Real Racing 3

Last updated

Real Racing 3
Real Racing 3.jpg
art featuring an Pagani Huayra racing with an Koenigsegg Agera R
Developer(s) Firemonkeys Studios
Publisher(s) Electronic Arts
Director(s) Patrick Broddesson
Producer(s) Kynan Woodman
Michael de Graaf
Designer(s)
  • Jordan Phang
  • Ollie Browne
  • Thomas Baker
  • Simon Short
Programmer(s)
  • Alex Holkner
  • Ben D'Arcy
Artist(s)
  • Alex Smiles
  • Andrew Trawn
  • Benjamin Dawe
  • Benjamin Weatherall
  • Clive Hambly
  • Cody Alday
  • Jay Abbott
  • Julian Morris
  • Nathan Barnes
  • Nick Mead
  • Richard McBride
Composer(s) Jamie Andersen
Paul Motion
SeriesReal Racing
Platform(s) iOS
Android
Nvidia Shield
BlackBerry 10
ReleaseiOS & Android
  • WW: February 28, 2013 [1]
Nvidia Shield
  • WW: July 31, 2013 [2]
BlackBerry 10
  • WW: August 28, 2013 [3]
Genre(s) Racing
Mode(s) Single-player, multiplayer

Real Racing 3 is a 2013 racing game developed by Firemonkeys Studios and published by Electronic Arts for iOS, Android (inducing Microsoft Surface Duo), Nvidia Shield and BlackBerry 10 devices. It was released on iOS and Android on February 28, 2013, under the freemium business model; it was free to download, with enhancements available through in-app purchases. It was considered that it had one of the best graphical experience at that time. Over time and despite an expensive virtual economy ingame, the developers began to tolerate the use of playing with time zones in order for the players to watch unlimited ads to get free gold. [4]

Contents

The game is the sequel to 2009's Real Racing and 2010's Real Racing 2 . Primarily due to the freemium nature of the game, it received less favorable reviews than its predecessors, although the gameplay remains generally lauded. [5] The game features include over 45 circuits at 20 real-world locations, a 43-car grid, and over 400 licensed cars from 42 manufacturers such as Mercedes-Benz, Audi, Porsche, Lamborghini, Bugatti, Ford, Bentley, McLaren, Chevrolet, and Koenigsegg. Unlike in the previous Real Racing games, players are required to maintain and service their vehicles, requiring in-game cash and real-world time. [6]

Gameplay

At the start of the game, the player starts with a Formula 1 car as a starting car. The player begins the game at driver level 0 and increases levels by earning "fame points" (similar to experience) based on performance. Gold coins, the premium in-game currency, are rewarded at each level up. Depending on the number of fame points required to reach the new level, the game rewards from 5 to 100 gold coins. The game as a whole is divided into multiple series, each series is further subdivided into several tiers, and each tier into one to three individual races.

There are three types of currency in the game: "Race dollars" (referred to as "R$"), gold, and "Motorsports dollars" (referred to as M$). R$ is earned by completing races, advancing in a series, completing laps without leaving the track or bumping into other cars, and hiring the Manager. Gold coins are earned only by finishing each quarter of a series, advancing to a higher driver level, completing Game Center/Google Play Games achievements (as of update 2.1), by watching fifteen to thirty second advertisements available in-game, opening the application every day, or by completing partner offers. R$ can be used to purchase new cars, buy upgrades, and pay for maintenance. Gold coins are used to immediately finish maintenance, deliver newly purchased cars without waiting, unlock new tiers, instantly unlock cars, buy higher level upgrades, customize cars, and purchase cars that are not available through R$. The player can purchase R$, gold coins, and M$ with real-world money in the in-app store if they wish.

