![]() This wouldn't be so bad if there was a way to capture exactly what parts worked, saving them to a "loadout" or the like, instead of having to go and alter individual parts each time, especially since the game charges credits for altering those parts. Long, windy street races are going to require better handling, while the long straights of basic tracks require some swift acceleration. This tweaking of parts is required even when staying on the same rank of races. Level up that starting Toyota from the Rank E races enough so it can take part in the Rank D and it can no longer take part in Rank E without going back into the garage and tweaking the equipment down to meet those lower requirements. However, upgrading these parts also increases an arbitrary score of the car and each rank of race must fall within these numbers. Each of these then increases the fundamentals of the car the handling, the acceleration, the top speed, and the braking. Each car can be upgraded for more credits, purchasing car parts from tyres and fuel injections, to bodywork and the engine block itself. In later ranks and classes, this becomes even more of a problem. There may be 200 cars on offer but it's unlikely most players will see anywhere near that number. This would all add up to a winning formula if not for the minuscule amount of credit rewarded. These drop big chunks of experience at regular intervals, too, and incentivise not just replaying but again trying out more cars, more tracks… just playing more. In addition, there are tons of career objectives, such as taking a set amount of corners perfectly, winning races upon specific tracks, winning in specific brands of cars, and so on. This too works well, along with getting experience just for taking part in a race, and bonus experience is awarded for driving well and finishing in a good position. The money in-game is linked to the levelling-up system, with hitting certain amounts of experience rewards a few thousand credits. The problem is actually making money to unlock these things. There are over 200 in all, with plenty of favourites that will get the gearheads in the audience very excited. This, in itself, isn't a bad thing in any way it's a great way to showcase the expansive and fantastic catalogue of cars on-hand here. One set of races requires the use of a Ford car, another a 4x4, and another a Japanese car made between 20. As the stages go on, and the new tracks are unlocked, the requirements to take part in each event becomes more stringent. This is the same setup throughout all the classes and roads across the Career mode, and it all works quite well, but there's a frustrating little restriction that begins to rear its head more and more. This unlocks more themed sets of four events, more races, more Hot Laps, more Championships, all with their own challenges to accomplish, and once enough are done, Road D class is unlocked. Achieving sufficient totals of these unlocks a championship race within the basics, and then unlocks subsequent new sets of stages within Road E. The Hot Lap just requires hitting certain times, while the races have things like mastering a set amount of corners, achieving a set amount of overtakes within the start of the stage, or even just hitting a top speed. #PROJECT CARS 3 PLAYSTATION 4 SERIES#Each of these events has a series of challenges to accomplish. There are two races and a "Hot Lap", where the aim is to get the best time in a single lap of a famous track. Starting out on Road E on a set of maps known as "Road E Basics", there are three different events to take part in. Here there are sets of ranked roads and later GT stages to play through, which are each unlocked by completing sufficient challenges in the previous ranking. The majority of the time here will be spent in Career mode. ![]()
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