Hello there,
Nice work, and congratulations on the extremely thorough and detailed Quick
1st Look.
Very Impressive.
CART World Series hasn't been released for PAL PlayStation yet, but I look
forward to it and playing its Link Mode features.
Likewise NASCAR 98, even though if I'm not mistaken it doesn't support Link
Mode racing.
I don't know if I can be considered a hardcore Formula 1 fan, but I have
posted and detailed my disappointments with Formula 1 '97 on the Newsgroups
since its release.
In no way is it a terrible game, nor bad, its just that its just that its
disappointing when you consider the number of areas that Formula 1 '97 has
less features, more slowdown, polygon glitching, and shorter draw distance
than the far from perfect Formula 1.
In many instances Formula 1 '97 feels crude, rushed, and poorly executed
with some of its problem worse than those experienced in Formula 1 when
Link Mode racing.
The Split-screen Option in Formula 1'97 is a good example, it's is pathetic
compared to the fine efforts of Infogrames V-Rally.
Feel free to contact me to swap fastest lap times and car set ups for
Formula 1, Formula 1 '97, and eventually CART World Series.
HIgh revvingly yours,
Pasene R. Faifua.
http://homepages.ihug.co.nz/~stuartc/
RMIRANI <rmir...@aol.com> wrote in article
<19971002174000.NAA11...@ladder01.news.aol.com>...
lot of
> time to type, so here we go. Bottom line, I recommend both highly, but
for
> different reasons, and I'm returning NASCAR 98 today. NASCAR is a fine
game
> for those who love NASCAR, but it falls far short of what these games do
in
> providing a combination of fast racing excitement and a challenging
> simulation.
> F1 CE is the update to last year's very successful Formula 1 from Bizarre
> Creations/Psygnosis. There have already been extensive posts from the
> hardcore F1 fans in Europe who have been banging at the PAL version, and
I
> would recommend reading those. My impression initially was that the
game does
> not seem that different, and that acceleration is still not completely
analog
> -- it's a rather peculiar analog/digital hybrid, where letting up on
pressure
> decreases acceleration in drastic increments rather than a gradual
decrease.
> And when you take your foot (or finger) completely off the gas, the car
just
> stops, it doesn't roll to a stop. This was a little disappointing to
me.
> Still, a little more time spent with the game reveals a number of small
but
> significant improvements. Best of all as far as I'm concerned, despite
the
> acceleration issue I brought up, is that overall control with the
NegCon
> seems much improved over last year's F1, and the CPU AI has been beefed
up.
> The front end series of menus is also considerably better, and the
practice
> mode actually makes good use of the second announcer: he guides you
through
> each circuit and lets you know what to anticipate, whether it be tricky
double
> turns or long straights. Probably a frill for the F1 vet, but an
excellent
> feature for newbies that helps with memorization of the track and
improvement
> of times. To satisfy the hardcore, you can hit "start" during your
practice
> session and have access to telemetry readings for your last lap.
> The graphics, as I said, at first don't seem that different, but the cars
look
> a lot nicer, though they still look somewhat "pasted" on the road in an
> external view (and even the nose view to some extent). I booted up my
copy of
> last year's F1 for comparison, though, and found the graphical
difference to
> be more dramatic than I realized. Much less pixellation and better
looking
> textures on the whole.
> There is draw-in, as people have noted, but it didn't seem terrible in
the
> initial circuits I raced. There are more options for car setup, and the
> overall feel of the racing and presentation remains exceptionally well
done;
> even the second announcer, a feature I normally dislike intensely since
I find
> it a frivolous use of developer resources, seems to blend in well. The
CPU
> pitting seems a little more realistic, though I haven't fully tested
this out
> yet, nor have I yet come across some of the onerous bugs others have
> mentioned. The game is definitely more challenging, with damage
affecting
> your performance much more significantly than in F1, so I would
recommend the
> game for people looking for a challenging sim racer.
> I remember all the complaints Bizarre Creations received last year on
this
> newsgroup. I do get the impression that they listened and made some
notable
> improvements and didn't just do the EA "reheat, repackage, add second
> announcer, new rosters, and a few dubious new features" update. The CPU
AI
> seems much better and the element of damage makes the racing a very
different
> experience. Still, there will undoubtedly be issues raised by many, as
it's
> pretty hard to get a really solid sim in a RAM constrained machine like
the
> Playstation. I would have liked a better in-the-car view myself.
