Project Cars 3
Full Review
View attachment 952842
Intro
Project Cars 3 arrives as one of the most divisive titles to hit the market in a long time, with claims that it will be the title to unite sim-racers and those who love racing titles but are put off by the 'dry' nature of traditional racing sims, including past Project Cars titles. It’s a bold claim to have made, and as more information emerged in the weeks leading up to launch, one that faced growing scrutiny and concern, particularly from those on the sim-racing side of the debate. So now it’s here, what is the actual reality behind the hype, claims and counterclaims?
Driving Simulation 6.5
While Project Cars 3 is laying claim to having improved on the physics engine of the engine and tyre model used in the past two titles in the series, the truth is that the locked core temp values and I suspect more has had an impact on the physics. That impact has not, in terms of pure simulation, not been for the better. That's not to say that the physics are poor, but they have certainly taken a step backwards when compared to the two past titles, with a lack of the nuance and subtle detail present in the past now noticeable in its absence. The end result is a certain homogeny across the vehicles based on drive-train, with the majority now being of a tail-happy nature.
One area that has improved is the impact a very wet surface has on tyres when you start a wet race you are automatically on wet tyres, and the effect of deep puddles in now closer to that of ACC, and as a result more accurate, this, however, is undone on races in which the weather changes to dry. It’s not undone because of any core physics issues, but rather a deliberate design problem, the contentious choice to automatically change from wet to dry tyres while you are driving means you don't know at what point that change has been made. This results in puddles suddenly becoming a game of chance, 'am I still on wets and OK?' or 'am I now on dry and the puddle had to be avoided at all cost?'. The only way to know is to try it, and if you are wrong then you going to be facing the other direction. Not only does this feel unfair, but it's potentially confusing to those the title is trying to attract, it’s a loss of agency that simply wasn't needed, and I suspect will be seen by some as a bug, particularly given that the automatic tyre swap is not explained at any point when you are playing.
SMS does deserve credit however for the improvements in FFB feel and ease of set-up with wheels (despite some not working at launch) as the out of the box feel is demonstrably better, and easier to tweak (despite no explanation given as to what the values you are adjusting actually do). The end result is the more vehicles I try in PC3, the more this becomes apparent that the physics have not overall moved forward, with the end result being that it now falls into a middle ground between the likes of GT/FM and past PC titles, AC and ACC. Oh, I almost forgot to add, the damage is now purely visual, and has no impact on the cars handling at all.
Racing Simulation 7
The AI in Project Cars 3 has improved over the past two titles, despite the very granular sliders being replaced by a simple set of steps from Easy to Legendary. The nervous, twitching found in the past title is now almost totally absent, and the pack will race both you and itself and will make mistakes. However issues still do remain, some of which I suspect is down to the bizarre car groupings, and some down to issues that remain with the AI itself. This is most evident at the start of races and at any very slow corner, with Cadwell Hill is an ideal location to see it. Here the AI will slow to a standstill through the very tight chicane and shuffle about as it works its way through. Much has also been made of the AI's slow pace early in the career, however, this does seem to be deliberate, as when you move up in the career and in free-race, the AI pace picks up noticeably, however, they are also far quicker in the wet in comparison to the dry.
Motorsport Simulation 5
Unfortunately the Motorsport Simulation element of Project Cars 3 takes a major step back from its roots in the last two titles. Gone are pit-stops, tyre wear and fuel use, and as a result, so are the strategic choices that are core to motorsport simulation. However, the cull doesn't stop here, the removal of timed events, even in free race removes a very common form of race type and one that's not reserved for the likes of 12 and 24-hour races, anyone who has been to a club level race day will know that a good number of races are run under 20 or so minute durations. It’s the same with the maximum lap count, which is now limited to 99 laps, removing the option of recreating the Indy 500 for example. Now while the new audience SMS is targeting may not need or understand those who do use they options, it’s a strange design choice to make, given the claimed Motorsport focus of Project Cars 3 in the pre-release marketing. I have however saved the worst offender until last, and that's the utter mess that the new car groupings have resulted in creating. Project Cars 2 was arguably the best title on the market in terms of getting this right across multiple motorsport disciplines, that all gets thrown out of the window with GT4 cars mixed in with classic race cars, Stock Cars, Touring Cars and a sole WRX car, right across the board it’s an utter mess. Now don't get me wrong, some people like to mix odd classes together, but in PC2 we had the option to create multi-class races that matched motorsport reality, and it was a choice you made, now it's forced on you and the result is an unbalanced mess, and once again removal of player agency. Finally, we get to the weather and the four slots we had in the past are now reduced to two, reducing the range of conditions you can include in a race, as well as exact date and time is reduced to simply picking the season and Morning, Afternoon, etc. Oh well, at least we can now pick the staring track condition such as dry, wet, sodden, etc.
