

Project Cars 3's career feels like it's been lifted from Microsoft's series back in its pomp, as you start in a humble roadcar before splashing the cash you earn in short class-based races on upgrades to turn that same car into a tarmac-devouring, race ready beast. Oh, and it's a lot like Forza Motorsport too.

This is essentially a hardcore arcade racing game, sort of akin to the TOCA Race Driver games of old as it wraps up the wide world of motorsport in something that's approachable to all.

Maybe it's something to do with Reiza taking the Madness Engine to make the brilliant Automobilista 2 earlier this year - as pure a sim as has come out this year - freeing Slightly Mad Studios to take Project Cars 3 in a new direction that's got more in common with DriveClub than it has rFactor. If this doesn't get your heart racing then I just don't know what to say. It's unexpected, yet I still ended up loving it. Playing Project Cars 3 is like taking in whatever's in your front drive for a basic fix, only for the mechanics to go overboard and throw in some underfloor lighting and swapping out the rear seats for a pair of subwoofers. It's such a fundamental fix that its importance can't really be overstated, but before getting carried away I should probably tell you about what's gone on elsewhere, because it's quite something. These things are a pleasure to drive rather than a pain. How it goes about that might not be to everyone's taste - Project Car 3's generous cast of automobiles are overstated things with a tendency towards oversteer that can be quickly and easily caught by a handful of opposite lock - but having spent so much time with past games tinkering with deadzones and sensitivity options it's most certainly to mine. It's still every bit as funky, in its own way, but the first thing you'll need to know is that Project Cars 3 properly addresses the inconsistent handling that's blighted the series from its inception.