> CART Racing from Sony is by the same folks who worked on Rally Cross and
worked
> with Singletrac to do Jet Moto. Anyone who's played those games knows
how
> well these developers model vehicle physics, and how difficult the
learning
> curves for their games can be. CART is right along the same lines: no
foot
> on the accelerator and go, go, go. You must take turns in ovals and
road
> courses properly and precisely, and any collision or brush against the
wall
> sets you back much more than your standard arcade racer, even in arcade
mode.
> You're likely to find as you attempt to get going that you'll probably
have to
> cut your races short at first and hit "restart", just like Rally Cross.
This
> doesn't sound like much fun, but the arcade and rookie modes (with no
damage)
> do a good job of allowing you to get comfortable with the feel of the
cars and
> the courses.
> The cars look good and have a good feel (have a better feeling of weight
than
> either F1CE or NASCAR), which is probably helped tremendously by the
> authoritative sound in the game, which employs something called X360
from
> Sony. I have a pretty pedestrian surround sound set-up, but the cars
(once
> you turn the generic metal music off) can really be heard in front of
and
> behind you, and the bumping of and overtaking of other cars has more
aural
> impact (maybe too much at times) than most other games.
> The biggest pluses for CART Racing are the sheer sensation of speed
combined
> with the challenging simulation aspects, and the AI of the CPU
opponents.
> Simulation racers can be great fun but can be a real chore, as anyone
who's
> given a Papyrus sim on the PC knows, and of course frame rate has been
an
> issue with those PC racers. Frame rate in CART racing is terrific, and
the
> CPU gives you a good challenge, even in arcade mode -- those cars go
after
> you!. In fact, the arcade mode is one of the most satisfying
combinations of
> arcade and sim I've seen in this type of racer -- you don't have to take
into
> account all the variables you do in a sim, but the car physics must
still be
> taken into account as you make turns and attempt to pass. It's as if
Namco
> and Sega's AM2 developers joined forces with Papyrus to provide high
speed,
> white knuckle excitement in the trappings of a sim. The arcade modes in
F1
> and NASCAR are really afterthoughts by comparison, where you can just
drive
> over anything and everything and play bumper cars.
> The biggest minuses in CART Racing are the graphics and the rather
imposing
> learning curve in simulation mode. Sony in several of its games hasn't
> hesitated to strip graphics quality down to provide more meat on the AI
side,
> as evidenced by games like FaceOff 97, GameDay 97, and Jet Moto (Rally
Cross
> was a great exception, though even there the cars looked odd in the
external
> view). The graphics in CART aren't terrible -- the cars mostly look
decent to
> good, but the circuits have a very limited and washed out color palette
and at
> least one road course I raced had some notable glitching and pop-up on
one of
> the straights. It isn't as bad as your average PC sim (prior to 3D
cards)
> where you had little to no textures or background detail, however --
there's
> good detail, it's just not very bright, unlike F1 most notably. I'd
still say
> that CART looks no worse than Andretti Racing (or much of NASCAR) and
even
> manages to look as good as the original F1 in some instances.
> Another small graphics point: as the car approaches (and exceeds) 200
mph, the
> screen shakes noticeably and the fake sky ahead looks as if it may break
up.
> I noticed this, but now I don't pay attention to it -- it may bother
some
> people though. I find the sensation of speed is well maintained, unlike
> NASCAR where you seem to be entering some weird time warp at high speeds
and
> nothing is moving.
> The front end in CART is outstanding, with difficulty options ranging
from
> rookie to hard to URNOTE (I don't even want to think about the last
one),
> arcade and simulation modes, as well as damage/no damage. Driving with
damage
> is quite difficult, though you can get some great crashes if you like
that
> sort of thing. There are several car setup options, which are well
presented,
> though (just going off the top of my head here) there may be slightly
less
> customization possible than in NASCAR or F1. Maps of the courses
highlight
> passing points and trouble spots, a very nice touch. No on-the-fly
camera view
> changes possible with the Negcon though. You get very clear readouts of
laps
> remaining, fuel, and position in the race for all angles, and the
in-cockpit
> view seems more satisfying to me than in F1CE or NASCAR.
> The CART manual
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