The asynchronous element involves racing against ghost cars, similar to the drivatars from Forza, based on your closest competitors on the leaderboard, so you’re always facing someone of similar skill level. Leaderboards are divided into purposefully small divisions, which reset every month and include promotion and relegation rules, and are aimed at ensuring you’re always rewarded for participating in the multiplayer and have a reasonable chance of performing well. This involves daily, weekly, and monthly challenges, which reward you with experience points and in-game currency called Rival Coins. We’re passionate about racing sims and we kind of want more people to feel that love and to understand what it is that we’re so passionate about.’Īnother change to improve accessibility is replacing the community events of previous games with an asynchronous multiplayer mode called Rivals. That makes it easier to find the fun, making it more accessible, more democratic. ‘We still have the sandbox side of things, but we also have a very… I hate the word curated but we’ve got a very structured experience as well. It’s specifically set-up to guide new players through the basics of the game, and motorsports in general, as you get to experience each of the 10 classes of car and are gradually weened of using the driver assist tools. We want a simulation of what it feels like’.Īlthough Project Cars 3 does use some of the visual language of arcade racers it’s the game’s structure and career mode which has undergone some of the most significant change. ‘It’s all about role fulfilment, it’s not a 100% realistic po-faced simulation of what it actually looks like. We’ve added some interesting post-processing effects and motion blur and things like that, that are our attempts to make it feel more real in as much as you’re a racing driver in a bubble, with that tunnel vision, as you’re screaming down a track. ‘We haven’t concentrated on making it a 100% accurate simulation of real life. So this time round we’ve focused more on… almost the theatricality of motorsports.’ ‘But the delta between games is lessening as the capabilities of the hardware increase. ‘Project Cars has always been pushing the limits in terms of graphical fidelity and we’re continuing to do so with the third one,’ insists production director Pete Morrish.
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