A significant component of the game is that the player must wait for maintenance and the "delivery" of newly purchased cars. From the announcement of this aspect of the game, it has been a controversial topic, although it does further reinforce the real component of the game. [7] When a player races, if they race hard, go off track, or hit other cars, their car picks up damage and becomes more in need of maintenance. Eventually, the car will deteriorate to the point that it begins to under-perform. At this stage, the player must get the car serviced, which can take up to several hours in real-time. This time can only be reduced by spending gold coins, which are much rarer in the game than R$, unless the player is willing to spend real money on them in the in-app store. This freemium nature sparked backlash from "hardcore" fans. [8] In response to negative fan feedback and bad press, EA and Firemonkeys tweaked the repair times in update 1.1 so that damage was repaired instantly whereas maintenance times became significantly shorter, although could still only be bypassed completely with the use of gold coins. As of update 1.2, repairs were removed from the game altogether, with cars now requiring maintenance only, although maintenance can still only be bypassed by gold. In update 4.0, you could watch ads to reduce maintenance or reduce upgrade times.

Introduced in update 1.2 in July 2013, drive points are required for the player to participate in time trials. Each race costs one drive point. The player begins with two drive points, and can only increase their maximum available drive points to five by using gold coins. When the player runs out of drive points, they can use two gold coins to get a full refill or simply wait until the game automatically replenishes the points (one point is replenished every eighteen minutes). [9]

Introduced in update 1.3.5 in September 2013, VIP service is an option available for every car in the game. Purchasing a VIP service for any car must be done through the in-app store and costs real world money, with each VIP service usable only for the car for which it is purchased. The VIP service removes any waiting times for newly purchased cars or upgrades purchased with R$. Usually, when a player purchases a new car through R$, they must wait several hours for that car to be 'delivered'. However, if they purchase the VIP service for that car, it will be delivered instantly upon purchase. The service works the same for upgrades. Any upgrades purchased with R$ take time to complete, however, if the player has purchased the VIP service, upgrades are performed instantly. [10]

Introduced in update 1.4.0 in October 2013, crew members can be hired prior to each race. The player has the option to hire a Manager to earn double R$ for a first place win, an Agent to earn double fame for a first place win, and/or an Auto Engineer to maintain the condition of the car for a first place win. The player may hire no crew members if they wish, or all three. Each crew member costs one gold coin. From time to time, crew members offer their services for free. [11] Gaining the attention of higher level crew members requires an increasingly higher driver level. Crew members will not bring a reward if first place is not obtained.

Controls

Control in Real Racing 3 is similar to that of its predecessors. The player is given seven different control methods from which to choose: "Tilt A" features accelerometer steering (tilting the physical device to the left to turn left and to the right to turn right), auto accelerate and manual brake; "Tilt B" features accelerometer steering, manual accelerate and manual brake; "Tilt C" is the same as "Tilt B" but with the virtual gas pedal below virtual brake pedal; "Tilt C (Flipped)" is the same as "Tilt C" but with the virtual gas and brake pedals swapped in positions; "Wheel A" features a virtual on-screen steering wheel to steer, auto accelerate and manual brake; "Wheel A (Flipped)" is the same as "Wheel A" but with the virtual steering wheel on the right of the screen and the brake on the left; "Wheel B" features a virtual steering wheel to steer, manual accelerate and manual brake; "Wheel B (Flipped)"; "Buttons" features touch to steer (where the player touches the left side of the touchscreen to turn left, and the right side to turn right), auto accelerate and manual brake. Within each of these options, the player can modify the amount of brake assist and steering assist, as well as selecting to turn on or off "traction control". In Tilt A and Tilt B, the accelerometer sensitivity can also be modified.

Event types

A drag race in Real Racing 3. To maintain top speed, the player must shift gear before the tachometer enters the red. Real Racing 3 gameplay.jpg
A drag race in Real Racing 3. To maintain top speed, the player must shift gear before the tachometer enters the red.

