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My review of NASCAR Thunder 2003 for PS2 (a little long)

3 posts by 3 people · 22 Oct 2002 06:07 UTC - 22 Oct 2002 12:40 UTC

William Bradshaw 22 Oct 2002 06:07 UTC#93094
Title: NASCAR Thunder 2003 Publisher: Electronic Arts Developer: Tiburon Platform: Playstation 2 Note: I do realize that this is a console title, and not a PC title. Further, I realize that some view it as a simulator and some as a arcade game. This is, I hope, a objective and unbiased review. History: I started playing NASCAR simulations back in 1996 or 1997 with NASCAR Racing 2. Since that time, I have played other titles such as NASCAR Thunder 1999, NASCAR Heat, NASCAR Racing 3 demo, NASCAR Racing 4 demo, NASCAR Revolution demo, and NASCAR Racing 2002. Over the years, I have became a decent NASCAR simulation driver. Not the best, but certainly not the worst out there. WHAT'S IT LIKE? I was rather excited when I first heard of NASCAR Thunder 2003. So excited, in fact, that I went out and bought a PS2 exclusively for the game. The day came on October 17th, 2002. The PS2 and game was bought. We had McDonalds for dinner. I wasn't sure what I would do first; play NT03 or eat. Well, I got the PS2 hooked up in record time (Benny, do I get a award for this?). In the mean time, I ate while watching the intro screens and demo modes. Finally, it was time to get acquainted with my new game. The first thing I did was load up a quick race at Daytona, of course. I'm not entirely sure where I started and finished, since I was so giddy. After that, I decided to get into the heart of the title; career mode. I'll be honest. At first, I was confused. Sure, I read my manual but it didn't tell me much. I created driver stats, car and chose the sponsers I wanted. I go into Race Weekend and qualify. After that, I go and start the race. The very first thing shocked me were the voices of announcers from MRN. They'll tell you a little about the track you're at, as well as a couple of drivers. Usually, one of those drivers will be you. Next comes the national anthem, and then a fly-by paid for by Uncle Sam. Hey, I thought it was pretty damn neat. I wondered what was next. Well, the command to start engines was given and the cars roared to life. The audio was quite good so far. Finally, the dreaded pace lap. But, the AI takes control of your car while the announcers inform you of who you're racing against and what position they're in. The spotter came onto the radio and moments later we were given the green flag. Keep in mind, you won't get control of the car until the green flag is dropped. At the drop of the flag, the reality of the situation hit me hard; my car was too dang slow! Fast forward to 5 races ahead, and I still haven't gotten a win. I thought the game sucked. Hell, I played N2002 and I wasn't winning in a EA title! Something must be going on. So, I restarted my career. This time, I poked around the screens until I half-ass understood the Research & Development and Garage screens. I also found some pretty good setups online to assist me in winning. This time, I won the pole and the race at Daytona. Great start. Alas, all good things must come to a end. I didn't win at all after that for quite a while. I was lucky to get a top ten without pulling a Earnhardt on other drivers. I guess it has to do with the fact that I'm damn good at tracks like Daytona and Talladega, but suck at all the others. Let us move ahead to my current career (3rd career and starting my 3rd year, btw) and where I currently stand in the scheme of things. At the end of my first year, I won the Rookie of the Year Award. I also finished 10th in the point standings. I had poles at Daytona and Talladega. I won at those two tracks, and at Richmond. My second year was very similar, the same wins at the same tracks. Except I had a lot more top 10 and top 5 finishes. Right now, my bank account is at $7.43 million. As for R&D, engine power is at 3, efficiency is at 1, tire grip at 3, tire wear at 1, downforce at 0 and drafting at 1. Soon, I'll be researching for a engine power rating of 4. All of these numbers, I'm told, is on a scale from zero to five. I'm not entirely sure how I'll do this season. I've already won the Daytona Shootout and Daytona (for the record, I run 5% races due to not having the time to sit and race for hours on end). I expect to win at Richmond as well. Maybe, once I get some more R&D done I'll be able to have stronger finishes at tracks like Indy, Atlanta, Texas, Kansas and Michigan. I've been focusing my energies on engine power first and foremost, then everything else comes second. Concerning sponsers, I've had quite a few. I turned