Is it a Simulator Though? Project Cars 3 Review as a Motorsports Trainer

Miss Maserati
6 min readJun 26, 2021

The question is, is this a simulator or stylized racer suitable for console and controller?

Video version of this review with footage:

Given the last game was a fairly well produced game that could viably double as simulator worthy software many were wondering how this release would measure by comparison.

Right away were in the streets. Need for Speed vibes except for the race engineer talking at me. Okay, maybe that’s not at all simulator material but to some this could actually be a welcome addition for a change in scenery. Personally I’m perfectly okay with having more roadways thrown into the mix, the canyon run on introduction was a tasty preview of what might in the game.

Project Cars 3 — Missy Maserati Channel

My initial race was stuck in 4th gear, likely due to regular snafus that occur when setting up a new game with the Logitech G920. It’s a great economic starter, tons of immersion from the feedback even if it’s less than realistic. The brakes. They just don’t work like the real thing. Users will know what I mean and it plays a role with input in Project Cars 3, it’s worthwhile adjusting the brake sensitivity even between car models if you’re getting stuck on a career race. It could be these first few cars but the brake input is twitchy. I’ll reserve judgement until we get to real race cars, like GT stuff and then come back for an update. Plugging in a USB controller for PC immediately adapted over for a smooth playing experience. The menu has quite a few options for input and feedback adjustments as well as driver assists for beginners. Just takes a little fiddling to get comfortable.

To start they’re all switched on including the traction control and while this is super super easy mode, the annoyance is that the game produces essentially the same effect as my old 350Z when the traction slips and sigh, there goes all the power. That’s gonna have to go to test the handling. That’s probably the most annoying thing I’ve found so far in this game. Besides the XP bar that sets the barrier in advancement, it stands between you and the inventory of cars you’d like to drive now.

Project Cars 3 — Missy Maserati Channel

It really feels like Need for Speed Underground 2 all over again, going to ceremoniously get this done with an old beater. You’re, of course, free to go with the much newer option, the GT86 that is offered in the initial car choice menu along with the Evo and Civic. Previewing through the class options does show there are some things to look forward to if we just run on the hamster wheel long enough. Its going on a class organization system unlocked by achieving set objectives within each race.

Only a slight amount of character creation here but in racing games it’s a surprise there’s any at all if there’s not action gameplay outside the vehicle cab such as in the Crew 2. Like the styles though. Kind of makes this a tough choice.

It’s got the staple Leguna Seca , Snetterton, and I personally adore that all 3 configurations of Sonoma Raceway are here. It’s a particularly nostalgic feeling being at Sonoma on the simulator as it’s the home track of a team I tagged along with for two seasons, so many fond memories, plus it can be a fairly fun to flow through track with something like the Porsche GT3RS.

There’s actually a science behind creating tracks that players are going to love. Not to mention ones that will play to natural strengths and make the gamer look better than they actually are. Gamasutra has a great paper laying all this out: (https://www.gamasutra.com/view/feature/6477/a_rational_approach_to_racing_game_.php?print=1)

The most fun rated racing games are ones where you never (or rarely) have to stop accelerating. (This applies especially to arcade games, where players are paying cash for an individual experience, as opposed to console games, which can be played unlimited times.) This means tracks that are expanded on to be about a third longer with much more forgiving features. “Needle threading” describes an intended corner design that tricks the player optically to make them feel more competent: The corner’s wide entry point into the curve that narrows the driver down into a path with an exit that looks harder than it actually is to navigate. The camera angle can fool a player into seeing a perspective where the cars only appear closer to the walls in the corner exits, giving us the notion of totally crushing that apex. You know we love it. But it can be these aspects for the average racing gamer that are a massive downside to players utilizing their simulator set up to learn techniques which could be applied in an actual car on a real life track. I can understand the disappointment simulator racers are having with Project Cars 3 because it’s slanted toward that more “fun” feely consumer side. That might even be considered a “sell out” after how close Project Cars 2 was evolving towards a legitimate simulator. Companies have to make decisions and this may have just been choice to server a larger audience. That makes this one under the “Stay Clam and Race On” category. We can love games like Forza and Need For Speed too. I know I do.

Project Cars 3 — Missy Maserati Channel
  • Its not as clearly defined as its predecessor on what it’s trying to achieve but it’s so far fun factor in the races is a 7/10.
  • The adjustability on the AI aggression is a nice touch, some races I’m not entirely sure if it makes much difference.
  • My machine is nothing special but running on a higher demand settings with well over 100fps, the games graphics are good but not a huge difference aside from some of the weather effects. 7/10 there too.
  • Sounds like race cars from speakers that can’t compete with real cars I’m used to blasting out my ear drums. Being generous with the 8/10.
  • Only light wheel troubleshooting that I suspect is more GHub being the problem with the Logitech unit. Very few games do end up being a plug and play thing but it’s worth the pain once you get it working. Playing with a wheel can really change the immersion and make it a more enthusiasm inducing experience.
  • With the Xbox style USB controller it’s fairly simple, not flying off into oblivion by tapping and it seems like a fairly standard racing game.

It’s the immediate impression of how the game progresses I’m already slightly bored with. Other than backing out to custom race mode there isn’t a lot of choice at the beginning of career, just follow the set races and complete challenges. That’s where the fun factor drops to about 4 because the goals don’t feel very rewarding.

Just really wish I could play with more of the race cars now, it’s gonna be awhile on this grind before we see ’em. There’s lots of good things about this title when it comes to racing games but it’s just not quite squeaking out being great. The game pulls out all the stops on using the illusion tricks to give that driver confidence for sure, just entering in the game it feels like immediate winning and extremely forgiving like I could just be completely goofing off and still be able to keep it on the road.

We’re in it for the long haul with this one. But I’ll bring some sporadic updates, especially if there’s anything interesting.

--

--

Miss Maserati

Gamer and automotive enthusiast that is totally into behavioral economics.