Real Racing 3 features eleven different types of race; [12] "Cup" (basic race against nine to twenty-one opponents over several laps); "NASCAR" (rolling start race in NASCAR cars with up to 42 opponents, with drafting available); "Formula E" (basic race in Formula E cars with manual controls and brakes, players automatically lose the race if the battery runs out and the car comes to a full stop before crossing the finish line); "Elimination" (race against seven opponents, where the car in last place is eliminated every 20 seconds); "Endurance" (the player begins with sixty seconds on the clock, and must reach a certain distance before the timer runs out. Time is added, up to a maximum ninety (90.00) seconds, for overtaking other cars and completing laps); "Head-to-Head" (similar to Cup but with just one opponent); "Autocross" (the player must complete a certain portion of a track within a given time); "Speed Record" (the player must reach a certain speed over the course of a single lap); "Speed Snap" (the player must complete a certain portion of a track, and must cross the finishing line at a certain speed); "Drag Race" (a two car drag race, with three opponents taking turns); "Hunter" (the opponent is given a head start against the player, and the player must try to reduce the gap and/or overtake the opponent by the largest amount by the end of the lap to win); "Time Trial" (the player must complete a lap as fast as possible without all four tires leaving the track or the car bumping into the walls; time trial races require drive points).

Multiplayer

When initially released, the game did not offer a "traditional" multiplayer mode (where people who are all online at the same time race against one another), it instead offered a type of multiplayer known as "Time Shifted Multiplayer" (TSM), a system invented by Firemonkeys. TSM works by recording the lap times of people in each race, and then, when the player goes online, the game itself recreates those lap times, i.e. AI opponents in multiplayer mode are actually emulating the laps raced by real people at another time. [13] However, TSM has not been especially well received, with many reviewers lamenting the game's lack of a "normal" online mode. 148Apps said of TSM, "Real Racing 3 uses race times to generate AI controlled doubles that follow almost perfect paths for each race rather than mirroring their human creators' abilities, race lines, and skill. This means it's not really like racing against friends at all as the cars don't do anything other than follow a path at an algorithmically determined speed based on the recorded time and cars used by friends." [14] Overtaking is far different than in normal modes, as if you're about to overtake someone, their car goes transparent, if the gap increases, the car ahead will lose its transparency. After you have passed the vehicle, it will turn to normal. If someone overtakes you, the car passing you will become transparent, once they have passed you, they will no longer be transparent.

As of update 2.0 (December 2013), however, a more traditional multiplayer mode was made available, for up to four players. Weekly multiplayer tournaments are also included, as are multiplayer leaderboards, via Game Center. [15] In update 2.6, eight-player multiplayer with drafting was introduced.

Drafting

Drafting is available to the NASCAR and Formula 1 circuits. Drafting occurs when a car comes behind another and drafts at the bumper.

When there is a group of four or more in a single file line, that is called train drafting. It holds more speed than normally drafting with one car. NASCAR features side drafting. It was finally released to the NASCAR Circuit in 2017.

In 2016, the developers made a mistake. All cars in each circuit had the ability to draft. The bug was finally patched during their major update in 2017.

Cars and locations

Besides taking place in various international race tracks, Real Racing 3 includes a fictional but geographically accurate racetrack based on Southbank, Melbourne, with the Flinders Street Station (pictured here) depicted as one of the landmarks. 1 flinders st station melb.jpg
Besides taking place in various international race tracks, Real Racing 3 includes a fictional but geographically accurate racetrack based on Southbank, Melbourne, with the Flinders Street Station (pictured here) depicted as one of the landmarks.

Cars

The game features 439 officially licensed cars as of update 10.6 in August 2022. When the game was first released, every car was immediately available for purchase, with the only limitation being how much R$ or gold the player had. As of update 1.2, however, most of the cars must now be unlocked by winning a certain number of trophies before they become available for purchase. Cars purchased before the introduction of unlocks remain playable along with any race series that features that car; even if the player has not yet progressed to the point where they would normally be able to unlock them.

Locations

The game features real life circuits, in addition to the fictional street circuit of Melbourne, located in Southbank.