down a sponsor package for Sonic in favor of individual sponsors that pay more per race. As it stands, my neon green and bright yellow Chevy adorns sponsors such as MBNA, McDonald's, NBC and Goodyear. I've been real picky about sponsors who want too much out of me. For example, my last package sponsor was Dr Pepper. This season they wanted me to have average finish of 10th. Unfortunately, I couldn't hold that end of the bargain. Last season I held a finish average of 12.2. Hence, the problem. Other sponsors from my records include Phoenix, Richmond, Nikon, Academy Sports, NASCAR.com, O'Reilly, Richard Petty and Craftsman among others. THE GOOD Looking back, I realize that I didn't give this title enough of my time when starting out. Now, I can say without a doubt it's usually a fun game to play. By no means is it comparable to NASCAR Racing 2002. -I would compare the physics to NASCAR Racing 2 (and this isn't a bad thing). I can't find a comparison to any title as to how it feels when driving. Age difference between the titles not withstanding. -The AI in the game isn't bad, really. I sometimes feel as if I'm racing a actual human. Aside from the fact that none of the drivers want to work with me unless I'm seriously faster. And by that time, they can't catch me. -Career Mode. Finally, I can pick and choose sponsor deals, my pit crew, builders, etc. If you don't want to mess with this sort of thing, then Season Mode is what you're after. -Tracks look pretty nice. Sure, they're different that Papy versions, but it's nice to see a different version of 'em...even if they're not totally true to life. Plus, the bumps are a nice touch and the dirtiness of tracks are okay in my book. -Hidden videos. This is neat, IMO. I haven't unlocked any yet, but the ones your start out with are a very nice touch. I especially enjoyed "Making Of.." THE BAD Like other games, this one does have it's bad qualities. - For one thing, getting service on pit road royally sucks. I have had many experiences of being wrecked and hitting other cars on pit lane. The AI controls your pit stops. -All pit roads have a speed limit of 70 MPH. -I have noticed in some situations that, and this is opinion, AI cars are able to run faster on fresh tires while mine still need to be warmed up. -The wrecks are not believable one bit. -At 5%, tire wear is insane....same with fuel usage. In 6 laps, it'll be time to pit. It may be better in longer races, though I haven't tested that yet. -The damage model is unique. IMO, it doesn't hinder the game except for catching on fire. This can be a pain when you make too much contact with another car. -Spinning another car is quite impossible compared to the Papyrus Racing series. When you spin a car, it slows you down big time...even when you're driving it's rear quarter panel around. -The drafting is goofy, whereas you'll match the speed (you'll slow down) of the car in front of you and not be able to accelerate unless you slingshot past him. Think Days of Thunder. Gameplay: 5 out of 5 The best gameplay in a NASCAR title yet. Career mode makes the score. Sound: 4 out of 5 The sounds could've been a little better. And, hey, where's the TV announcers? Music: 2 out of 5 They gave us 4 lousy songs. C'mon, EA, you could've done better than that. Graphics: 3 out of 5 This is a mixed bag. It looks like crap compared to what Papy currently offers, while next to NASCAR Racing 2 (see above reference) it looks outstanding. Personally, I can tolerate shoddy graphics if the gameplay is good. The glare from the sun was a much needed addition, I think. Final Score: 3 out of 5 Overall The gameplay saves the game from 0 out of 5. Sound, music and graphics all can be improved on. I feel that the title does try to model a stock car in a simplistic way. By no means is it a Papy product in terms of accurate physics (as close as it gets to reality, anyways). Different people look for different things in a title. On one side you have the hardcore gamers, and the other you've got the person who just wants to sit down and race. I feel that the title is centered between the two, if not a little closer towards the average gamer. If you can get past the subpar graphics and the unsimulated physics (for lack of a better term) , I say go out and buy it if you're looking for a fun game that offers something different from the other NASCAR titles. ---- I'm sure I missed a few things here and there. Just about everything in my review has been in other reviews. Take it with a grain of salt, or with a open mind. I felt that after me bitching about the PC version of NASCAR Thunder 2003 a couple weeks ago, I should at least write and post a review of the PS2 version.
WOW.... great review, Gamespot go home, we get quality reviews for free again now ;) Along with Andy's review of Riding Spirits it's been a damned fine day for reading here in RAS Mikkel William Bradshaw <[email hidden]> wrote in message news:[email hidden]... > Title: NASCAR Thunder 2003 > Publisher: Electronic Arts > Developer: Tiburon > Platform: Playstation 2 >[SNIP] > >
That bad thing about this review is that it is for the console version. I have the XBox version and the PC and they are totally different games so far. I have not had much time to dig into either of them yet, but from what I have seen so far, they look like they were done by two totally different development teams. Let me say that I like both of them OK so far, but then again, I just getting started messing around with them. I don't know why some of the cool things that were in the console version were cut out of the PC version...like career mode just to list one. The console version has some nice features that would of worked well in the PC version. Likewise, there are some things in the PC version that are a nice addition to Nascar sims. -- Brian Tate Communications Officer CART Toyota Atlantic Championship http://www.toyotaatlantic.com http://www.cart.com "William Bradshaw" <[email hidden]> wrote in message news:[email hidden]... > Title: NASCAR Thunder 2003 > Publisher: Electronic Arts > Developer: Tiburon > Platform: Playstation 2 > > Note: I do realize that this is a console title, and not a PC title. > Further, I realize that some view it as a simulator and some as a arcade > game. This is, I hope, a objective and unbiased review. > > History: > > I started playing NASCAR simulations back in 1996 or 1997 with NASCAR Racing > 2. Since that time, I have played other titles such as NASCAR Thunder 1999, > NASCAR Heat, NASCAR Racing 3 demo, NASCAR Racing 4 demo, NASCAR Revolution > demo, and NASCAR Racing 2002. Over the years, I have became a decent NASCAR > simulation driver. Not the best, but certainly not the worst out there. > > WHAT'S IT LIKE? > I was rather excited when I first heard of NASCAR Thunder 2003. So excited, > in fact, that I went out and bought a PS2 exclusively for the game. The day > came on October 17th, 2002. The PS2 and game was bought. We had McDonalds > for dinner. I wasn't sure what I would do first; play NT03 or eat. Well, I > got the PS2 hooked up in record time (Benny, do I get a award for this?). In > the mean time, I ate while watching the intro screens and demo modes. > > Finally, it was time to get acquainted with my new game. The first thing I > did was load up a quick race at Daytona, of course. I'm not entirely sure > where I started and finished, since I was so giddy. After that, I decided to > get into the heart of the title; career mode. > > I'll be honest. At first, I was confused. Sure, I read my manual but it > didn't tell me much. I created driver stats, car and chose the sponsers I > wanted. I go into Race Weekend and qualify. After that, I go and start the > race. The very first thing shocked me were the voices of announcers from > MRN. They'll tell you a little about the track you're at, as well as a > couple of drivers. Usually, one of those drivers will be you. Next comes the > national anthem, and then a fly-by paid for by Uncle Sam. Hey, I thought it > was pretty damn neat. I wondered what was next. Well, the command to start > engines was given and the cars roared to life. The audio was quite good so > far. Finally, the dreaded pace lap. But, the AI takes control of your car > while the announcers inform you of who you're racing against and what > position they're in. > > The spotter came onto the radio and moments later we were given the green > flag. Keep in mind, you won't get control of the car until the green flag is > dropped. At the drop of the flag, the reality of the situation hit me hard; > my car was too dang slow! Fast forward to 5 races ahead, and I still haven't > gotten a win. > > I thought the game sucked. Hell, I played N2002 and I wasn't winning in a EA > title! Something must be going on. So, I restarted my career. This time, I > poked around the screens until I half-ass understood the Research & > Development and Garage screens. I also found some pretty good setups online > to assist me in winning. This time, I won the pole and the race at Daytona. > Great start. Alas, all good things must come to a end. I didn't win at all > after that for quite a while. I was lucky to get a top ten without pulling a > Earnhardt on other drivers. I guess it has to do with the fact that I'm damn > good at tracks like Daytona and Talladega, but suck at all the others. > > Let us move ahead to my current career (3rd career and starting my 3rd year, > btw) and where I currently stand in the scheme of things. At the end of my > first year, I won the Rookie of the Year Award. I also finished 10th in the > point standings. I had poles at Daytona and Talladega. I won at those two > tracks, and at Richmond. My second year was very similar, the same wins at > the same tracks. Except I had a lot more top 10 and top 5 finishes. Right > now, my bank account is at $7.43 million. As for R&D, engine power is at 3, > efficiency is at 1, tire grip at 3, tire wear at 1, downforce at 0 and > drafting at 1. Soon, I'll be researching for a engine power rating of 4. All > of these numbers, I'm told, is on a scale from zero to five. > > I'm not entirely sure how