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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.
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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.