Reception

Real Racing 3 received mixed reviews. Critics praised the game's twenty-two car grid, its improved graphics and the addition of real-world tracks, but many were heavily critical of the game's freemium business model. The iOS version holds aggregate scores of 70 out of 100 on Metacritic, based on thirty reviews [16] (compared to scores of 88 and 94 for its predecessors).

Eurogamer 's Martin Robinson was extremely critical, scoring the game 3 out of 10. He praised the gameplay, graphics, sound, use of real world tracks, controls and the TSM system, but felt every positive aspect of the game was negated by the freemium model;

"At a time when the gaming world is finally comfortable with the idea of a triple-A mobile game, Real Racing 3 should have been a triumphant affirmation of a point made convincingly enough by the first game in the series. Instead, it's been strangled by the tentacles of gaming's next unconquerable: free-to-play. If games like Dota and Tribes are the warm, welcoming faces of free-to-play, then Real Racing 3 is the grotesque polar opposite, the snarling grinch that's the embodiment of every sceptic's worst nightmare. It's cynical, it's nasty and it's hard-wired into the very fabric of the game, making it totally unavoidable [...] There's a good game somewhere within Real Racing 3 – and there are plenty of free-to-play games that prove this model can work while respecting the player. Firemonkeys and EA have got that balance horribly, horribly wrong, to an extent where the business model becomes the game – with gut-wrenching results." [18]

AppSpy's Andrew Nesvadba, while less critical, scoring the game 3 out of 5, also derided the in-app purchase system, which he called "all but impenetrable" and "designed to exact payment from the player over and over again." [22] Macworld 's Chris Holt also scored the game 3 out of 5. He praised the gameplay and graphics, but, like AppSpy, he was critical of the in-app purchase system; "EA has taken the air out of the tires of Real Racing 3's lightning quick gameplay, effectively turning one of the best iOS games on the market into a frustrating, stop-and-go test on your patience." [23] Slide to Play's Shawn Leonard gave the game a rating of 2 out of 4, praising the game's visuals and gameplay, but criticising the freemium model, the TSM system, and the "painfully long" wait times. He wrote, "the reality is that Real Racing 3 is a high-profile business experiment gone wrong." [24]

IGN 's Justin Davis, on the other hand, awarded a score of 9.1 out of 10, and an "Editor's Choice" award, arguing that the game was an example of "freemium racing done right." Davis felt that the freemium model was aimed mainly at impatient gamers, as he had not spent any real-world money during his playtest, and noted that wait times became less odious once a player had several vehicles so they could race one while another was undergoing maintenance. He praised the integration of the freemium model, arguing that "Freemium games have to implement their business model in a way that doesn't unbalance the gameplay, and they have to have gameplay high-quality enough to be worth everyone's time to begin with. Real Racing 3 succeeds brilliantly on both counts." [19] Edge scored the game 6 out of 10, and although they were critical of the waiting times, they also felt that the players' desires to avoid such waiting times added to the realism of the gameplay; "Firemonkeys has done an admirable job of folding those paywalls into the gameplay. Having to keep your car serviced to maintain peak performance strengthens Real Racing's sim aspirations, while the need to pay for repairs encourages more thoughtful driving and adds a real-world layer of peril to overtaking." [17]

Rob Rich of 148Apps scored the game 4.5 out of 5, arguing that "the important thing to note is that Real Racing 3 is very, very awesome." He was critical of the TSM system, which he found "underwhelming", but he praised the graphics and defended the freemium model; "rather than create a paywall or punish frugal iOS gamers, Firemonkeys has created a much friendlier model in theory that ties all real time waiting and premium currency to maintenance and repairs." [14] Pocket Gamer 's Peter Willington was also impressed, scoring the game 9 out of 10 and giving it a "Gold Award", although he was critical of the TSM system, saying the game "lacks a real multiplayer mode." [20]

