This is all one physically based material with various roughness parameters. Different levels of roughness mean different prefiltered phong reflection cubemap lookups, hence the various degrees of clarity in the reflections and highlight sizes.
The car kind of reminds me of Activision’s Interstate ’76. The roughness parameter affects both diffuse and specular.
Below you have shiny metal, shiny plastic, and rough plastic together. Technically better, but artistically not so much :D