Review

Project Cars 3 Review – Into The Horizon

  • First Released Aug 3, 2020
    released
  • PS4
  • PC
  • XONE

Project Cars 3 and its transition to more arcadey racing can often be exhilarating, but it occasionally struggles to bring it all together.

Project Cars 3 really stretches the definition of a sequel. It bears no resemblance to previous Project Cars games, tossing aside the franchise's traditional tough-as-nails racing for a more approachable formula that a wider range of players can enjoy. The result is a racing game that leans heavily into territory that should be familiar to Forza players, meaning you can enjoy its racing without extensive knowledge of the inner workings of each car you drive. But it's also a racing game that struggles to bring together all of its new elements cohesively.

Core to Project Cars 3's transformation is its overhauled handling system. You'll have more than enough downforce in the front to bend around each corner with the right amount of car, only briefly having to counter-steer to prevent the back from whipping out from underneath you. It makes racing faster and more action-packed, and it's exhilarating when you're chaining together one perfect corner after the other.

The suite of assists lets you cater the experience to your needs in a granular way. There are standard difficulties to choose from, but each option--including stability assists, traction control, and ABS brakes--can be tweaked independently to deliver the right amount of challenge. Having more options to tune Project Cars 3 to your preferred playstyle is a welcome addition to the series, opening it up to more players than before. There's still just a hint of simulation constantly present that reminds you to still take care of how you approach each turn, which is aided by markers on the racing line pointing out each braking zone and apex. Having markers instead of a dynamic racing line keeps some of the thrill intact when tackling a track for the first time, challenging you to come to grips with its best lines and limits. It's exhilarating to perfect a track after mastering each corner, even if Project Cars 3 sometimes rewards some messy sectors when it shouldn't.

No Caption Provided

AI difficulty can be adjusted independently of your assists too, which is useful if you enjoy racing without the stresses of feathering the brakes or shifting gears. Unfortunately, even at its highest settings, the AI fails to muster up convincing challenges in medium to long events. Cross-country road sprints were especially telling, with any semblance of challenge evaporating before I reached the halfway point most of the time.

Every action on the track rewards you with some XP, from clean overtakes to sitting in the slipstream of an opponent. The HUD can get a bit messy with all the information it's trying to convey while you're focusing on the road ahead, flashing with each new reward that you obtain. It's helpful having a shortcut on the D-pad to turn everything off entirely at any point, but some visual issues cause the entire overlay to intermittently flash during a race, which can be even more distracting. The race engineer that you can choose to have blaring in your ear during a race also falls flat, rarely conveying important information that helps you with each lap and pronouncing your victories with hollow fanfare.

You don't progress Project Cars 3's campaign by winning races, but instead by completing the three challenges in each of its events. These challenges are often easy enough to pull off without too much effort, from executing a certain number of perfect corners or setting the fastest lap. Others feel counterintuitive to the flow of the action on track. Some sticklers force you to hang back behind opponents to draft them for a set amount of time before pulling off an overtake, while others require strings of perfect corners in conditions and on tracks that punish just one poor turn. Thankfully, if you're just looking to continue with the campaign, there are more than enough opportunities to complete challenges without having to return to those you dislike. But removing a race win as the ultimate goal does dilute the feeling over victory that should accompany crossing the line ahead of everyone else.

Campaign events are collected across 10 series, each of which requires a car of a certain spec to compete. You start at the bottom, with traditional road cars and old classics, slowly working your way up to exotic racing machines designed top to bottom for a track day. Purchasing the cars you require for each series isn't much of a hurdle given the generous amount of credits doled out for each event you partake in, but it's still exciting to get behind the wheel of a new car to learn its ins and outs on familiar tracks. The steady progression never keeps you locked into one series for too long, or forces you to grind out its objectives to get access to the next class. It feels in step with the pace of your own improvement too, making each step up to a new tier feel earned and adequately challenging to undertake.

If you're too attached to any one of the cars in your showroom, Project Cars 3 does also give you the ability to customize its performance to make it eligible for tiers it realistically shouldn't be in. You can have one of the lowest Class E vehicles you start out with go toe-to-toe with some of the game's most powerful supercars, which really drives home how much of a departure this sequel is from its simulator roots. It does eliminate the constant need to change vehicles if you prefer sticking with what you like. Customization also extends to cosmetics, letting you choose from numerous decals, sponsor stickers, and even tire brands to personalize your favorite set of wheels. It's not as robust or freeform as I'd like, but it's enough to make your showroom stand out from the stock crowd.

No Caption Provided

Customization does mean interacting with Project Cars 3's messy menus, however, which are just one part of an uneven presentation in and out of races. After a race, you're taken back to the event menu for the same event, making it very easy to accidentally kick off the same race and sit through the two loading screens that accompany getting in and out of it. When applying customization options to cars, my custom designs would sometimes reflect as equipped but wouldn't appear when in a race. Other times, the textures on my car would flicker in certain weather conditions, with restarts not resolving the issue either.