TouchArcade 's Eli Hodapp scored the game 4 out of 5. He praised many aspects, including the graphics, gameplay and presentation, but was critical of how integral to the experience of playing the in-app purchasing was; "everything in the game is better than its predecessors, except how much you'll need to fork out if you want to play it [...] Real Racing 3 is as much a waiting game as it is a racing game." [21] TouchGen's Kevin Moore also scored the game 4 out of 5. He was especially impressed with the graphics and the range of races, tracks and cars. However, he criticized the TSM system and the freemium model; "Real Racing 3 is a great looking, great playing title which oozes slickness and class. It has a metric tonne of events to keep you playing, and is easily the best of its type on the App Store. Which makes the move to freemium feel like a cheapening of the brand." [25]

During the 17th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated Real Racing 3 for "Racing Game of the Year". [26]

Related Research Articles

<span class="mw-page-title-main">Sim racing</span> Video game genre

Simulated racing or racing simulation, commonly known as simply sim racing, are the collective terms for racing game software that attempts to accurately simulate auto racing, complete with real-world variables such as fuel usage, damage, tire wear and grip, and suspension settings. To be competitive in sim racing, a driver must understand all aspects of car handling that make real-world racing so difficult, such as threshold braking, how to maintain control of a car as the tires lose traction, and how properly to enter and exit a turn without sacrificing speed. It is this level of difficulty that distinguishes sim racing from arcade racing-style driving games where real-world variables are taken out of the equation and the principal objective is to create a sense of speed as opposed to a sense of realism.

<i>Redline</i> (2006 video game) 2006 video game

Redline is a video game for Mac OS X developed by Jonas Echterhoff and published by Ambrosia Software. The game's primary features are its ability to simulate actual racing physics, online play, and support for the addition of third party content via plug-ins. The combination of these features have attracted numerous players and led to the creation of a seasonal racing league. Redline also has several modes of gameplay for those who prefer arcade style physics commonly found in other racing games. The game is now currently obsolete and an error message will be displayed upon opening the application as of OS X Snow Leopard and above. However, a fan-made patch allows the game to run on OS X Mavericks and above, but in single-player modes only.

<i>Need for Speed: Carbon</i> 2006 racing video game

Need for Speed: Carbon is a 2006 racing video game and the tenth installment in the Need for Speed series. Developed by EA Black Box, Rovio Mobile and published by Electronic Arts, it was released on October 31, 2006, for the PlayStation 2, PlayStation 3, Xbox, Xbox 360, GameCube, Windows, and Mac OS X, and on November 19, 2006 as a launch title for the Wii and in 2008 for arcade cabinets. The game sees players conducting illegal street races within the fictional city of Palmont City, with the game's main story taking place after the events of Need for Speed: Most Wanted and focusing on the player's character taking control of the city from various street-racing gangs. While the gameplay is similar to its predecessor, Carbon introduced a number of new features, including crews and racing wingmen, Touge-styled racing events, and greater customization options.

<i>Excite Truck</i> Racing video game first published by Nintendo in 2006

Excite Truck is a racing video game developed by Nintendo and Monster Games and published by Nintendo for the Wii. It features malleable environments and tilt-based controls. The game was one of the Wii launch titles in North America. It is the third main game in the Excite series and the first to feature vehicles other than motorbikes.

<i>Need for Speed: ProStreet</i> 2007 racing video game

Need for Speed: ProStreet is a 2007 racing video game developed by EA Black Box and published by Electronic Arts. It is the eleventh installment in the Need for Speed series and a follow-up to Need for Speed: Carbon. Unlike its immediate predecessors, which focused on the contemporary illegal street racing scene, ProStreet focuses on legal circuit races that take place on closed tracks. The game blends elements of both sim and arcade racing games, requiring players to customize and tune cars for various race modes. Most races take place in real-world locations such as the Portland International Raceway, Mondello Park, and Autopolis.

