Excelling in more areas than any
other racing game we've seen, PGR3
really does define the next-gen racing
experience and sets the standard for
other X360 games to follow.
SCORE
11/DEC/05
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Tucked away in the outskirts of
Liverpool, Bizarre Creations has
been working away on Project
Gotham Racing 3 for the last two years.
Sixteen-hour days have become the
norm, as has the delivery of various
take-away foods to quell the hunger of
many an employee in an effort to bring
you an offering of gaming goodness;
to bring you this sequel to the numberone
selling PGR2. Heart and soul has
been poured continuously over this
game, which is evident from the offset.
Watching friends and onlookers drop
their collective jaws as we began playing
the review code for PGR3 has got to be
enough to tell you that this is a system-selling
title.
A mere six pages isn’t enough to
impress upon you the importance of this
title to Microsoft, nor are they enough
to assure you of how much Bizarre has
delivered. Critics will, of course, question
how different it is from PGR2.
A quick recap: PGR2 was probably
the most successful racing game on the
original Xbox, and for good reason too.
Perfectly weighted between the arcade
and simulation, the game defined the
Xbox Live experience with the most
comprehensive use of online play and
community, before the likes of Halo
2 stole its crown with the two little
words, “Killing Spree”.
How could Bizarre Creations
improve in a way that would avoid the
critique of only updating the graphics?
The game speaks for itself on so many
levels, it’s extremely difficult to find
one area that hasn’t been improved, or
doesn’t rock like Gene Simmons in his
glammed-up prime.
Each car is made up of between
85,000 and 105,000 polygons – that’s
eight times the polygon count of the
cars in the previous iteration. It also
means there are more polygons in the
lowest detailed car than in the whole
of Prince’s Street from PGR2. The
Brooklyn Bridge stage in PGR3’s New
York circuit has more polygons than
an entire city from the last game and it
is only a small part of a few Big Apple
circuits. Suffice to say, this game packs
in the detail. With over 20,000 pictures
taken at each locale over a threemonth
period, painstakingly recreated
with the equivalent of one year’s work
on each city to make the environments
as lifelike as possible, this level of detail
is only possible on Xbox 360. New
York, London, Las Vegas and Tokyo
are recreated in near-photorealistic
quality, allowing you to drive the most
exclusive supercars at speeds most
of us Punto-owning gamers can only
dream of.
The McLaren F1 LM, Koenigsegg’s
CCR – the fastest cars in the world are
in here. Then there are the Bentleys,
Jaguars and anything listed as drool
material by avid car fans, which are
all available to drive in-game from the
outset. There are no more car classes;
no more playing 200+ hours to
unlock the Enzo. Every single car is
available from the off, letting you tear up
the competition either offline or on Xbox
Live, which has to be said, is where this
game is going to shine.
We’ll touch on Live later, but firstly,
there’s something very important about
this game that smacks of next-gen
appeal. Every engine of every car in PGR3
has been recorded from multiple areas of
the cars. If there was only one edition of
a car in the world, Bizarre and Microsoft
worked their best schmoozing tactics to
get that car in a test tunnel to record the
sound from under the wheel arch. They
even travelled to the owners' homes
to record the car, and you’ll hear that
in the game. Whichever camera angle
you choose by the newly appointed
left shoulder button, you’ll hear a
different sound from the same engine,
painstakingly modelled to perfection.
Bizarre’s sound team has really pulled out
all the stops for PGR3, and when you feel
like you’re in the game without knowing
it, they’ve clearly done their job.
Immersion is what brings us onto
the graphics. Just look at one of the
screenshots on this very page. However,
one thing we’ve learned from the Xbox
360 is that screenshots will never do it
any justice. Every screenshot you’ve seen
of PGR3 to date has been an in-game
shot. Using the best motion blur effect
we’ve ever seen, the sense of speed
and sheer beauty of the game cannot
be conveyed in motionless form. Quite
simply, this will be the most eye-catching
and beautiful racing game you’ve ever
seen. The little touches, such as the way
the camera moves as you take the apex
of a bend. The high-speed train overhead
as you race round Tokyo’s financial
district, only noticing it as you’ve hit a
wall again because you can’t believe how
good this game really looks.
