Project Cars 3 really stretches the definition of a sequel. It bears no resemblance to previous Project Cars games, tossing aside the franchise’s traditional tough-as-nails racing for a more approachable formula that a wider range of players can enjoy. The result is a racing game that leans heavily into territory that should be familiar to Forza players, meaning you can enjoy its racing without extensive knowledge of the inner workings of each car you drive. But it’s also a racing game that struggles to bring together all of its new elements cohesively.
Core to Project Cars 3’s transformation is its overhauled handling system. You’ll have more than enough downforce in the front to bend around each corner with the right amount of car, only briefly having to counter-steer to prevent the back from whipping out from underneath you. It makes racing faster and more action-packed, and it’s exhilarating when you’re chaining together one perfect corner after the other.
The suite of assists lets you cater the experience to your needs in a granular way. There are standard difficulties to choose from, but each option–including stability assists, traction control, and ABS brakes–can be tweaked independently to deliver the right amount of challenge. Having more options to tune Project Cars 3 to your preferred playstyle is a welcome addition to the series, opening it up to more players than before. There’s still just a hint of simulation constantly present that reminds you to still take care of how you approach each turn, which is aided by markers on the racing line pointing out each braking zone and apex. Having markers instead of a dynamic racing line keeps some of the thrill intact when tackling a track for the first time, challenging you to come to grips with its best lines and limits. It’s exhilarating to perfect a track after mastering each corner, even if Project Cars 3 sometimes rewards some messy sectors when it shouldn’t.