<i>Real Racing</i> (video game) 2009 video game

Real Racing is a 2009 racing game developed and published by Firemint for iOS. It was released on June 8, 2009 for iPhone and iPod Touch, and later a HD version was released for the iPad, which featured improved graphics to take full advantage of the iPad's capabilities. The game was a critical and commercial success, and has led to two sequels; Real Racing 2 in 2010 and Real Racing 3 in 2013.

<i>Real Racing 2</i> Racing video game

Real Racing 2 and 2 HD for the iPad release, is a 2010 racing game, developed and published by Firemint for iOS, Android, OS X Lion and Windows Phone 8. It was released on December 16, 2010 for iPhone and iPod Touch, powered by Firemint's own Mint3D engine. A separate iPad version was released on March 11, 2011. On January 11, 2012 Real Racing 2 was confirmed as one of twenty-seven titles to be released on Windows Phone as part of a partnership between Electronic Arts and Nokia. The game is the sequel to 2009's Real Racing, and the download requires a one-time payment. It was a critical and commercial success, and a further freemium sequel, Real Racing 3, was released in 2013.

Mini Motor Racing is an isometric racing game developed by The Binary Mill for iOS and Android platforms. In May 2013, the game was released for the Microsoft Windows platform as Mini Motor Racing EVO and in December 2019 for PlayStation 4 and PlayStation VR as Mini Motor Racing X. It was released on the iTunes App Store on December 8, 2011, and on the Google Play Network on May 11. The game features vehicle, race and environment physics, vehicle upgrades, day and night tracks, Career, Quick Race and Multiplayer modes along with Game Center leaderboards and achievements. Mini Motor Racing also uses Apple's iCloud to store and sync progress across iOS 5 devices.

<i>Asphalt 6: Adrenaline</i> 2010 racing video game

Asphalt 6: Adrenaline is a racing video game developed and published by Gameloft and is the sixth major game of Asphalt series. It was released for iOS on December 21, 2010, for Mac OS X on February 17, 2011, for Android on June 15, for Symbian^3 on July 20, for Mobile phones on August 31, for webOS on September 3, for BlackBerry PlayBook on October 12, and for Bada 2.0 on January 10, 2012.

<i>3D Pixel Racing</i> 2011 video game

3D Pixel Racing is an arcade-style racing game developed by Vidia and released in 2011. The game was released as a downloadable game on WiiWare and in the App Store for iOS devices. 3D Pixel Racing heavily capitalizes on its graphical uniqueness. Unlike most 3D games, every object in 3D Pixel Racing is made of multi-colored voxels that are reminiscent of old 8-bit games from the 1970s and 80's.

<i>Asphalt 7: Heat</i> 2012 racing video game

Asphalt 7: Heat is a 2012 racing video game developed and published by Gameloft and the ninth major game of Asphalt series. It was released on June 21, 2012 for the iOS and marks the first time in the series that a game is the same for both the iPhone and iPad. The game was launched for Android on June 25, for BlackBerry 10 on February 21, 2013, for Windows Phone 8 on February 27, for BlackBerry PlayBook on April 3, and for Windows 8 on August 22, and Windows 10 on July 29, 2015. In 2017, the game was retired from the app stores except on BlackBerry.

<i>CSR Racing</i> 2012 video game

Custom Street Racing is a free-to-play drag-racing game by Boss Alien and NaturalMotion Games. In the game, the player takes the role of a new racer looking to gain fame in a deserted city ruled by five racing "crews". A sequel was released on iOS and Android on June 29, 2016, called CSR Racing 2.

<i>Clash of Clans</i> 2012 mobile strategy game

Clash of Clans is a 2012 free-to-play mobile strategy video game developed and published by Finnish game developer Supercell. The game was released for iOS platforms on August 2, 2012, and on Google Play for Android on October 7, 2013.