One of the defining moments, when
you really will find yourself shuddering,
occurs on the New York circuit as you
spin out of a bend at 120mph, the edges
of the screen blur and bend, focusing
attention into the centre of the screen
and your perfect exit. Then, the very
second you feel like you’ve nailed the
game, and the Kudos points are flicking
up in the corner of the screen, the
Brooklyn Bridge rears into view. This is
where PGR3 steps up a gear, distances
itself from every other racing game
going and gets real. The many struts
and pylons of the bridge blur across
your screen, reflections bounce off the
bonnet and the whole effect looks…
real. The word photorealistic is bandied
about liberally these days, at one point
Gran Turismo was the real deal, but with
PGR3 the phrase means something. This
game truly mimics the feeling of tearing
under an iron suspension bridge on a hot
summer’s day. Switching to the awesome
in-car view and looking to your left
reveals your broken wing-mirror, which
now shows multiple reflections on the
smashed glass surface.
The power of the Xbox 360 hardware
isn’t even being used to the full extent
– given that the team had only six
months with finished development kits
– but Bizarre is definitely leading the way
when it comes to delivering next-gen
graphical performance. The detail on
each car, from the wheel nuts through to
the reflections generated by possibly the
most advanced cube map ever seen in a
game, brings with it the most astonishing
cars we’ve yet seen in a videogame.
These cars have been recreated virtually
with the love and attention that the
most dedicated car enthusiasts would be
proud of. It’s car porn, pure and simple.
Whether you’re playing online or offline,
the gameplay is still as good, if not better
than PGR2. The standard menu now
greets you with Gotham Career, as well
as Playtime, which includes the options
to run street races, compete in more
challenges, or design your own race
circuit for Gotham TV. The career mode
is where you play through the game as
normal, with driving challenges replacing
the old class section tests. Instead of
starting with a Mini, you’ll be presented
with a challenge from one of the cities
in the game, meaning there’s no need
to play through eight car classes to get
to the American Muscle series again.
It’s a case of pick your challenge and
whatever car you wish. Rip up the tarmac
and earn yourself medals for pulling off
outstanding TrueSkill against the clock.
Ah, TrueSkill – these points are awarded
for races won, best times, Kudos scores
and game completion stats. They are
then transferred to your Gamertag
account so the game can match you
with equally skilled opponents. You’ll
never humiliate another noob again.
More crucially, the more points you tally
by driving with style rather than luck,
the more interesting tournaments will
be open to you. For example, Gotham
TV will be split into Heroes and Friends,
everyone will be able to join a Friends
game but only the best of the best will
be invited into the Heroes tournaments.
This means you can dip in and watch the
world’s top players race, or if you are one
of the world's best, enjoy life on Xbox
Live in Microsoft's very own version of an
airport executive lounge. Even on Live,
class rules everything.
It’s also worth mentioning the
differences in handling between PGR3
and PGR2. They both have an adherence
to realism, but PGR3 is more liberal with
the rules. If you ever picked up the pad
with PGR2 and span out on the first
bend or got locked into a doughnut
because you couldn’t handle the braking,
then fear not, as PGR3 is less severe.
Before the hardcore out there slam the
mag down in disgust, we’re not talking
Burnout, just that this game is more
lenient. You will still need to perfect the
powerslide, handbrake turns and racing
line to rack up the big TrueSkill points
needed to impress fellow Livers and you
can be sure that good PGR3 players will
always end a race around two hundred
points clear of a newbie.
It really is hard to point out any
downfalls in what is a great and muchneeded
launch title. In fact, launch
be damned, PGR3 is an out-and-out
must-have game. Every aspect of this
racer is polished, and every effort has
been made to make this game more
and more accessible. The sheer scale of
the custom options from circuits to car
types to race modes means there will
always be a challenge for someone in
the game no matter what their skill level
or experience. While supercars are very
impressive, we’re slightly disappointed
with the lack of Minis in this new tour
through Gotham, but as ‘Big Lips’ Mick
Jagger has often said, “you can’t always
get what you want.” The soundtrack to
the game is huge though, with many
different styles from Mozart to the latest
and greatest British bands and matches
the race action perfectly.
If it’s car porn you want, or the best
racing game on either of Microsoft’s
consoles, you can’t go wrong with
PGR3. It's all about style and accessibility.
The racing is as good as ever, but thanks
to some tuned handling, a streamlined
challenge structure and faultless
customisation, anyone and everyone
will be able to find their level, and then
improve; making PGR3 a game you need
to own.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson