

It wasn’t constantly beautiful, but it was at least enough to keep it from being horrid to look at. Fortunately, this game does tend to look and run quite well compared to previous installments. One part that I was excited about was getting to tweak your car between races to improve handling and control, but it turned out to be a slow process that ultimately felt like it had no impact until late in the game. Even once you’ve learned what to do on the track itself, it can still feel like a giant chore to maneuver each race with low and mid-tier cars. What puts the final nail in the coffin for me personally is that this game is hard to control, which is yet another step down from earlier titles.

Its fine, but feels like a downgrade from its predecessors. Previous titles had all sorts of deal negotiations and teambuilding elements that made your experience fee alive. Additionally, the career mode is a bit too straightforward. You’ll have someone shouting different directions in your ear with different numbers that just won’t make sense without some description. WRC 3 lacks this vital component despite being a racing title because methods of play are quite different from other racing games.

But still, those games have tutorials within them for those players that aren’t really ‘in the loop’, which encourages anyone from beginners to experts to join in. Both of those games have some finer aspects, but that’s the main idea (you won’t have to play NFS Hot Pursuit 1 to understand how to play Hot Pursuit 2, at least I didn’t). All you need to know is how to accelerate and that you should try to finish in first place. This is one of the benefits of most racing games at the surface level. Perhaps for The Need for Speed series or Hot Wheels Stunt Track Driver games, that’s easy enough – even without tutorials for those games, most people would be able to pick up and play them without issue. Its easy to assume that, by later installments, your player-base will understand how to play the game you’re making.