<i>Table Top Racing</i> 2013 video game

Table Top Racing is racing video game developed and published by British studio Playrise Digital. The game was originally developed for iOS on January 31, 2013, and later released for Android devices on January 23, 2014. A PlayStation Vita version was released on August 5, 2014.

<i>VS. Racing 2</i> 2012 video game

VS. Racing 2 is a racing video game for the iOS platform. The game was developed and released by Maciek Drejak Labs on September 6, 2012. It is the sequel to the original VS. Racing, which was released by the same development team on the same platform in 2011. The game was generally well-received, with critics praising the simple but solid gameplay, but criticizing the lack of content in its initial release prior to updates.

<i>Angry Birds Go!</i> 2013 video game

Angry Birds Go!, also formatted as Angry Birds Go, was a kart racing game and the eighth game in the Angry Birds video game series. The game was co-developed by Rovio Entertainment and Exient Entertainment, and was released on November 15, 2013. The game was compatible with Hasbro Telepods that will allow the player to summon a specific kart. The game's tracks are located on the 3D-rendered Piggy Island. The game also featured upgradable karts and unique powers for each character.

Asphalt 8: Airborne is a 2013 racing video game developed by Gameloft Barcelona and published by Gameloft. It is the tenth major game of the Asphalt series. It was released on August 22, 2013, for iOS and Android, November 13 for Windows 8 and Windows Phone 8, January 15, 2014 for BlackBerry 10, and April 5, 2015 for Tizen. Its successor, Asphalt 9: Legends, was announced on February 26, 2018. The game has about 470 million players, according to the game description in the App Store.

<i>Hill Climb Racing</i> 2012 video game

Hill Climb Racing is a 2012 2D physics-based racing video game released by the Finnish studio Fingersoft for Android, iOS, Microsoft Windows, and Windows Phone. It was originally created by Toni Fingerroos, Fingersoft's founder, and is the company's best-known product. The player controls a driver across hilly terrains, collecting coins along the way and spending them on vehicular upgrades and on vehicles themselves while being watchful of the driver's head as well as the vehicle's fuel supply.

<i>Asphalt 9: Legends</i> 2018 video game

Asphalt 9: Legends is a 2018 racing game developed by Gameloft Barcelona and published by Gameloft. Released on July 25, 2018, it's the fifteenth major game of Asphalt series. In comparison to previous entries, there are several new and improved features, such as a prestigious car lineup, new control schemes, including the autopilot mode called "TouchDrive", and race modes, and the reimplemented "shockwave nitro" from Asphalt 6: Adrenaline. The graphics are considered significantly improved compared to its 2013 predecessor, Asphalt 8: Airborne.

<i>Fast Five</i> (video game) 2011 video game

Fast Five is a racing video game developed and published by Gameloft for Android, iOS, J2ME and MacOS. The game is based on the fifth film of the Fast & Furious franchise. It was released in two versions: 3D for smartphones and 2D for functional phones.

