I played on absolute beginner as well to test it out, and while it didn’t exactly drive the car for me, it took out much of the need for a racing brain. This was probably the sweet spot for me personally with no need to handle gear changes and every pixel of every corner, but I feel like I could probably up the ante eventually, such is the scalability of Project Cars 3. I played on Experienced, which meant that I had some assistance with traction and visual indicators around the track to suggest where I should slow down. ![]() The range of assists it has on offer are quite staggering, so much so that someone who’s only ever played Mario Kart could probably find themselves catered to and then progressively taught the ways of the “proper” road. The most immediately obvious thing about Project Cars 3 when you start playing is that it wants to find an experience, a sense of racing immersion that is suited to you. But, judging from what I’ve played of Project Cars 3 so far, it could be my next go-to racing game, even if it isn’t exactly a revelation in racing. I’m not ashamed to admit that the deep simulation of Assetto is beyond me and my brain to comprehend - I have always been more attracted to the loud nonsense of Burnout, though I did have an unhealthy obsession with Driveclub for a while there. Project Cars 3 aims to bridge the gap between both of those, offering a dangerously in-depth simulator for those who sleep with their racing wheels while offering more than a suite of options for anyone who’s after an arcade-y experience instead. ![]() Franchises like Assetto Corsa and DIRT have flourished while appealing to the hardcore, but there’s also people who just want to jump into a race in Forza or Burnout for some arcade-y action where every little thing doesn’t need to be taken care of. ![]() With visual fidelity becoming more and more true to life, some racing fans have come to expect their racing games to be as close to the real thing as possible too.
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