Project Cars 3 nails the details of each of its vehicles when they're intact, but slight collision damage looks unrealistic and just out of place most of the time. The dynamic weather during races can be a treat too, especially when tracks are bathed in dark clouds and heavy rain. But clear weather produces flat lighting that accentuates the lack of detail in the track designs, sapping some of the splendour out of iconic settings.

Project Cars 3 might not be the sequel you expected from the series, but its shift to a more arcade style of racing is one that makes the series approachable for the first time. It's not a clean cut from its roots, and Project Cars 3 retains just enough of its simulation options to provide enough of a challenge with all of its assists turned off. The transition isn't seamless, with some confounding racing objectives and uneven AI that takes the sting out of some events. But if you're looking for another way to get out on a virtual track, Project Cars 3 is an exhilarating new alternative.

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The Good

  • Independant assist and difficulty options let you tune the experience to your preference
  • Small details in handling still require you to be aware of your racing line, making perfect turns and clean overtakes exhilarating
  • Satisfying campaign pace that makes each new tier feel earned and challenging to undertake

The Bad

  • Event challenges can sometimes be counterintuitive to racing for victory
  • Numerous visual issues which can be incredibly distracting during races
  • AI difficulty doesn't feel adequately tuned for longer races

About the Author

Over 20 hours, Alessandro became obsessed with perfecting laps during time trials and learning about the distinctions between different cars in Project Cars 3. He was especially happy to get some laps in at Portimao in Portugal. Review code was provided by the publisher.
37 Comments  RefreshSorted By 
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Dragerdeifrit

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Edited By Dragerdeifrit

The way ur supposed to win a race is to get to the finish line first, i can understand being penalized for bumping into other cars or cutting parts of the tracks, but winning a race by achieveing 3 arbitrary challenges?... wtf is this? Tony Hawk pro-racing ?

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Dragerdeifrit

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Edited By Dragerdeifrit

The whole point of the Project Cars franchise was the fact that it was directed at the hardcore enthusiasts of the genre. They just dumbed down their own game, it's just another one of the bunch now.

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ZmanBarzel

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Until I watched the Digital Foundry video on "Project Cars 3," I didn't realize Codemasters had bought Slightly Mad Studios last year. I wonder if future iterations of this series will be published by Codies, or if Bandai Namco owns the IP.

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Croxus

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Most of the players play driving games, for the driving part.

Arcade racing games are casual at car setting and with varried difficulty over the driving part.

If you are a good driver and you want to have a game focused on driving, but not the mechanical part of things, you did not have the in-between option for that.

Game devs considered all hard-core petrol-head sim players, the same.

Now this is what I particularly like in PC3, it has a lot of driving difficulty and sim feel, yet it takes away all the time hussle the mechanic sim demands.

There are many more options for mechanics, there are many options for arcade drivers, but driving Sims without the mechanic tail, are very rare, yet there is a bigger percentage of players, who need just that! NFS is too shallow for me, PC2 too time demanding to reach the optimal setting, PC3 is just right!

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yeknomdab

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This is not a full-on sim (PC1&2, Forza Motorsport, Gran Turismo,) but it also lacks the polish and open nature of the so-called "simcade" racers like Forza Horizon or some of the NFS titles.

I think that SMS can fix the technical issues, but the limited options and flimsy "career" may put off all but the most dedicated virtual gearheads. Even I am struggling to continue--and I'm notorious for coaxing fun out of even the most dire of digital disasters.

There's a strong feeling of incompletion here--almost as if this was a hastily-wrapped beta. The bones of a good game are here, but where are the heart and the rest of the brain? C'mon Slightly Mad--what's the deal?

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lonesamurai00

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They've eliminated the ability to make pitstops and devised magic tires that morph into a different compound all by themselves. To say " the new title will contain plenty of realism options" is like saying you're a little bit pregnant.

Please stop insulting the sim community's intelligence.

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Just1MoHr

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I am more into arcade controls & do not like the harder to handle sims. For me sims have sucked out the life & fun out of driving games. I also don't have the patients to add on a million upgrades to test each one out, just give me the best one or a way to quickly get to the best in a few easy steps and not through trial & error of countless parts.

They built the car models & tracks, why the heck can they not make it so that it is sim & arcade and with options to win race or achievements. This way you make EVERYONE happy. As it stands the only way I am going to touch this is through a demo. I have been disappointed this gen from the on-stream of sims, please give me Ridge Racer 6 or make a proper sequel to it! I wish we had successors to Daytona USA, Sega Rally, SCUD Racer, Hydro Thunder, Outrun, BLUR...etc.

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storjohan_

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All they had to do was keep the handling model of PC2 and just make a good game and good career mode around it. But nooooo, had to make it an arcade nfs clone. Should not be called Project Cars 3. Community Assisted Racing SIMULATOR! This isn't even a simcade, just pure silly arcade.

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yeknomdab

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Edited By yeknomdab

Honestly, the odd structure and "progression" take a back seat to the various visual and technical issues on PS4. It uses a dynamic resolution that often dips so low that I can't read the gauges in cockpit view. Certain paints all turn to matte if paired with vinyls, and custom liveries often disappear during a race. There are also odd ghostly image artifacts that frequent cockpit view and persist elsewhere. They look like something out of a bad trip or horror flick.

I think that Slightly Mad could turn this technical mess around if given the time, but it is honestly difficult to continue playing with the inconsistent visual design and glitches. The driving "feels" good, but the murky track visuals make it difficult to read.

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death_burnout

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Edited By death_burnout

This has to be the strangest direction I've seen a sequel go in. It makes no sense. I mean, Forza has the market cornered over on the Microsoft side, and the upcoming Gran Turismo for Sony. How do you really compete with those when you abandon your roots that set you apart?

I get the impression Bandai Namco wanted them to make their own approachable entry in the genre but I'm not sure that was a sensible goal. If it sells well, which would surprise me, then it worked. Those event challenges sound beyond stupid though and completely goes against "approachable".

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Thebadjesus

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@death_burnout: I’m thinking they might be trying to capitalize on Forza and GT fans that may be itching for a new edition and have had to wait. This is close to the time racers usually come out, and at least for Forza, it’s the second year in a row without a new title, with the next edition likely 2 or more years away. I’m a huge Forza fan and am really disappointed at how long it will be before a new game hits. If reviews weren’t noting so many negative aspects of this game I would have picked it up.

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Lord_Sesshy

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Edited By Lord_Sesshy

@death_burnout: Maybe that's why they changed direction. Their sim game couldn't compete with GT and Forza. While the racing in Cars was good the "campaign" structure was terrible, if you could call it a campaign. It was probably better to go the middle ground between Forza/GT and NFS style of racing since not a lot of games take up that market space.

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sladakrobot

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You: Yeahhh...1st...I WON!!!
The game: No,who told you that reaching the checkered flag as first makes you a winner?
Some other player behind you drifted better,didnt touched any car and used a slipstream for over 10 secs across the race...he/she won,you lost...you wasnt stylish enough
*i just made the challenges up but i could come close to the truth i guess*

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Crazy_sahara

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Where's the video ahhh, why is it when I wanna read it, only a video, but when it wanna watch only a article or review

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SystemOverload

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Edited By SystemOverload

Ghetto Forza

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illegal_peanut

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Is it weird that Drive clue still looks better than most driving games? Even now.

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lonesamurai00

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@illegal_peanut: Driveclub only had exceptionally beautiful rain effects, other racing games have that today.

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Crazy_sahara

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Edited By Crazy_sahara

@illegal_peanut: only if rain is enabled, and the sun never moves.

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deactivated-60c3d23d2738e

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Forza is king

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jinzo9988

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You don't progress Project Cars 3's campaign by winning races, but instead by completing the three challenges in each of its events.

And you're dead to me. As someone that never liked achievements, basing an entire career mode's progression around achievement-like feats sounds like a shitbomb. It's not that bad... these are achievable unlike a lot of stupid shit that achievements make you do in games, but I'd file this under "can you just shut the **** up and let me race, be 1st, and call it a day?". I'd have absolutely zero patience for this. I respect the hell out of the developer for going the extra mile on certain things... like being practically the only ones that release day 1 support for VR headsets for a proper, full game that wasn't built for VR but works well in VR... but I can't get behind that. I can get behind the game taking itself out of serious simulation mode, but I can't believe they designed the career mode that way.

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YankeeAllStars

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@jinzo9988: Agreed, I like some of the things that the developer is trying to do like VR support and also making the game more approachable for everyone.

But the campaign's 3 challenge progression system sounds horrible. It might be fine if it was just to get some bonus points to help unlocking cars and upgrades more quickly, but if it is the main objective of the game then I'm not sure what I'm racing for if getting 1st place doesn't mean anything. I hate it when developers try to be "unique" or "sophisticated" to differentiate themselves from other games, but forget about what actually makes a game fun.

It would be like not being able to play the next chapter in a Doom or Call of Duty campaign because you didn't kill the enemies in a specific way, like not getting enough headshots or not getting enough multi-kills with a grenade. Most people just want to mow down enemies for fun, rather than having to complete specific tedious tasks.

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ps3gamer1234

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Remember same Dev that made Fast & Furious Crossroads.

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Lord_Sesshy

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@ps3gamer1234: Perhaps this is why it turned out so bad. F&F was probably made by like 10 people.

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MigGui

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I think the review reads more negative than the final score. It looks like the reviewer is deeply dissatisfied with the bugs, the difficulty and the campaign structure, not to mention menus, customization etc. Or maybe Alessandro enjoyed the game more than the review lets on, or maybe I read too much into the negatives?

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Lord_Sesshy

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The completing challenges to progress the campaign is kind of a turn off. Not having to win races in a racing game seems counterintuitive.

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Gaming-Planet

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@Lord_Sesshy: Should be an option in all honesty.

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Lord_Sesshy

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@Gaming-Planet: That's actually a good idea. Make it available so the people who have difficulty winning races are able to do the challenges and the people who want a challenging race can fight for first against harder AI.

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jagdedge124

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No pitstops, no sale.

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