I'll do this season. I've already won the Daytona > Shootout and Daytona (for the record, I run 5% races due to not having the > time to sit and race for hours on end). I expect to win at Richmond as well. > Maybe, once I get some more R&D done I'll be able to have stronger finishes > at tracks like Indy, Atlanta, Texas, Kansas and Michigan. I've been focusing > my energies on engine power first and foremost, then everything else comes > second. > > Concerning sponsers, I've had quite a few. I turned down a sponsor package > for Sonic in favor of individual sponsors that pay more per race. As it > stands, my neon green and bright yellow Chevy adorns sponsors such as MBNA, > McDonald's, NBC and Goodyear. I've been real picky about sponsors who want > too much out of me. For example, my last package sponsor was Dr Pepper. This > season they wanted me to have average finish of 10th. Unfortunately, I > couldn't hold that end of the bargain. Last season I held a finish average > of 12.2. Hence, the problem. Other sponsors from my records include Phoenix, > Richmond, Nikon, Academy Sports, NASCAR.com, O'Reilly, Richard Petty and > Craftsman among others. > > > THE GOOD > Looking back, I realize that I didn't give this title enough of my time when > starting out. Now, I can say without a doubt it's usually a fun game to > play. By no means is it comparable to NASCAR Racing 2002. > > -I would compare the physics to NASCAR Racing 2 (and this isn't a bad > thing). I can't find a comparison to any title as to how it feels when > driving. Age difference between the titles not withstanding. > -The AI in the game isn't bad, really. I sometimes feel as if I'm racing a > actual human. Aside from the fact that none of the drivers want to work with > me unless I'm seriously faster. And by that time, they can't catch me. > -Career Mode. Finally, I can pick and choose sponsor deals, my pit crew, > builders, etc. If you don't want to mess with this sort of thing, then > Season Mode is what you're after. > -Tracks look pretty nice. Sure, they're different that Papy versions, but > it's nice to see a different version of 'em...even if they're not totally > true to life. Plus, the bumps are a nice touch and the dirtiness of tracks > are okay in my book. > -Hidden videos. This is neat, IMO. I haven't unlocked any yet, but the ones > your start out with are a very nice touch. I especially enjoyed "Making > Of.." > > THE BAD > Like other games, this one does have it's bad qualities. > > - For one thing, getting service on pit road royally sucks. I have had many > experiences of being wrecked and hitting other cars on pit lane. The AI > controls your pit stops. > -All pit roads have a speed limit of 70 MPH. > -I have noticed in some situations that, and this is opinion, AI cars are > able to run faster on fresh tires while mine still need to be warmed up. > -The wrecks are not believable one bit. > -At 5%, tire wear is insane....same with fuel usage. In 6 laps, it'll be > time to pit. It may be better in longer races, though I haven't tested that > yet. > -The damage model is unique. IMO, it doesn't hinder the game except for > catching on fire. This can be a pain when you make too much contact with > another car. > -Spinning another car is quite impossible compared to the Papyrus Racing > series. When you spin a car, it slows you down big time...even when you're > driving it's rear quarter panel around. -The drafting is goofy, whereas > you'll match the speed (you'll slow down) of the car in front of you and not > be able to accelerate unless you slingshot past him. Think Days of Thunder. > > Gameplay: > 5 out of 5 > The best gameplay in a NASCAR title yet. Career mode makes the score. > > Sound: > 4 out of 5 > The sounds could've been a little better. And, hey, where's the TV > announcers? > > Music: > 2 out of 5 > They gave us 4 lousy songs. C'mon, EA, you could've done better than that. > > Graphics: > 3 out of 5 > This is a mixed bag. It looks like crap compared to what Papy currently > offers, while next to NASCAR Racing 2 (see above reference) it looks > outstanding. Personally, I can tolerate shoddy graphics if the gameplay is > good. The glare from the sun was a much needed addition, I think. > > Final Score: > 3 out of 5 > > Overall > The gameplay saves the game from 0 out of 5. Sound, music and graphics all > can be improved on. I feel that the title does try to model a stock car in a > simplistic way. By no means is it a Papy product in terms of accurate > physics (as close as it gets to reality, anyways). Different people look for > different things in a title. On one side you have the hardcore gamers, and > the other you've got the person who just wants to sit down and race. I feel > that the title is centered between the two, if not a little closer towards > the average gamer. > > If you can get past the subpar graphics and the unsimulated physics (for > lack of a better term) , I say go out and buy it if you're looking for a fun > game that offers something different from the other NASCAR titles. > > ---- > I'm sure I missed a few things here and there. Just about everything in my > review has been in other reviews. Take it with a grain of salt, or with a > open mind. I felt that after me bitching about the PC version of NASCAR > Thunder 2003 a couple weeks ago, I should at least write and post a review > of the PS2 version. > >

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