NASCAR The Game 2011 Q&A and Impressions
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Re: NASCAR The Game 2011 Q&A and Impressions
Spent an hour with it at lunch. I'm decidedly undecided.
The good parts:
The handling is pretty good. It's a bit on the easy side once you're at speed. I could bobble down onto the apron at Daytona and it wouldn't break loose or wiggle at all. Try that in NR2003 and your traction will be gone faster than a fart in a whirlwind. It is very easy to correct when you overcook it into a corner or press too much.
With both a wheel and a controller, I was able to put the car where I wanted it and held a very smooth line around Indianapolis (even with the controller). I didn't tweak a single setting for controls and it was very smooth with both the pad and the wireless 360 wheel.
It sure is pretty, and I like the cockpit1 camera quite a bit. Gives me just enough peripheral vision out the side windows to know who's even with me. Not sure what I think of that crosshair thing at the bottom with the cars zipping about, however, as my wheel obstructs my vision to it easily at my desk, so I have to sit up really high to see it...then wreck when I had to take my eyes off where I was going.
The bump drafting from AI cars is pretty believable. They didn't cream me at Daytona, but they hit me hard enough to create some wiggle and force me to correct. That was good stuff.
Now, the bad:
The AI half the time I've raced them so far (Texas, Bristol, Indy, and Daytona). At Indy and Daytona, they raced pretty well, but they still had the old school "bunch up at corner entry or exit" way too much. I remember Blue saying that they'd do that at the start, but this is like dropping 50mph coming off of turn 4 at Texas or Bristol. If you're anywhere near them, you're going to destroy them and you, because you'll either overcorrect trying to miss them and send it into a spin, or plow right into them and kill you both. This happened a ton at Texas, and then a ton at Bristol on Very Hard AI with Legend settings and manual tranny. It was enough that I cancelled both races at those tracks because the AI was just way too slow in or out of the corner. That's the trademark of "first gen" AI that really shows its warts sometimes. They were pretty good at Indy and Daytona, so maybe the problems rely entirely on their braking ability and negotiating mile-and-a-half and smaller tracks.
Yellow flags. At both of the problem tracks I ran, I would get tossed into a spin or wreck and NO YELLOW WOULD FLY. This has been reported over and over, but I wrecked probably 10 times in the first two races just getting the feel for it, and I got a yellow twice...despite stopping dead center in the track. They completely ignored solo-car spins or stops, which is what's causing the issue. If another car hit me, it MIGHT pull out a yellow. If TWO more cars hit me, it definitely would. So they are way too lenient with it. They should be tossing out yellows for cars off the pace that can't make it to Pit Road and things like that (impossible to do with no DNFs though). This will have to get fixed or it's going to really piss a lot of people off.
The interface itself is way too clunky. You go to Single Player--load screen. You pick a car--load screen. You set race options, and you're taken to controls. Choose those--another load screen. You suddenly appear on track with no clue what's going on, and then you realize it's a qual session. Finish that--load screen to rolling start in the race.
Just way too many loading sessions and abrupt in-or-out sequences to make it smooth.
At this point, I really don't know. I *think* I like the handling, but it's tough to tell when I have to spend half the corner out of the throttle and putt-putting through turn 2 or 4 to make sure I don't annihilate anybody, or blow by 10 cars on an exit because I'm planning for it and dive down to the apron at mach IV just to avoid the train of idiotic AI drivers.
I think there may be a really good game under here, but my first impression after an hour is decidedly less impressed than I hoped I would be. AI and Yellow Flag implementation are some of the biggest things in NASCAR, so for them to be the two things I'm most unhappy with after my first session, that's not a good thing for me.Comment
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Re: NASCAR The Game 2011 Q&A and Impressions
The more I read, the more undecided I am becoming.Comment
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Re: NASCAR The Game 2011 Q&A and Impressions
Spent an hour with it at lunch. I'm decidedly undecided.
The good parts:
The handling is pretty good. It's a bit on the easy side once you're at speed. I could bobble down onto the apron at Daytona and it wouldn't break loose or wiggle at all. Try that in NR2003 and your traction will be gone faster than a fart in a whirlwind. It is very easy to correct when you overcook it into a corner or press too much.
With both a wheel and a controller, I was able to put the car where I wanted it and held a very smooth line around Indianapolis (even with the controller). I didn't tweak a single setting for controls and it was very smooth with both the pad and the wireless 360 wheel.
It sure is pretty, and I like the cockpit1 camera quite a bit. Gives me just enough peripheral vision out the side windows to know who's even with me. Not sure what I think of that crosshair thing at the bottom with the cars zipping about, however, as my wheel obstructs my vision to it easily at my desk, so I have to sit up really high to see it...then wreck when I had to take my eyes off where I was going.
The bump drafting from AI cars is pretty believable. They didn't cream me at Daytona, but they hit me hard enough to create some wiggle and force me to correct. That was good stuff.
Now, the bad:
The AI half the time I've raced them so far (Texas, Bristol, Indy, and Daytona). At Indy and Daytona, they raced pretty well, but they still had the old school "bunch up at corner entry or exit" way too much. I remember Blue saying that they'd do that at the start, but this is like dropping 50mph coming off of turn 4 at Texas or Bristol. If you're anywhere near them, you're going to destroy them and you, because you'll either overcorrect trying to miss them and send it into a spin, or plow right into them and kill you both. This happened a ton at Texas, and then a ton at Bristol on Very Hard AI with Legend settings and manual tranny. It was enough that I cancelled both races at those tracks because the AI was just way too slow in or out of the corner. That's the trademark of "first gen" AI that really shows its warts sometimes. They were pretty good at Indy and Daytona, so maybe the problems rely entirely on their braking ability and negotiating mile-and-a-half and smaller tracks.
Yellow flags. At both of the problem tracks I ran, I would get tossed into a spin or wreck and NO YELLOW WOULD FLY. This has been reported over and over, but I wrecked probably 10 times in the first two races just getting the feel for it, and I got a yellow twice...despite stopping dead center in the track. They completely ignored solo-car spins or stops, which is what's causing the issue. If another car hit me, it MIGHT pull out a yellow. If TWO more cars hit me, it definitely would. So they are way too lenient with it. They should be tossing out yellows for cars off the pace that can't make it to Pit Road and things like that (impossible to do with no DNFs though). This will have to get fixed or it's going to really piss a lot of people off.
The interface itself is way too clunky. You go to Single Player--load screen. You pick a car--load screen. You set race options, and you're taken to controls. Choose those--another load screen. You suddenly appear on track with no clue what's going on, and then you realize it's a qual session. Finish that--load screen to rolling start in the race.
Just way too many loading sessions and abrupt in-or-out sequences to make it smooth.
At this point, I really don't know. I *think* I like the handling, but it's tough to tell when I have to spend half the corner out of the throttle and putt-putting through turn 2 or 4 to make sure I don't annihilate anybody, or blow by 10 cars on an exit because I'm planning for it and dive down to the apron at mach IV just to avoid the train of idiotic AI drivers.
I think there may be a really good game under here, but my first impression after an hour is decidedly less impressed than I hoped I would be. AI and Yellow Flag implementation are some of the biggest things in NASCAR, so for them to be the two things I'm most unhappy with after my first session, that's not a good thing for me.Comment
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Re: NASCAR The Game 2011 Q&A and Impressions
Spent an hour with it at lunch. I'm decidedly undecided.
The good parts:
The handling is pretty good. It's a bit on the easy side once you're at speed. I could bobble down onto the apron at Daytona and it wouldn't break loose or wiggle at all. Try that in NR2003 and your traction will be gone faster than a fart in a whirlwind. It is very easy to correct when you overcook it into a corner or press too much.
With both a wheel and a controller, I was able to put the car where I wanted it and held a very smooth line around Indianapolis (even with the controller). I didn't tweak a single setting for controls and it was very smooth with both the pad and the wireless 360 wheel.
It sure is pretty, and I like the cockpit1 camera quite a bit. Gives me just enough peripheral vision out the side windows to know who's even with me. Not sure what I think of that crosshair thing at the bottom with the cars zipping about, however, as my wheel obstructs my vision to it easily at my desk, so I have to sit up really high to see it...then wreck when I had to take my eyes off where I was going.
The bump drafting from AI cars is pretty believable. They didn't cream me at Daytona, but they hit me hard enough to create some wiggle and force me to correct. That was good stuff.
