PS2. I have
Specifications:
Specifications:
>Specifications:
Andre
> >I've just spent a long and bleary eyed evening with NASCAR Thunder for the
> >PS2. I have
> >Specifications:
> Err.. thanks for the review :)
--
Olav K. Malmin
remove .spam when replying
I've just spent a long and bleary eyed evening with NASCAR Thunder 2002 for
the PS2. Being a long time lurker on R.A.S (and occasional contributor) I
know that it is important to indicate your own personal tastes and distastes
before reviewing a game. I am probably somewhere directly in between the
hardcore sim faction and the arcade faction, probably leaning toward the sim
world though. In other words, I don't like playing games like Daytona USA
or SEGA Rally, but don't necessarily think GPL is the greatest game ever
created either. I own a PC, Playstation, and a Playstation 2. My favorite
racing games on the platforms are:
- PC - Nascar 3/4, Rally Championship, GPL, and SCGT
- PSX - Jarrett and Labonte Racing, Touring Car Championship, Colin McRae 2,
Gran Turismo 2
- PS2 - GT3, EA Sports F1 2001
I purchased NT2002 from my local EB world in the hopes that EA has remedied
their past sins with their NASCAR license. Ed Martin (formerly of Monster
Games/Hasbro) was hired by EA to produce the title and Tiburon Studios (the
team behind the visually stunning Madden 2001/2002) were tasked with
creating it. Sounded like an all-star lineup so I bought it the day it was
released (EB has a generous return policy). Now that I have about 6 hours
of effort into the game I am finally prepared to do a full review.
OVERVIEW
This game is the newest sequel in EA's NASCAR series, which I have
historically avoided like the plague. After one painful rental of NASCAR
2001 last year I was ready to abandon EA titles for good. In a nutshell,
NT2002 provides you with the ability to compete as a NASCAR driver. Every
track in the 2002 season is included and they are marvelously well executed.
There are three game modes: Quick Race, Season, and Career. Quick Race and
Season are self-explanatory, but Career mode is a fantastic new addition to
the game that I will discuss in greater detail in this review. All of the
tracks from the 2002 season are unlocked, and I have heard that there are ma
ny others that can be unlocked (like the Daytona Beach Course).
GAMEPLAY
The first question asked is inevitably "is it an arcade game or a
simulation?" The correct answer is both. If you just pop in the CD and
choose quick race with all of the default options, the game will play like a
arcade-like game. Cars do not exhibit any oversteer, and they will only
understeer if you gas it through the corners. However, if you eliminate
traction control and auto braking, you will find that the game bears little
resemblence to former EA NASCAR titles. You have to stay smooth on the
wheel and feather the gas in order to keep the car stable through the turns.
Too much speed into the corner and you will be into the wall. Get on the
gas too quick or crank the wheel too far and your backend will start
sliding. NT2002's driving model is certainly more forgiving than Papy's
great title Nascar4 on the PC, but I personally think the N4 physics are way
too accurate for a computer simulation. How can anything be too accurate?
Well, real racecar drivers can feel their car's body roll and weight
redistribution when cornering, and this helps them to determine the right
speed and amount of braking required to hold their line. Obviously this is
absent on any PC or console sim, so I think the physics should be more
forgiving. Of course that's just my opinion, others may disagree.
The tracks in the game are beautifilly and accurately rendered. Each track
has its own unique optimal line (which can be visually displayed if desired)
and requires a great deal of practice to get used to each one. I can't tell
you how much fun it is to drive through the tunnel turn at Pocono, two-wide
and on the edge of chaos. Or how exciting it is to go into the first turn
at the Brickyard in the middle of a pack of 43 cars, all vying for position
at the start of the race. The one thing that EA has captured perfectly with
NT2002 is the absolute thrill of pack racing on these great tracks.
Setting up a car is very simplified compared to N4. You can set gear
ratios, wedge, spoiler angles, etc, but you do not have the degree of
control that a lot of gear-heads desire. I'm on the fence on this issue. I
don't particularly like tweaking my setups for hours upon hours, but I would
like to set my gear ratios properly. Fortunately, the default setups for
each track are very good and tweaking your car to be competitive is not
required unless desired. Thank you EA for decent starter setups.
Pit strategy is a mixed bag. On shorter races with tire wear and fuel
consumption turned on, the cars burn gas more quickly and wear out tires at
a much faster rate. I like this as it allows you to race a much shorter
race and still try to use effective pit strategy. Once entering the pits,
you are asked what you would like to have done to the car. Two tires, four
tires, wedge adjustment, its all there. The computer controls your car upon
entering pit lane so you only get a speeding penalty if you enter the pits
too fast (>100 mph). The bad part is that when entering the pits there is
usually a lot of traffic. Its very tempting to pass while heading into the
pits, but that's kind of cheating. I have not turned on yellow flags yet,
so I cannot comment about yellow flag behavior or restarts. I've heard that
there are no double-file restarts though, this would be a big letdown if
true.
In Quick Race mode, you simply select the track, race length, your car, and
you have access to options that permit you to turn on/off yellow flags, turn
on/off tire wear and gas mileage, etc. Hop in, strap up and away you go.
There are three degrees of AI, rookie, veteran, and legend. I can only
comment on veteran AI as I have not played with the setting too much. In
general it is very good. For example, when I get a run on a car at Daytona,
it is pretty common for the driver in front of me to edge in front of me to
pick up the push from my car and prevent me from passing. Unlike N4 or
NASCAR Heat though, it is rare for them to do so and wreck me. Just
watching the AI you will see sling shot maneuvers, some bump drafting, and
"hanging people out to dry". On veteran mode I have encountered a lot of
sudden pack deceleration, but it seems to be easier to avoid trouble than
when it occurs on N4. Unfortunately, sometimes this permits me to pass 10+
cars if I can find an open lane. This is unfortunate and I hope that I see
less of this in "legend" difficulty mode. On another note about drafting,
it is very well done. You definitely feel the effect of the draft when you
get behind a pack of cars. However, I did not notice the effect of the
draft when out in front of a train. I wonder if this was implemented
properly.
Career Mode is a total blast. You start out as a Winston Cup rookie with
some minor sponsorship. By doing well and meeting your sponsors goals you
can make some money and improve your race team. Eventually you will be
dealing with top-tier sponsors and making the big bucks. I have not made it
this far yet but look forward to the first of my many Winston Cup wins.
This mode adds a lot of depth to the game that has been missing from
previous titles. But be warned: it can be frustrating to work your butt off
for a 25th place finish because you do not have the equipment to compete
with the big guys. Now I know what Todd Bodine feels like. The
discrepancies are particularly obvious at tracks like Watkins Glen and Indy
where car setup is critical. One suggestion I have for NT2003 is to add the
Busch league and possibly ARCA to career mode. It just doesn't feel right
to start your career in the Winston Cup series. I'd also like to see South
Boston, Nashville, and other non-Winston Cup tracks added to the game. Not
enough space on the CD, EA? Put it on a DVD-ROM.
GRAPHICS
Graphics are a mixed bag, but mostly great. On one hand, the thrill of
seeing 43 clearly rendered cars on the screen is very impressive.
Framerates stay high throughout the game. Each car is rendered in great
detail, and they can (and usually are) be deformed from contact with other
cars and the walls. Most impressive is the doughnuts that appear on your
car after rubbing with a competitor. I've certainly had my share of
Darlington stripes at the end of the race.
On the other hand, NT2002 exhibits some very obvious jagginess. I believe
that the anti-aliasing logic required on the PS2 to handle 43 cars was
probably too much to keep a decent frame rate, so it was probably dumbed
down to augment gameplay. I applaud this decision as gameplay is definitely
more important, but hope that the gang at Tiburon find a way to squeeze more
power out of the PS2 in next year's release. Another disappointing area is
the sensation of speed. Granted, some tracks are worse than others, but
Tallageda just seems slow to me. These are nitpicks because you don't
notice the jaggies and sensation of speed when your in the middle of a three
wide pack.
Finally, let me say that the tracks are just rendered perfectly. I can
identify each track correctly in a matter of seconds while watching my son
play. They are very detailed and very impressive. I cannot even describe
how beautiful the sky is during the Coca-Cola 600 as it changes from dusk to
night racing.
MULTIPLAYER
Haven't played with this too much, but works like a charm. 2-4 players can
play in split screen mode, but the number of computer controlled opponents
changes with the number of players. Again, this decision was made to keep
the frame rate high and I agree with this decision. One nice addition is
that you can play Season mode with two players. Now I don't have to hog the
PS2 and fight with my kids for seat time. There is no network play with
this release (I-Link or otherwise). This is the most disappointing aspect
of the game. Here's hoping EA takes advantage of this in next year's
release.
CONCLUSION
Move over everyone, EA
...
read more »
>Specifications:
Eldred
--
Dale Earnhardt, Sr. R.I.P. 1951-2001
Homepage - http://www.umich.edu/~epickett
F1 hcp. +16.36...Monster +360.54...
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
I think there is some confusion in this ng between accuracy and realism. I
believe accuracy does not equal realism. The most accurate physics may not
offer the most realistic experience in terms of gameplay. The lack of
g-forces and 2-D screen can translate into frustrating results on the track
if accuracy is emphasized too much over actual gameplay. I'll take a game
that tries to look/feel/race realistically even if this means compromising
absolute accuracy. It all comes down to the experience: immersion, feel and
fun. EA F12001 (PS2) fits that description. Sounds like Nascar Thunder does
as well. I'm picking up a copy today.
Thanks again.
--
Joe Marques
> I've just spent a long and bleary eyed evening with NASCAR Thunder 2002
for
> the PS2. Being a long time lurker on R.A.S (and occasional contributor) I
> know that it is important to indicate your own personal tastes and
distastes
> before reviewing a game. I am probably somewhere directly in between the
> hardcore sim faction and the arcade faction, probably leaning toward the
sim
> world though. In other words, I don't like playing games like Daytona USA
> or SEGA Rally, but don't necessarily think GPL is the greatest game ever
> created either. I own a PC, Playstation, and a Playstation 2. My
favorite
> racing games on the platforms are:
> - PC - Nascar 3/4, Rally Championship, GPL, and SCGT
> - PSX - Jarrett and Labonte Racing, Touring Car Championship, Colin McRae
2,
> Gran Turismo 2
> - PS2 - GT3, EA Sports F1 2001
> I purchased NT2002 from my local EB world in the hopes that EA has
remedied
> their past sins with their NASCAR license. Ed Martin (formerly of Monster
> Games/Hasbro) was hired by EA to produce the title and Tiburon Studios
(the
> team behind the visually stunning Madden 2001/2002) were tasked with
> creating it. Sounded like an all-star lineup so I bought it the day it
was
> released (EB has a generous return policy). Now that I have about 6 hours
> of effort into the game I am finally prepared to do a full review.
> OVERVIEW
> This game is the newest sequel in EA's NASCAR series, which I have
> historically avoided like the plague. After one painful rental of NASCAR
> 2001 last year I was ready to abandon EA titles for good. In a nutshell,
> NT2002 provides you with the ability to compete as a NASCAR driver. Every
> track in the 2002 season is included and they are marvelously well
executed.
> There are three game modes: Quick Race, Season, and Career. Quick Race
and
> Season are self-explanatory, but Career mode is a fantastic new addition
to
> the game that I will discuss in greater detail in this review. All of the
> tracks from the 2002 season are unlocked, and I have heard that there are
ma
> ny others that can be unlocked (like the Daytona Beach Course).
> GAMEPLAY
> The first question asked is inevitably "is it an arcade game or a
> simulation?" The correct answer is both. If you just pop in the CD and
> choose quick race with all of the default options, the game will play like
a
> arcade-like game. Cars do not exhibit any oversteer, and they will only
> understeer if you gas it through the corners. However, if you eliminate
> traction control and auto braking, you will find that the game bears
little
> resemblence to former EA NASCAR titles. You have to stay smooth on the
> wheel and feather the gas in order to keep the car stable through the
turns.
> Too much speed into the corner and you will be into the wall. Get on the
> gas too quick or crank the wheel too far and your backend will start
> sliding. NT2002's driving model is certainly more forgiving than Papy's
> great title Nascar4 on the PC, but I personally think the N4 physics are
way
> too accurate for a computer simulation. How can anything be too accurate?
> Well, real racecar drivers can feel their car's body roll and weight
> redistribution when cornering, and this helps them to determine the right
> speed and amount of braking required to hold their line. Obviously this
is
> absent on any PC or console sim, so I think the physics should be more
> forgiving. Of course that's just my opinion, others may disagree.
> The tracks in the game are beautifilly and accurately rendered. Each
track
> has its own unique optimal line (which can be visually displayed if
desired)
> and requires a great deal of practice to get used to each one. I can't
tell
> you how much fun it is to drive through the tunnel turn at Pocono,
two-wide
> and on the edge of chaos. Or how exciting it is to go into the first turn
> at the Brickyard in the middle of a pack of 43 cars, all vying for
position
> at the start of the race. The one thing that EA has captured perfectly
with
> NT2002 is the absolute thrill of pack racing on these great tracks.
> Setting up a car is very simplified compared to N4. You can set gear
> ratios, wedge, spoiler angles, etc, but you do not have the degree of
> control that a lot of gear-heads desire. I'm on the fence on this issue.
I
> don't particularly like tweaking my setups for hours upon hours, but I
would
> like to set my gear ratios properly. Fortunately, the default setups for
> each track are very good and tweaking your car to be competitive is not
> required unless desired. Thank you EA for decent starter setups.
> Pit strategy is a mixed bag. On shorter races with tire wear and fuel
> consumption turned on, the cars burn gas more quickly and wear out tires
at
> a much faster rate. I like this as it allows you to race a much shorter
> race and still try to use effective pit strategy. Once entering the pits,
> you are asked what you would like to have done to the car. Two tires,
four
> tires, wedge adjustment, its all there. The computer controls your car
upon
> entering pit lane so you only get a speeding penalty if you enter the pits
> too fast (>100 mph). The bad part is that when entering the pits there is
> usually a lot of traffic. Its very tempting to pass while heading into
the
> pits, but that's kind of cheating. I have not turned on yellow flags yet,
> so I cannot comment about yellow flag behavior or restarts. I've heard
that
> there are no double-file restarts though, this would be a big letdown if
> true.
> In Quick Race mode, you simply select the track, race length, your car,
and
> you have access to options that permit you to turn on/off yellow flags,
turn
> on/off tire wear and gas mileage, etc. Hop in, strap up and away you go.
> There are three degrees of AI, rookie, veteran, and legend. I can only
> comment on veteran AI as I have not played with the setting too much. In
> general it is very good. For example, when I get a run on a car at
Daytona,
> it is pretty common for the driver in front of me to edge in front of me
to
> pick up the push from my car and prevent me from passing. Unlike N4 or
> NASCAR Heat though, it is rare for them to do so and wreck me. Just
> watching the AI you will see sling shot maneuvers, some bump drafting, and
> "hanging people out to dry". On veteran mode I have encountered a lot of
> sudden pack deceleration, but it seems to be easier to avoid trouble than
> when it occurs on N4. Unfortunately, sometimes this permits me to pass
10+
> cars if I can find an open lane. This is unfortunate and I hope that I
see
> less of this in "legend" difficulty mode. On another note about drafting,
> it is very well done. You definitely feel the effect of the draft when
you
> get behind a pack of cars. However, I did not notice the effect of the
> draft when out in front of a train. I wonder if this was implemented
> properly.
> Career Mode is a total blast. You start out as a Winston Cup rookie with
> some minor sponsorship. By doing well and meeting your sponsors goals you
> can make some money and improve your race team. Eventually you will be
> dealing with top-tier sponsors and making the big bucks. I have not made
it
> this far yet but look forward to the first of my many Winston Cup wins.
> This mode adds a lot of depth to the game that has been missing from
> previous titles. But be warned: it can be frustrating to work your butt
off
> for a 25th place finish because you do not have the equipment to compete
> with the big guys. Now I know what Todd Bodine feels like. The
> discrepancies are particularly obvious at tracks like Watkins Glen and
Indy
> where car setup is critical. One suggestion I have for NT2003 is to add
the
> Busch league and possibly ARCA to career mode. It just doesn't feel right
> to start your career in the Winston Cup series. I'd also like to see
South
> Boston, Nashville, and other non-Winston Cup tracks added to the game.
Not
> enough space on the CD, EA? Put it on a DVD-ROM.
> GRAPHICS
> Graphics are a mixed bag, but mostly great. On one hand, the thrill of
> seeing 43 clearly rendered cars on the screen is very impressive.
> Framerates stay high throughout the game. Each car is rendered in great
> detail, and they can (and usually are) be deformed from contact with other
> cars and the walls. Most impressive is the doughnuts that appear on your
> car after rubbing with a competitor. I've certainly had my share of
> Darlington stripes at the end of the race.
> On the other hand, NT2002 exhibits some very obvious jagginess. I believe
> that the anti-aliasing logic required on the PS2 to handle 43 cars was
> probably too much to keep a decent frame rate, so it was probably dumbed
> down to augment gameplay. I applaud this decision as gameplay is
read more »
-j.
On Fri, 19 Oct 2001 09:42:08 -0400, "Bill Hyman"
>I've just spent a long and bleary eyed evening with NASCAR Thunder 2002 for
>the PS2. Being a long time lurker on R.A.S (and occasional contributor) I
>know that it is important to indicate your own personal tastes and distastes
>before reviewing a game. I am probably somewhere directly in between the
>hardcore sim faction and the arcade faction, probably leaning toward the sim
>world though. In other words, I don't like playing games like Daytona USA
>or SEGA Rally, but don't necessarily think GPL is the greatest game ever
>created either. I own a PC, Playstation, and a Playstation 2. My favorite
>racing games on the platforms are:
>- PC - Nascar 3/4, Rally Championship, GPL, and SCGT
>- PSX - Jarrett and Labonte Racing, Touring Car Championship, Colin McRae 2,
>Gran Turismo 2
>- PS2 - GT3, EA Sports F1 2001
>I purchased NT2002 from my local EB world in the hopes that EA has remedied
>their past sins with their NASCAR license. Ed Martin (formerly of Monster
>Games/Hasbro) was hired by EA to produce the title and Tiburon Studios (the
>team behind the visually stunning Madden 2001/2002) were tasked with
>creating it. Sounded like an all-star lineup so I bought it the day it was
>released (EB has a generous return policy). Now that I have about 6 hours
>of effort into the game I am finally prepared to do a full review.
>OVERVIEW
>This game is the newest sequel in EA's NASCAR series, which I have
>historically avoided like the plague. After one painful rental of NASCAR
>2001 last year I was ready to abandon EA titles for good. In a nutshell,
>NT2002 provides you with the ability to compete as a NASCAR driver. Every
>track in the 2002 season is included and they are marvelously well executed.
>There are three game modes: Quick Race, Season, and Career. Quick Race and
>Season are self-explanatory, but Career mode is a fantastic new addition to
>the game that I will discuss in greater detail in this review. All of the
>tracks from the 2002 season are unlocked, and I have heard that there are ma
>ny others that can be unlocked (like the Daytona Beach Course).
>GAMEPLAY
>The first question asked is inevitably "is it an arcade game or a
>simulation?" The correct answer is both. If you just pop in the CD and
>choose quick race with all of the default options, the game will play like a
>arcade-like game. Cars do not exhibit any oversteer, and they will only
>understeer if you gas it through the corners. However, if you eliminate
>traction control and auto braking, you will find that the game bears little
>resemblence to former EA NASCAR titles. You have to stay smooth on the
>wheel and feather the gas in order to keep the car stable through the turns.
>Too much speed into the corner and you will be into the wall. Get on the
>gas too quick or crank the wheel too far and your backend will start
>sliding. NT2002's driving model is certainly more forgiving than Papy's
>great title Nascar4 on the PC, but I personally think the N4 physics are way
>too accurate for a computer simulation. How can anything be too accurate?
>Well, real racecar drivers can feel their car's body roll and weight
>redistribution when cornering, and this helps them to determine the right
>speed and amount of braking required to hold their line. Obviously this is
>absent on any PC or console sim, so I think the physics should be more
>forgiving. Of course that's just my opinion, others may disagree.
>The tracks in the game are beautifilly and accurately rendered. Each track
>has its own unique optimal line (which can be visually displayed if desired)
>and requires a great deal of practice to get used to each one. I can't tell
>you how much fun it is to drive through the tunnel turn at Pocono, two-wide
>and on the edge of chaos. Or how exciting it is to go into the first turn
>at the Brickyard in the middle of a pack of 43 cars, all vying for position
>at the start of the race. The one thing that EA has captured perfectly with
>NT2002 is the absolute thrill of pack racing on these great tracks.
>Setting up a car is very simplified compared to N4. You can set gear
>ratios, wedge, spoiler angles, etc, but you do not have the degree of
>control that a lot of gear-heads desire. I'm on the fence on this issue. I
>don't particularly like tweaking my setups for hours upon hours, but I would
>like to set my gear ratios properly. Fortunately, the default setups for
>each track are very good and tweaking your car to be competitive is not
>required unless desired. Thank you EA for decent starter setups.
>Pit strategy is a mixed bag. On shorter races with tire wear and fuel
>consumption turned on, the cars burn gas more quickly and wear out tires at
>a much faster rate. I like this as it allows you to race a much shorter
>race and still try to use effective pit strategy. Once entering the pits,
>you are asked what you would like to have done to the car. Two tires, four
>tires, wedge adjustment, its all there. The computer controls your car upon
>entering pit lane so you only get a speeding penalty if you enter the pits
>too fast (>100 mph). The bad part is that when entering the pits there is
>usually a lot of traffic. Its very tempting to pass while heading into the
>pits, but that's kind of cheating. I have not turned on yellow flags yet,
>so I cannot comment about yellow flag behavior or restarts. I've heard that
>there are no double-file restarts though, this would be a big letdown if
>true.
>In Quick Race mode, you simply select the track, race length, your car, and
>you have access to options that permit you to turn on/off yellow flags, turn
>on/off tire wear and gas mileage, etc. Hop in, strap up and away you go.
>There are three degrees of AI, rookie, veteran, and legend. I can only
>comment on veteran AI as I have not played with the setting too much. In
>general it is very good. For example, when I get a run on a car at Daytona,
>it is pretty common for the driver in front of me to edge in front of me to
>pick up the push from my car and prevent me from passing. Unlike N4 or
>NASCAR Heat though, it is rare for them to do so and wreck me. Just
>watching the AI you will see sling shot maneuvers, some bump drafting, and
>"hanging people out to dry". On veteran mode I have encountered a lot of
>sudden pack deceleration, but it seems to be easier to avoid trouble than
>when it occurs on N4. Unfortunately, sometimes this permits me to pass 10+
>cars if I can find an open lane. This is unfortunate and I hope that I see
>less of this in "legend" difficulty mode. On another note about drafting,
>it is very well done. You definitely feel the effect of the draft when you
>get behind a pack of cars. However, I did not notice the effect of the
>draft when out in front of a train. I wonder if this was implemented
>properly.
>Career Mode is a total blast. You start out as a Winston Cup rookie with
>some minor sponsorship. By doing well and meeting your sponsors goals you
>can make some money and improve your race team. Eventually you will be
>dealing with top-tier sponsors and making the big bucks. I have not made it
>this far yet but look forward to the first of my many Winston Cup wins.
>This mode adds a lot of depth to the game that has been missing from
>previous titles. But be warned: it can be frustrating to work your butt off
>for a 25th place finish because you do not have the equipment to compete
>with the big guys. Now I know what Todd Bodine feels like. The
>discrepancies are particularly obvious at tracks like Watkins Glen and Indy
>where car setup is critical. One suggestion I have for NT2003 is to add the
>Busch league and possibly ARCA to career mode. It just doesn't feel right
>to start your career in the Winston Cup series. I'd also like to see South
>Boston, Nashville, and other non-Winston Cup tracks added to the game. Not
>enough space on the CD, EA? Put it on a DVD-ROM.
>GRAPHICS
>Graphics are a mixed bag, but mostly great. On one hand, the thrill of
>seeing 43 clearly rendered cars on the screen is very impressive.
>Framerates stay high throughout the game. Each car is rendered in great
>detail, and they can (and usually are) be deformed from contact with other
>cars and the walls. Most impressive is the doughnuts that appear on your
>car after rubbing with a competitor. I've certainly had my share of
>Darlington stripes at the end of the race.
>On the other hand, NT2002 exhibits some very obvious jagginess. I believe
>that the anti-aliasing logic required on the PS2 to handle 43 cars was
>probably too much to keep a decent frame rate, so it was probably dumbed
>down to augment gameplay. I applaud this decision as gameplay is definitely
>more important, but hope that the gang at Tiburon find a way to squeeze more
>power out of the PS2 in next year's release. Another disappointing area is
>the sensation of speed. Granted, some tracks are worse than others, but
>Tallageda just seems slow to me. These are nitpicks because you don't
>notice the jaggies and sensation of speed when your in the middle of a three
>wide pack.
>Finally, let me say that the tracks are just rendered perfectly. I can
>identify each track correctly in a matter of seconds while watching my son
>play. They are very detailed and very impressive. I cannot even describe
>how beautiful the sky is during the Coca-Cola 600 as it changes from dusk to
>night racing.
>MULTIPLAYER
>Haven't played with this too much, but works like a charm. 2-4 players can
>play in split screen mode, but the number of computer controlled
read more »
I use analog gas/brake. I'm curious what you mean by your comment? It
works fine for me.
I also find the drafing in N2002 way to strong. It gets so bad
sometimes that it's almost like the car infront of you has hit their
brakes because you come up on them so fast.
I like the game, I think it's good... but playability and graphics go
to Heat. The full field of cars is very nice, and the career mode is
great so N2002 gets the go in those categories, but I have a feeling
I'll spend more time with Heat again once the novelty of a full field
of cars wears off.
-j.
On Fri, 19 Oct 2001 11:41:23 -0400, "Bill Hyman"
>I use analog gas/brake. I'm curious what you mean by your comment? It
>works fine for me.
>> I agree, but I need some help. Are you finding it extremely difficult
>> to hold your line in this compared to Heat on the PS2? One other thing
>> I'd like to mention is the use of analog gas/brake is not done very
>> well in N2002, compared to Heat that is.
> I also find the drafing in N2002 way to strong. It gets so bad
> sometimes that it's almost like the car infront of you has hit their
> brakes because you come up on them so fast.
> I like the game, I think it's good... but playability and graphics go
> to Heat. The full field of cars is very nice, and the career mode is
> great so N2002 gets the go in those categories, but I have a feeling
> I'll spend more time with Heat again once the novelty of a full field
> of cars wears off.
> -j.
> On Fri, 19 Oct 2001 11:41:23 -0400, "Bill Hyman"
> >I haven't played Heat on the PS2 (only on the PC) so I cannot compare. I
> >find that I do better by getting off the gas earlier rather than driving
> >hard into the corners and using a lot of brake. I do think it is
probably
> >harder to hold your line because the game is more realistic than Heat on
the
> >PS2. I'm just grateful that I don't loop the car everytime when I come
in
> >too hot. I can have a great race going in N4 and make one mistake that
> >spins me out. Recovering from a loose condition is a lot easier in
Thunder.
> >I use analog gas/brake. I'm curious what you mean by your comment? It
> >works fine for me.
> >> I agree, but I need some help. Are you finding it extremely difficult
> >> to hold your line in this compared to Heat on the PS2? One other thing
> >> I'd like to mention is the use of analog gas/brake is not done very
> >> well in N2002, compared to Heat that is.
The steering on N2002 is just too loose feel. Too twitchy. If EA gave
us an option to set sensitivity for the analog controls, this probably
would probably be fixed, but they didn't. These are just my opinions
so take them with a grain of salt as others very well may, and
probably will, disagree.
-j.
>> Well, the degree that analog gas/brake in N2002 doesn't give nearly
>> the same amount of degree that you can get from Heat on the PS2. First
>> off, the analog gas/brake buttons are useless... you really need to
>> use the right stick. That isn't entirely bad, but if you play Heat on
>> the PS2 sometime (rent it if you can) you'll see what I mean.
>> I also find the drafing in N2002 way to strong. It gets so bad
>> sometimes that it's almost like the car infront of you has hit their
>> brakes because you come up on them so fast.
>> I like the game, I think it's good... but playability and graphics go
>> to Heat. The full field of cars is very nice, and the career mode is
>> great so N2002 gets the go in those categories, but I have a feeling
>> I'll spend more time with Heat again once the novelty of a full field
>> of cars wears off.
>> -j.
>> On Fri, 19 Oct 2001 11:41:23 -0400, "Bill Hyman"
>> >I haven't played Heat on the PS2 (only on the PC) so I cannot compare. I
>> >find that I do better by getting off the gas earlier rather than driving
>> >hard into the corners and using a lot of brake. I do think it is
>probably
>> >harder to hold your line because the game is more realistic than Heat on
>the
>> >PS2. I'm just grateful that I don't loop the car everytime when I come
>in
>> >too hot. I can have a great race going in N4 and make one mistake that
>> >spins me out. Recovering from a loose condition is a lot easier in
>Thunder.
>> >I use analog gas/brake. I'm curious what you mean by your comment? It
>> >works fine for me.
>> >> I agree, but I need some help. Are you finding it extremely difficult
>> >> to hold your line in this compared to Heat on the PS2? One other thing
>> >> I'd like to mention is the use of analog gas/brake is not done very
>> >> well in N2002, compared to Heat that is.