various open-wheel racing leagues before you finally land a seat in the top LMP1 league? Not a problem.
Project cars 3 video game series#
They key point of difference is that, while there are a series of tiers available in each to progress through, you can start your career wherever you’d like. Project CARS’ player-first philosophy extends to its meaty career mode too, which is divided across open wheel racing, touring and GT racing, and prototype racing.
Project cars 3 video game manual#
The autodrive needs a little work though on one occasion I got hung up against some kind of invisible barrier while stopping for tyres at Bathurst but as you don't have manual control during pit stops I couldn’t rectify it and had to quit the race. On one occasion I was beaten by a jerk AI driver who (illegally) didn’t make his mandatory pit stop until the last lap of a race and won by passing the finish line in pit lane, but it’s otherwise mostly well behaved. I’ve found myself tagged by passing cars only occasionally and, for the most part, opponents seem pleasingly adept at avoiding race incidents.
Low-level opponent AI is quite nervous off the start line but, in general, all opponents display good situational awareness and are satisfyingly aggressive without being total bullies. You can ask Project CARS to be either of these extremes and it will instantly oblige. Project CARS is at its best with evenly matched opponent cars, where every overtake is a small victory and it may take a lap (or several) to set up for a pass, but if you prefer to feel like a hero and blast past the whole pack in two laps from last place on the grid you can do that too. Racers like the Forza Motorsports series traditionally offer similar scope to increase or decrease the overall challenge before races, but the implementation here is markedly more elegant and nuanced. Settled on a satisfying level of challenge but need a little more race time on a short track to realistically challenge for top spot? Increase the amount of laps for this event. Find yourself out-qualifying the pack by several seconds? Maybe dial the AI up a few notches until they’re on par with you. The AI operates on a slider from zero to 100, which gives you the freedom to find a sweet spot that matches your ability. What I like most, however, is the way Project CARS allows us to fine-tune the overall AI difficulty and race length before every single session. Do you play with a steering wheel peripheral and find it distracting to see an on-screen steering wheel too? You can delete the wheel from the dash. Don’t like where the on-screen track map sits on your HUD? Move it somewhere else.
Project CARS features all the typical crutches, from braking assistance to stability control, but the options keep coming.