Now, the bad:
The AI half the time I've raced them so far (Texas, Bristol, Indy, and Daytona). At Indy and Daytona, they raced pretty well, but they still had the old school "bunch up at corner entry or exit" way too much. I remember Blue saying that they'd do that at the start, but this is like dropping 50mph coming off of turn 4 at Texas or Bristol. If you're anywhere near them, you're going to destroy them and you, because you'll either overcorrect trying to miss them and send it into a spin, or plow right into them and kill you both. This happened a ton at Texas, and then a ton at Bristol on Very Hard AI with Legend settings and manual tranny. It was enough that I cancelled both races at those tracks because the AI was just way too slow in or out of the corner. That's the trademark of "first gen" AI that really shows its warts sometimes. They were pretty good at Indy and Daytona, so maybe the problems rely entirely on their braking ability and negotiating mile-and-a-half and smaller tracks.
Yellow flags. At both of the problem tracks I ran, I would get tossed into a spin or wreck and NO YELLOW WOULD FLY. This has been reported over and over, but I wrecked probably 10 times in the first two races just getting the feel for it, and I got a yellow twice...despite stopping dead center in the track. They completely ignored solo-car spins or stops, which is what's causing the issue. If another car hit me, it MIGHT pull out a yellow. If TWO more cars hit me, it definitely would. So they are way too lenient with it. They should be tossing out yellows for cars off the pace that can't make it to Pit Road and things like that (impossible to do with no DNFs though). This will have to get fixed or it's going to really piss a lot of people off.
The interface itself is way too clunky. You go to Single Player--load screen. You pick a car--load screen. You set race options, and you're taken to controls. Choose those--another load screen. You suddenly appear on track with no clue what's going on, and then you realize it's a qual session. Finish that--load screen to rolling start in the race.
Just way too many loading sessions and abrupt in-or-out sequences to make it smooth.
At this point, I really don't know. I *think* I like the handling, but it's tough to tell when I have to spend half the corner out of the throttle and putt-putting through turn 2 or 4 to make sure I don't annihilate anybody, or blow by 10 cars on an exit because I'm planning for it and dive down to the apron at mach IV just to avoid the train of idiotic AI drivers.
I think there may be a really good game under here, but my first impression after an hour is decidedly less impressed than I hoped I would be. AI and Yellow Flag implementation are some of the biggest things in NASCAR, so for them to be the two things I'm most unhappy with after my first session, that's not a good thing for me.Joshua:
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a.k.a. Stephen W. Falken, 5 Tall Cedar Road, Goose Island, Oregon"
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Re: NASCAR The Game 2011 Q&A and Impressions
I've only played for a little while, but here are some concerns of mine. The online has very little options when I looked at it. I tried to get in an online race but it wouldn't load.
As far as handling, it may feel realistic in some parts, but I don't like the car darting all over the place going down the straight away. I have to drive it more on the straights than I do in the corner. If or when they get online fixed, Daytona and Talledega will be a mess with people trying to bump draft and stay off each other. If there is a setting that will correct this, someone please let me know.
I'm not going to say this is a bad game yet without more playing time and I'm not even leaning that way right now, so I don't want everyone thinking I'm saying not buy it. However my first impression is that I like the way the cars in F1 2010 handle better than this. I don't think the cars (F1 and Nascar) should handle the same and at Daytona so far the cars handle the way I think they should in the corner, but at least on F1 you could drive straight. There is no way a real sprint cup car handles like this.Comment
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Re: NASCAR The Game 2011 Q&A and Impressions
Spent an hour with it at lunch. I'm decidedly undecided.
The good parts:
The handling is pretty good. It's a bit on the easy side once you're at speed. I could bobble down onto the apron at Daytona and it wouldn't break loose or wiggle at all. Try that in NR2003 and your traction will be gone faster than a fart in a whirlwind. It is very easy to correct when you overcook it into a corner or press too much.
With both a wheel and a controller, I was able to put the car where I wanted it and held a very smooth line around Indianapolis (even with the controller). I didn't tweak a single setting for controls and it was very smooth with both the pad and the wireless 360 wheel.
It sure is pretty, and I like the cockpit1 camera quite a bit. Gives me just enough peripheral vision out the side windows to know who's even with me. Not sure what I think of that crosshair thing at the bottom with the cars zipping about, however, as my wheel obstructs my vision to it easily at my desk, so I have to sit up really high to see it...then wreck when I had to take my eyes off where I was going.
The bump drafting from AI cars is pretty believable. They didn't cream me at Daytona, but they hit me hard enough to create some wiggle and force me to correct. That was good stuff.
Now, the bad:
The AI half the time I've raced them so far (Texas, Bristol, Indy, and Daytona). At Indy and Daytona, they raced pretty well, but they still had the old school "bunch up at corner entry or exit" way too much. I remember Blue saying that they'd do that at the start, but this is like dropping 50mph coming off of turn 4 at Texas or Bristol. If you're anywhere near them, you're going to destroy them and you, because you'll either overcorrect trying to miss them and send it into a spin, or plow right into them and kill you both. This happened a ton at Texas, and then a ton at Bristol on Very Hard AI with Legend settings and manual tranny. It was enough that I cancelled both races at those tracks because the AI was just way too slow in or out of the corner. That's the trademark of "first gen" AI that really shows its warts sometimes. They were pretty good at Indy and Daytona, so maybe the problems rely entirely on their braking ability and negotiating mile-and-a-half and smaller tracks.
Yellow flags. At both of the problem tracks I ran, I would get tossed into a spin or wreck and NO YELLOW WOULD FLY. This has been reported over and over, but I wrecked probably 10 times in the first two races just getting the feel for it, and I got a yellow twice...despite stopping dead center in the track. They completely ignored solo-car spins or stops, which is what's causing the issue. If another car hit me, it MIGHT pull out a yellow. If TWO more cars hit me, it definitely would. So they are way too lenient with it. They should be tossing out yellows for cars off the pace that can't make it to Pit Road and things like that (impossible to do with no DNFs though). This will have to get fixed or it's going to really piss a lot of people off.
The interface itself is way too clunky. You go to Single Player--load screen. You pick a car--load screen. You set race options, and you're taken to controls. Choose those--another load screen. You suddenly appear on track with no clue what's going on, and then you realize it's a qual session. Finish that--load screen to rolling start in the race.
Just way too many loading sessions and abrupt in-or-out sequences to make it smooth.
At this point, I really don't know. I *think* I like the handling, but it's tough to tell when I have to spend half the corner out of the throttle and putt-putting through turn 2 or 4 to make sure I don't annihilate anybody, or blow by 10 cars on an exit because I'm planning for it and dive down to the apron at mach IV just to avoid the train of idiotic AI drivers.
I think there may be a really good game under here, but my first impression after an hour is decidedly less impressed than I hoped I would be. AI and Yellow Flag implementation are some of the biggest things in NASCAR, so for them to be the two things I'm most unhappy with after my first session, that's not a good thing for me.Comment
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Re: NASCAR The Game 2011 Q&A and Impressions
If you already know this, I apologize, but a Sprint Cup car will have camber settings that literally rotate the top of the tire in or out, so that when you are under weight at speed in a corner, the tire rotates back to being flat. This creates an issue where the car will naturally pull to the left on a straight, since it's built to turn left. That requires a driver to pull to the right to compensate while going down a straight. If you're not accustomed to that, it can create a 'fishtail wiggle' as you go back and forth trying to keep it straight. On a gamepad especially you have to get used to moving the stick over about 5 degrees all the time just to go straight--and some tracks are worse than others.Comment
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Re: NASCAR The Game 2011 Q&A and Impressions
I picked up a copy at lunch. I may just leave it in the wrapper and focus on the new Tiger Woods/Masters that I picked up as well. Too bad because the pre-release commentary and videos in this thread were so positive and had me really looking forward to some NASCAR.Comment
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Re: NASCAR The Game 2011 Q&A and Impressions
NO, some problems on PS3 also, let me think..
Cautions don't come out when they should, the bunching in corners..... it still puzzles me that there is no option to fix any damage when you make a pit stop... Also had the game freeze once.. some wrecks are not realistic,
is there a way to get a photo from ps3 to computer from the psn.com?Comment
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Re: NASCAR The Game 2011 Q&A and Impressions
NO, some problems on PS3 also, let me think..
Cautions don't come out when they should, the bunching in corners..... it still puzzles me that there is no option to fix any damage when you make a pit stop... Also had the game freeze once.. some wrecks are not realistic,
is there a way to get a photo from ps3 to computer from the psn.com?Comment
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Re: NASCAR The Game 2011 Q&A and Impressions
yes...even with the patch...if I could upload a photo I took I could show you a crash that happened with no caution..
Also I really don't enjoy getting a about 1 second head start if I am on the pole, and getting front end damage, when I brush the wall..Last edited by chrisasst; 03-29-2011, 04:46 PM.Comment
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