![]() There might be other options but honestly, I was too heartbroken to care. In PC3 you’ll probably start with either a Mitsubishi Evo VI, a Nissan Skyline GT-R, a Honda Civic Type R, or a Toyota 86. It takes the same ultra-short, bash-your-way-to-the-front approach you get in Forza 7’s career mode, but with less customization, less realism, and less variety. There’s also nothing sim-racer about PC3’s new Career Mode. Physics and wheel feedback are good enough to get by, though feedback is far too tame and physics far too forgivable to be lumped into the sim racing genre. There’s a gimmicky customization feature that allows a bit of personalization that can be fun, and there’s a nice selection of cars available right out of the box. It's not terrible – PC3 looks good on the Xbox, maybe even great. Sadly, all those things are gone now and I’m left with a Forza 7 facsimile that’s worse in every way. Turning a clean, sub-seven-minute lap on the Nordschleife was inspiring. And God help you if you dipped a wheel into the grass on a corner. Tires needed legit time to warm up, and they wore out quick if you drove like a ninny. It reached beyond Forza with its myriad of tunable settings and extensive, realistic career mode. In the console world, PC2 was (and still is) my go-to game if I want a bit more realism in my tarmac racing experience. If you enjoyed Project Cars 2, you’ll be disappointed in Project Cars 3. It didn’t take me by surprise when Slightly Mad Studios released the Project Cars Go beta earlier in September on mobile. Whether it be the objective downgrade in visual fidelity from PC2, the omission of tire wear and fuel usage, the omission of pit stops, or even the addition of vehicle upgradability, it’s really showing. Performance aside, the series transition to mobile platforms is more noticeable than Slightly Mad Studios would probably like it to be. ![]() In the graphics department, things are average at best – ultra settings could be run effortlessly on an NVIDIA RTX 2070 Super graphics card at 1440p resolution. Ultimately, PC3 feels like it's designed with casual players in mind. It's a similar feeling when it comes to contact with other vehicles, as opponents appear glued to the road even after heavy impacts. ![]() The tires feel like sticky bubblegum instead of rubber it’s very noticeable in the wet where even with all assists off, the car is savable in just about any situation with enough opposite lock. Things are much the same overall in the vehicle dynamics department. While it gives anyone the ability to feel like a powersliding superhero behind the wheel, it isn’t very rewarding when you get things right. It's at least lively enough to get jiggy with it in the corners and not end up in the wall, thanks to some perceived built-in steering assistance from the developers. It’s clear that this game was meant to be played on a gamepad. If you think I'm being a bit pompous, I had high expectations after Slightly Mad Studios CEO Ian Bell described the force feedback as amazing. However, right from the outset, the force feedback felt muted and disconnected, leaving me to guess what was happening at the front axle. With high hopes, I jumped in with my Thrustmaster TS-PC Racer steering wheel hoping for the best. Aside from the obvious, it's also an acronym for Community Assisted Racing Simulator but as it turns out, this game is anything but a racing sim. Many might not be aware, but the word Cars in the game's title actually has a double meaning. Therefore, I expected the PC version of PC3 to pick up where the previous titles left off. Sure, its predecessors weren’t picture perfect, but they provided a wealth of content with limited barriers to entry into the sim racing world. ![]() After having great experiences with the previous two Project Cars titles, I walked into the third installment with loads of confidence.
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