Not exactly the most alluring trailer, it gives the impression of being cheap-ish and more arcade-focused than before, and that would be a massive disappointment for me. I hope it's not the case, but the fact that the game director behind this title is a former Driveclub dev doesn't promise anything good.
Not exactly the most alluring trailer, it gives the impression of being cheap-ish and more arcade-focused than before, and that would be a massive disappointment for me. I hope it's not the case, but the fact that the game director behind this title is a former Driveclub dev doesn't promise anything good.
Edit: There's some gameplay as well:
RIP Project Cars, welcome Need for Grid 2020
Watched the trailer, i was so sure that any second Vin Diesel will pop out from nowhere and yell "MI FAMILIAA" along with huge explosion.
It's honestly just painful how the industry works, with original visions and creative qualities that get ruthlessly ditched in order to chase the absolute lowest common denominator. As soon as giant corporAAAtions step into the picture we witness the metamorphosis from interesting albeit flawed concepts with a specific target in mind to soulless low-effort tripe-y mishmashes that inevitably end up falling short of the mark.
It's a damn shame that instead of improving the formula and give it the treatment that it deserved they've chosen to push for such an aberration. Project Cars 2 is still my most-played driving game of the past five years, despite all its limitations. It might not have the best physics on the market (Assetto, rFactor 2 and Automobilista are all superior when it comes to simulative fidelity) but as a whole, it is the most complete package in terms of offline contents and weather conditions.
I hope Reiza can come to the rescue with their Automobilista 2 (still in Early Access) which is using the most updated version of the Madness engine and essentially aims to implement 100% simulative physics, but the low budget, peculiar contents and the ridiculous Seasonal roadmap don't quite help.
Yep, it's a classic multi-release with PC included as well (sausage). No longer designed with the PC in mind though, now it's all a big pew-pew Forza Familia with the Dirt 5 cousin yoloing along.
They spent the time to create content and a progression system. Things they wanted to do for pcars 2. Apparently they did zilch in regards to the engine and it shows with the shitty ass particle effects that do not even react to shadows properly. Just a bunch of white smoke. And the lighting doesn't hold a candle to newer games like Forza 4...
Thanks, I saw Codemasters' tweet about it, but they didn't specify any PC digital platform.
Saw somewhere they mentioned Steam but don't remember where
E:
Quote:
Project Cars 3, the latest in the racing sim franchise, is due to launch later this year for PS4, Xbox One and PC (via Steam) Bandai Namco has announced.
Project Cars 3 puts an accessible coating on Project Cars’ sim style. A new XP system, unlocks and upgrades contribute to Project Cars 3 arcade structure, but with the motorsport niches you’d expect from the series. In this Project Cars 3 gameplay we pick out the biggest changes.
*Overtake three opponents whilst doing the Mountain Dew(R) onboard dance move!* 500XP
*Ram five different cars in one lap* 300XP
*Perform a 2km Drift and show them who's the gymkhana king!* 900XP
Apparently there will be the possibility to turn off all the visual retardedness and play with a clean HUD, though the silly TripeA XP-based structure remains. As always in these cases, one of the biggest question marks is the physics - or the lack thereof, and the compromises in order to streamline the experience (like in Forza 7 where you couldn't even qualify). The devs keep saying that with the aids disabled the game will still be simulative, but usually the it will be fun to everyone approach ends up disappointing both sides of the fence. I'm open for positive surprises, my skepticism however is off the charts
“By removing tyre wear and fuel usage, we could in turn remove pitstops, which resulted in much closer and more consistent racing. Thus, the whole process of getting to the part that matters most — the actual racing and driving of these amazing cars and their upgrades — became a far easier and more streamlined affair.
“All these game design decisions have had great results in terms of the racing — with the tires at their optimal range all the time and fuel at optimal load, there is no break in the action to stop for more fuel or new rubber. It’s pure racing action, and it’s just made Project CARS 3 into a much better racing-driver experience.”
I hope thats not true...the tire wear and fuel usage.
Because to me "Thus, the whole process of getting to the part that matters most" those ARE part of the part that matters most.
Gauging trade off of tires and wear hardness and fuel load vs less weight and trying to strategize pitstops to line up with needing both at the same time, while doing as few as possible. Having to 'feel' out lead times and others pit laps to plan if I can make one more lap before pit to eek out that edge over the next guy about to pit.
To me the idea they seem to be pushing "Now you dont have to think about racing, you just race" is missing the point of 1/2 of a race is planning and thinking about 'how' you will race besides 'go fast!'
If this is true, I am not buying it. No reason to downgrade racing sims when I have a previous better one.
Up next: By removing ammo and health, we let the FPS player focus more on killing. Thus, the whole process of getting to the part that matters most — the actual shooting bad guys and shooting amazing guns— became a far easier and more streamlined affair.
-We don't control what happens to us in life, but we control how we respond to what happens in life.
-Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times. -G. Michael Hopf
Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
“By removing tyre wear and fuel usage, we could in turn remove pitstops, which resulted in much closer and more consistent racing. Thus, the whole process of getting to the part that matters most — the actual racing and driving of these amazing cars and their upgrades — became a far easier and more streamlined affair.
“All these game design decisions have had great results in terms of the racing — with the tires at their optimal range all the time and fuel at optimal load, there is no break in the action to stop for more fuel or new rubber. It’s pure racing action, and it’s just made Project CARS 3 into a much better racing-driver experience.”
after years of whinging about getting proper pitstops that weren't automated or bugged as fuck, they are removing them?
they're aiming for a really low bar this time around
I've been reading the previews around, from what I've gathered:
- Even with all the aids disabled the handling is more forgiving than before, with easier braking and a general drift-y aftertaste. More realistic than the woeful GRID reboob, but definitely less simulative than PC2
- The damage system is more forgiving as well, allowing for aggressive bumping around. Also, the AI has built-in rubberbanding
- The career is mostly based on short races with objectives and tuning. No tyre wear, no fuel usage, no pit stops (we already knew that), and no dynamic weather either, it's essentially SHIFT 3 under a false name
- XPee, XPee everywhere
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