References

  1. "Real Racing 3". IGN . Retrieved June 25, 2013.
  2. Nguyen, Hubert (July 30, 2013). "Nvidia Shield Review". Übergizmo. Archived from the original on December 15, 2019. Retrieved June 25, 2013.
  3. "EA brings Real Racing 3 into BlackBerry World for BlackBerry 10". CrackBerry. August 28, 2013. Archived from the original on May 16, 2017. Retrieved August 29, 2013.
  4. Boucher, Marc (April 28, 2019). "Real Racing 3 Time Zone Trick Tolerated by the Devs". LargeGamer. Archived from the original on May 6, 2020. Retrieved January 5, 2020.
  5. "Real Racing 3 launches as freemium iOS app from EA". AppleInsider. February 28, 2013. Archived from the original on May 17, 2013. Retrieved June 12, 2013.
  6. "Real Racing 3 – Apps on Google Play". play.google.com. Archived from the original on October 7, 2019. Retrieved April 10, 2019.
  7. Hawkins, Matt (March 4, 2013). "Real Racing 3 is why freemium games need to die". Guyism. Archived from the original on August 16, 2014. Retrieved June 25, 2013.
  8. Jordan, Jon (April 25, 2013). "Player power: Hardcore Real Racing fans create Vocal Minority group to vent dissatisfaction". Pocket Gamer. Archived from the original on January 11, 2014. Retrieved June 25, 2013.
  9. Ryan Whitwam (July 2, 2013). "Real Racing 3 Shifts Into Overdrive With A Big Update – Improved Graphics, New Cars From Bentley And Mercedes-Benz, And More". Android Police. Archived from the original on March 4, 2016. Retrieved January 10, 2016.
  10. Mark Brown (September 5, 2013). "Real Racing 3 update adds seven new Porsche cars and a VIP service". Pocket Gamer. Archived from the original on March 23, 2018. Retrieved January 10, 2016.
  11. Richard Padilla (October 17, 2013). "Real Racing 3 Updated with Ferrari Vehicles and Gameplay Additions". Mac Rumors. Archived from the original on January 28, 2021. Retrieved January 10, 2016.
  12. "Real Racing 3 Beginner's Guide & Walkthrough". QuickGamer. Archived from the original on October 22, 2015. Retrieved June 25, 2013.
  13. Dobson, Carter (February 28, 2013). "All You Need To Know About Real Racing 3 Time Shifted Multiplayer". 148Apps. Archived from the original on October 22, 2020. Retrieved June 25, 2013.
  14. 1 2 3 Rich, Rob (February 27, 2013). "Real Racing 3 Review". 148Apps. Archived from the original on July 31, 2013. Retrieved June 27, 2013.
  15. Nelson, Jared (December 17, 2013). "Real Racing 3 Updated with Real-time Online Multiplayer and Two New Supercars". TouchArcade. Archived from the original on December 2, 2019. Retrieved December 18, 2013.
  16. 1 2 "Real Racing 3 for iPhone/iPad Reviews". Metacritic . CBS Interactive. Archived from the original on April 30, 2013. Retrieved June 26, 2013.
  17. 1 2 "Real Racing 3 Review". Edge . March 5, 2013. Archived from the original on January 6, 2014. Retrieved June 27, 2013.
  18. 1 2 Robinson, Martin (February 28, 2013). "Real Racing 3 Review". Eurogamer . Archived from the original on February 9, 2021. Retrieved June 27, 2013.
  19. 1 2 Davis, Justin (February 27, 2013). "Real Racing 3 Review". IGN . Archived from the original on November 29, 2019. Retrieved June 27, 2013.
  20. 1 2 Willington, Peter (February 28, 2013). "Real Racing 3 Review". Pocket Gamer. Archived from the original on May 23, 2013. Retrieved June 27, 2013.
  21. 1 2 Hodapp, Eli (February 27, 2013). "'Real Racing 3' Review – Vastly Raising the Graphical Bar While Adding Loads of Timers and IAP". TouchArcade . Archived from the original on May 17, 2013. Retrieved June 27, 2013.
  22. 1 2 Nesvadba, Andrew (February 28, 2013). "Real Racing 3 Review". AppSpy. Archived from the original on November 11, 2020. Retrieved June 27, 2013.
  23. 1 2 Holt, Chris (March 28, 2013). "Review: Real Racing 3 for iOS needs to fix its payment model before it can shine". MacWorld. Archived from the original on September 20, 2020. Retrieved June 27, 2013.
  24. 1 2 Leonard, Shawn (February 28, 2013). "Real Racing 3 Review". Slide to Play. Archived from the original on September 11, 2014. Retrieved June 27, 2013.
  25. 1 2 Moore, Kevin (February 25, 2013). "Real Racing 3 Review". TouchGen. Archived from the original on June 5, 2013. Retrieved June 27, 2013.
  26. "2014 Awards Category Details Racing Game of the Year". interactive.org. Academy of Interactive Arts & Sciences . Retrieved November 28, 2023.