![]() At first you’ll only compete in a series of Cups within your chosen discipline, but perform well and you’ll get new invitations on your calendar. I would definitely recommend starting off with Karting, though, and working your way up through the various tiers. Their aim from the start was to let you choose where you begin, so if you want to jump straight in with the GT3 Championship you can. Karts, road cars, GT racers, and LMP1 prototypes all handle differently, and require time to adjust to when you jump from one to the other, which you will do frequently in the career mode. Had Slightly Mad created this racing experience in a single racing discipline it would have been impressive, but they have got it spot on in several. As I have said previously, it’s reminiscent of the Souls series: one mistake can mean undoing all your good work up to that point, but you’ll want to jump straight back in and have another go, and when you do succeed it’s that same sense of elation. The risks are bigger then, but that also means the rewards for getting it right are even greater. Full throttle will only cause wheel spin, braking times need to be adjusted dramatically and you can barely see a thing. Treat a wet track like a dry one and you’ll be in the wall. In most racing titles the wet stuff will mean a slightly slippy track, at worst all it takes is an F1-style tyre change to sort it out. This creates a tense, honest racing experience, with any mistakes you make being your own fault. ![]() These tiny chinks in their armour always make you feel like you have a chance. Like you they’ll occasionally overcook it into a corner, losing time as they run wide, or muck up a gear change. Somehow Slightly Mad Studios has made offline opponents feel incredibly realistic. The AI will attempt their own risky overtakes, and vigorously try to keep you behind, forcing you to take your own risks if you want to get past. ![]() When you know what your car can do you can push it to the edge late braking down the inside of your opponents, trying to take them on the outside before switching back for an undercut, and when you’re ahead doing your best to hold onto the racing line.Īnd you’ll need to push it to the edge to win. The challenge of keeping the car on the track gradually evolves into nailing the perfect racing line through corners, not only staying on the track but going around it quickly. On track, it demands that you become at one with the car, intimately knowing its limits and making them your own. There are no boosts, there’s no drifting, no modifying cars with ridiculous spoilers or exhausts – there’s just the car, the track and you, and it may be a bold statement, but Project CARS could be one of the finest racers ever made because of it. Project CARS is motorsport at its purest.
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