All of the cars are upgradable beyond their starting class, and the upgrade prices don’t increase stratospherically even for higher end models, which is nice at least. From Aston Martin, Ferrari, and Lamborghini to Toyota, BMW, and Porsche, there is pretty good diversity in both makes, years, and models. Money also acts as a way to shortcut your way through the career mode – if you don't feel like grinding through event blocks and achieving objectives, you can simply pay to unlock the next event block, or entire car class.Īs for the cars, there are just over 200 of them, from a variety of manufacturers. To add insult to injury, the game nickel-and-dimes you by making you pay to swap car parts you already own. Even playing every single event available, you will still be short on cash quite often. ![]() However, all these new cars and upgrades cost money, and this is where the game can be fairly stringent. So, if it wasn't for the overly strict requirements of career events, the game has a very viable path to keep you in the same ride for a long time as you move through the career. The car upgrades cause your vehicle's overall performance rating to rapidly increase, and can bring your car into the next performance tier easily. But if you do manage to pick a car that's fairly flexible and matches those requirements, you can make major upgrades to it via a simple system, by purchasing new tires, engine components, and so on. Such restrictions set in very early and can take up entire blocks of events, forcing you to spend money on cars. Money is important because as you move between events, the game very quickly begins to ask you to race specific cars – either an exact make and model, or a specific manufacturer, make year, and so on. The driver XP is only really used to unlock new cars to buy at the Showroom, car XP reduces part costs, while currency is a critical part of the new career mode design (again, new for this franchise, but not the genre). While you start off with some quick events that take under 5 minutes, later in the campaign you do get into some longer sprints.Īs you complete events, you will earn currency, car experience, and driver experience. All of these are fairly typical and somewhat dull events, but at least there's variety. Lastly, Breakout events have you smashing boards on the track to score points. There are also hot lap events, where you must set a target lap time without going off or touching barriers a variation called Pace Setter has you racing three laps and the average time is the target. The event variety is pretty limited – standard races see you face off against up to 32 AI opponents, which gets rather hectic and is the first sign that the series is moving into a new direction. The objectives seem fairly random and so each event asks something new of the player. Up to three goals can be earned from races, and they usually include a variety of objectives: finish first, reach a certain top speed, perform a number of quick overtakes, and so on. ![]() In order to be able to move on from one event block to the next, and from one car class to the next, you have to achieve a certain number of goals. Still, the career mode design is quite dull in structure and doesn't change the deeper you progress into it. To help inject at least some variety, there is also a series of GT car event blocks, plus Invitational and Challenge event series. ![]() Each tier features 4 blocks of events the blocks each consist of 4 individual races. You then work your way up through the tiers up to A and Hyper Cars. The career now follows a fairly typical linear progression, where players buy their first car and start at the E-tier of road racing. In the single player career mode, things look pretty different as well – but as with most changes in PCars 3, these updates are new to the franchise, not the arcade racing genre.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |