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NASCAR Thunder Review

11 posts by 7 people · 19 Oct 2001 11:26 UTC - 19 Oct 2001 16:39 UTC

Bill Hyman 19 Oct 2001 11:26 UTC#157236
I've just spent a long and bleary eyed evening with NASCAR Thunder for the PS2. I have Specifications:
[email hidden] (Andre Warringa) writes:
Quoted text (9 lines)> On Fri, 19 Oct 2001 07:26:16 -0400, "Bill Hyman" > <[email hidden]> wrote: > > >I've just spent a long and bleary eyed evening with NASCAR Thunder for the > >PS2. I have > > > >Specifications: > > Err.. thanks for the review :)
Maybe the game is as hollow as the post ? :) -- Olav K. Malmin remove .spam when replying
On Fri, 19 Oct 2001 07:26:16 -0400, "Bill Hyman" <[email hidden]> wrote: >I've just spent a long and bleary eyed evening with NASCAR Thunder for the >PS2. I have > >Specifications: Err.. thanks for the review :) Andre
Oops, let's try again... 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 is the new king for console racing. First they release the impressive F12001, and now NASCAR Thunder 2002. This is the most accessible and deep NASCAR title ever released on a console. N4 its not, but that is a good thing for some of us in the sim/racing game community. If you have a PS2, give it a fair chance and I think you will agree with me.
In article <r8Uz7.8347$[email hidden]>, "Bill Hyman" <[email hidden]> writes: >I've just spent a long and bleary eyed evening with NASCAR Thunder for the >PS2. I have > >Specifications: > Aw man, that system should SCREAM... Eldred -- Dale Earnhardt, Sr. R.I.P. 1951-2001 Homepage - http://www.umich.edu/~epickett F1 hcp. +16.36...Monster +360.54... Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
Thanks for such a detailed review. I wrote about Thunder a few days ago after playing F1 2001 and realizing EA is moving in the right direction. I suspected EA Nascar Thunder would be a pleasant surprise as well. I caught some flack from the PC-elitist crowd: "How can a console be worthy of a TRUE sim." I think there is some confusion in this ng between accuracy and realism. I believe accuracy does not equal realism. The most accurate physics may not offer the most realistic experience in terms of gameplay. The lack of g-forces and 2-D screen can translate into frustrating results on the track if accuracy is emphasized too much over actual gameplay. I'll take a game that tries to look/feel/race realistically even if this means compromising absolute accuracy. It all comes down to the experience: immersion, feel and fun. EA F12001 (PS2) fits that description. Sounds like Nascar Thunder does as well. I'm picking up a copy today. Thanks again. -- Joe Marques "Bill Hyman" <[email hidden]> wrote in message news:Q7Wz7.8745$[email hidden]... > Oops, let's try again... > > 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 is the new king for console racing. First they > release the impressive F12001, and now NASCAR Thunder 2002. This is the > most accessible and deep NASCAR title ever released on a console. N4 its > not, but that is a good thing for some of us in the sim/racing game > community. If you have a PS2, give it a fair chance and I think you will > agree with 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. -j. On Fri, 19 Oct 2001 09:42:08 -0400, "Bill Hyman" <[email hidden]> wrote:
Quoted text (170 lines)>Oops, let's try again... > >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 is the new king for console racing. First they >release the impressive F12001, and now NASCAR Thunder 2002. This is the >most accessible and deep NASCAR title ever released on a console. N4 its >not, but that is a good thing for some of us in the sim/racing game >community. If you have a PS2, give it a fair chance and I think you will >agree with me. > >
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. "jay jefferson" <[email hidden]> wrote in message news:[email hidden]... > 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.
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" <[email hidden]> wrote:
Quoted text (20 lines)>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. > >"jay jefferson" <[email hidden]> wrote in message >news:[email hidden]... >> 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. > > >
Maybe it's just me, but I don't consider a full field of 43 cars a "novelty" lol. "jay jefferson" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (25 lines)> 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" > <[email hidden]> wrote: > > >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 onthe > >PS2. I'm just grateful that I don't loop the car everytime when I comein > >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 inThunder.
Quoted text (15 lines)> > > >I use analog gas/brake. I'm curious what you mean by your comment? It > >works fine for me. > > > >"jay jefferson" <[email hidden]> wrote in message > >news:[email hidden]... > >> 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. > > > > > > > >
Well, novelty in the way that it isn't going to make or break a great playing Nascar game. Granted it's a very great thing to have, but is it a necessity? I would say no since up until now there hasn't been a console Nascar game that has had it, and yet they have still been better games. When it all comes down to it, playability is the most important thing and if I could have Heats gameplay and everything else from N2002 I'd say you'd have a great game, but until then, both Heat and N2002 are only good games. 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. On Fri, 19 Oct 2001 16:31:32 GMT, "Aaron" <[email hidden]> wrote:
Quoted text (56 lines)>Maybe it's just me, but I don't consider a full field of 43 cars a "novelty" >lol. > > > >"jay jefferson" <[email hidden]> wrote in message >news:[email hidden]... >> 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" >> <[email hidden]> wrote: >> >> >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. >> > >> >"jay jefferson" <[email hidden]> wrote in message >> >news:[email hidden]... >> >> 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. >> > >> > >> > >> >> >

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