

Each of these is a car I specifically looked at and said, “I want that!” Slightly Mad Studios got the car collection aspect just right in their Need for Speed Shift games, and they’re still getting it just right in Project Cars 3.īut one issue with car collections is that as you climb the power curve, as you finish up the road E events, what good is that Honda Civic? As with any good caRPG, you can upgrade it. But every car in my Project Cars 3 garage is a car I bought, almost always because I needed it for a specific event I wanted to play (although I have been known to buy cars just because they’re on sale the Daily Deal is sometimes too good to pass up).
#PROJECT CARS 3 NASCAR FULL#
Most caRPGs throw so many cars at you that your garage is full of meaningless trash you’ll never use and probably didn’t even want in the first place. This event variety drives the collection aspect of Project Cars 3. The price of admission for challenges is a class trophy.) I can also play challenge events when I win the main event for each class. I have to earn invitations to the invitationals. Which has three objectives, which will of course apply to unlocking other events. For instance, once I win 30 events in Italian cars - I don’t even own an Italian car, so this won’t be happening anytime soon - I’ll unlock a race in a ’69 Camaro on a track in upstate New York called Watkins Glen. Invitationals have prerequisites like “win 30 events using cars from Italy” or “win 15 events using cars from France”. (I can also play invitational events and challenge events. Right now, to progress in Project Cars 3, I can play events in road classes E, D, C, and B, or in GT class C.

Hey, what’s a big dumb handsome car like you doing in a place like this? But it’s only another 40 career objectives until I’ll unlock GT B. After another 85 objectives, in any class, I’ll unlock road A, where everything looks indistinguishable to me. Well, lower-end Porsches, Ferraris, and Lamborghinis, but still. These require high-end cars like Porcsches, Ferraris, and Lamborghinis. So rather than work your way up to the top of the road class and then over to the bottom of the GT class, Project Cars staggers unlocks between road and GT events. It also presents a unique dilemma, which I’ll get to in a moment. But when you’re buying upgraded parts for your car, one of the upgrade options is “race conversion.” This will permanently move your car into the GT class, which has a whole separate set of upgrades and parts available. Every road car in Project Cars 3 has a GT iteration of itself, sold separately. GT cars in Project Cars 3 are the same cars you’ve been driving all along, but overhauled for racing. So while you’re still leveling up in your Honda Civic and Toyota Supra, now you’ve got events available for GT cars. Part way through class D, while you’ve still got about 20 career objectives to go to unlock class C, you’ll unlock the bottom rung of GT class events. But a funny thing happens on the way to class C road events. You might even be driving something you drive in real life. It’s all very safe and familiar and everyday. Then you unlock events for class D road cars. So its career progression is a tree instead of a power curve. But Project Cars 3 wants you to freely sample its wares. One day, you’ll get to hypercars and supercars and formula racers and various other Batmobile iterations. You start out with pokey road cars and gradually unlock events for increasingly powerful cars. The career progression in most racing games is linear.