Accessibility 8
An increased level of accessibility was one of SMS's stated goals with Project Cars 3, and in that regard they have managed to hit the target, the wheel and gamepad use out of the box are both good, with gamepad being a major change for the series, in that it is now truly pick-up and play. Gamepad accessibility does need the caveat that this has been achieved by putting in place locked assists for countersteering and steering, not that this is any different to the likes of GT or FM in that regard. Personally I would rate the gamepad use as just below GTS, which given how tricky it was in past Project Cars titles, is a significant step forwards.
The new career mode is also far more accessible to those moving over from more arcade focused titles, with a focus on a gamified progression, rather than something akin to how career progression works in motorsport, giving the advantage of being able to sample lots of different tracks all over the globe form the start. The balance of reward and money gained in the career to unlock, buy and upgrade cars seems well balanced at the roughly 15-hour point I am at. The ability to be able to still run any car on any track (in stock, un-upgraded form) still exists in both practice and free-race modes, which provides a nice balance between the two directions. Accessibility is, however, let down by a lack of explanation for some areas, as already mentioned no explanation is made of the tyres changing from wet to dry during races, leaving the player to either work it out or remain confused. Now do many of the settings get explained either, with the FFB settings as one example getting zero explanation.
Core features have also been removed, such as seat adjustment and UDP, while others such as camera shake, look to apex have been reduced to simple values or on/off options, rather than the granular options we had previously. Thankfully at least FOV adjustment is still in place. One of the most important issue with accessibility, however, is in the lack of balance that exists between the single-player and on-line scheduled events, as the career runs at 2 to 5 lap duration and as a result the AI opposition for many will be an inconvenience to be muscled past, the scheduled events are in contrast 8 to 15 laps in duration, running an average of 15 to 20 minutes and will not work if the same approach is taken, and nothing in the title exists to bridge that gap for the player. Now it’s currently not an issue, but that may well change as the full launch date arrives and more 'casual' players get on-board.
Content 7
If you are coming to Project Cars 3 new to the series, then it looks to have a massive amount of content, however, once you look at the previous title that starts to become a little less clear, as despite new tracks and cars appearing in this iteration of the series, more has actually been removed. In particular, the loss of all rally-cross locations, all but one of the rallycross cars, the ice arena & track, Spa and LeMans are significant. The result is actually fewer cars and fewer track locations than Project Cars 2 had at the end of its life! That certainly bucks the expected trend of a series within a console generation. Plenty has been added to this iteration however, from the largely throwaway driver creation, which in reality at launch, has very few real options and results in a rather lower-resolution driver present in the car.
The upgrade system is however solid and functional, one issue it does have is, despite being a spiritual successor to the Shift series, this version actually lacks a lot of what was good about upgrades in that series, no engine swaps and no visual changes for aero-kits or other similar modifications. The livery editor is, however, a basic, but very functional addition, and does allow the creation of good looking liveries quickly and easily. Photo-mode has been improved and is significantly easier to use now, even if it does lack the final edge of the best on the market and the career made is undeniably expansive in its size. So overall a lot of good stuff added, but I can't help feeling that this is closer to a new take on Project Cars 2 rather than a true next iteration in a series, as such the muddled identity of Project Cars 3 once again bites itself.
Value 7
I'm coming at this as a fan of the Project Cars series and as such any value score has to be tempered by the sheer volume of recycled content it contains, as well as despite the inclusion of new cars and track, the fact that the final count for both is lower than Project Cars 2. If you are however coming to this new to the series then feel free to add an additional point to the value score, as taken in isolation Project Cars 3 offers a massive amount to do with a great track roster (despite the loss of Spa and LeMans) and a well-curated car list, its career is traditional in a 'game' sense and the on-line works and works well, with the addition of daily, weekly and monthly challenges adding to the lifespan.
Summary
Project Cars 3 is an enjoyable racing title that sits firmly between the likes of GT and FM and 'dry' sims like AC, ACC and most significantly the past two Project Cars titles. It’s this latter point that is its potential downfall, as the confusion that has been created in marketing this as a numbered title in the series rather than a spin-off title, along with the marketing claims (that do not hold up) of it being all the sim you could want, have potentially harmed the success of what is, in fact, a title with a lot to do, and what it does do is enjoyable. Only time will tell what the success of this new direction will be, and what the future of the series itself will be,
I just can't help feeling that had this have been approached correctly in its marketing and communication, this would be a title that was being praised as a more accessible Project Cars spin-off title, rather than as a confused, poorly communicated title that has not brought sim-racers and non-sim racing race fans together, but if anything has further divided them, and entrenched that divide. Turning that around now rests with SMS, if they are able or willing to do that remains to be seen.