NASCAR 98
Review from the Net
With a sport that has grown in popularity like Nascar Winston Cup Racing. It is inevitable that it would be made into a video game, even though EA Sports was beaten to the Playstation punch bowl by that dreadful incarnation released last year by Sierra(sorry Papyrus, I hear the PC version is great). On the surface NASCAR 98 looks very similar to EA's own Andretti racing. My problem with Andretti was that, while combining elements of both NASCAR and Indy car racing, it didn't accentuate the positives of each nearly as well as a game that is devoted to one style. These two styles of racing are too different to try and fit on one CD. This may be a biased statement because I still think arcade modes waste valuable disk space that could have been used to improve the sim mode. However, NASCAR 98 is very much its own game and unlike CART vs F1:CE, it can't be compared with anything but the real thing. OVERVIEW NASCAR 98 is your standard racer. It opens with FMV of real racing footage that get you pumped up and ready to race. It doesn't really have separate Arcade and Sim modes, but you can set the Physics/AI settings to be more Arcade-like or more Sim-like. Game options let you tune your controller, Sound, music etc. and choose single race or championship season. Here is where you choose your car along with the option of viewing the driver's profile. Nascar options allow you to set race length, car and game physics, damage, breakdowns, flags, timing and opponent strength. Once you choose your car and track, you get the race menu: Car Setup, Practice, Qualify, Race, or back to Game options. In car set-up you can adjust manual or automatic gears, tire pressure, spoiler, wedge, and gear ratio. A nice little bar graph meter reflect the changes in car performance in your adjustments. What I like about this menu set-up is that you can go between car set-up and practice as much as you want. You can also change spoiler and wedge in the pits. The game employs two-player split-screen action for those of us who enjoy tradin' paint with a buddy or foe. Single-player mode pits you against a field of twenty-four. In two-player, it's only eight cars including yours and your opponents' car. The game has a replay option that is just awesome. This allows you to "rewind" the race a few seconds and replay it with any view and camera angle. This is really cool after a bad wreck or slide out. My racing buddy and I use it to determine who was at fault in a wreck. I should also mention that I use the Madcatz wheel with this game and the response is great. I have no idea how the game responds to the regular controller. GRAPHICS I've read some reviews that really shit-can the graphics. Well sure...If you compare them to F1:CE with its' hi-res mode. NASCAR 98's graphics are really good. The cars are detailed enough where you can read the sponsor decals. But I am going to tell you right now folks, don't expect to jump in the Miller Lite car or the Bud #25. They ain't there... as is any mention of Winston Cup. In this game, it is the NASCAR Racing Series. Of course, this was expected. Although I suspect it took EA some time to edit out all those advertisements because, like it or not, NASCAR was built on alcohol and tobacco sponsorship. On those cars mentioned you will see either Penske or Hendrick decals. There are bits and pieces of eye-candy here as well. Damage shows up as crumpled fenders and bumbers. Roof-flaps pop up and Goodyear's lock-up when you get spun around. Smoke pours from the back of a car whose engine has failed. When cars bump and bang each other hard, you can see bits and pieces fly everywhere. If your car is "loose" or you take a turn too fast, you will leave skid marks on the pavement that stay for the whole race. This, however, is a plus because it shows you where you should be slowing down. When being paced around the track during a yellow flag, you might see a wrecker picking up the car that brought out the yellow flag. There are about 6 different views to drive from: road view, roof-cam, cockpit, behind, behind-low, behind-high. All views are useful, but in the roof-cam, and cockpit view, the screen bounces around too much. I guess this is supposed to simulate a rough ride. The in-car view restricts the view of the track too much for me, but it shows the driver's hands on the wheel and changing gears...Cool. On-screen information includes tach, speedometer, draft meter, lap counter, fuel gauge, best time and track map. You also can clear all of this off and race without the cluttered screen. The map is interchangeable with a rearview mirror. The map and rearview are available in all views, but neither is available in two-player mode. The Tracks are faithful to their real life counterparts. The concrete mixer(Bristol) looks really good and the road courses offer a lot of nice scenery. Notice the "vericose veins" of Talledega. Just like the real thing. There is some pop-up, but it doesn't detract at all from the race. This is mainly due to the framerate being at a constant. Even when many cars are bunched up, or you are playing slit-screen, the framerate doesn't falter. However, 190 mph doesn't really feel like 190mph either. The game doesn't really give a good sense of speed, but after playing for a few hours, your brain adjusts and it begins to feel fast. Face it folks, don't play F1 all day and then plug this title in. The sense of speed is just not the same. MUSIC/SOUND I hope you like southern rock, because that's about all you get in this game. Molly Hatchet's "Flirtin' with Disaster" is basically the theme song. You'll find yourself humming it after awhile. You can adjust the sound effects and music separately. The sound is standard racing fodder. However, the engines sound very good. This was mentioned in another review, but in two-player mode, when both cars are running flat out; the engine resonance will match up and the effect is pretty cool and will probably have you reaching for the volume control. There are decent effects for when you scrape the wall, trade paint with another car or go sliding through the infield. Bob Jenkins of ESPN provides what very little commentary there is. He introduces the races and tells you when the flags are out and when the leader pits or says "Great Move" when you pass many cars at once, or when a car drops out, but that's about it. Your pit crew informs you when your fuel is low and if your tires are worn or if you wreck to hard, that the race is over for you. I don't recall much of a cheering crowd effect though. If your PSX is piped through a home theatre system(and whose isn't), you can tell which side the car behind you is trying to pass you on. Overall, the music and commentating is adequate and the sound effects are well above average. GAMEPLAY This is the only area where the game really excels and yet still manages to shoot itself in the foot. The races themselves are a lot of fun and it will take some practice to learn how to set your car up and race at each track. The loading times are not very long compared to most racing games. I would say less than ten seconds. The timing seems as accurate as I can tell. One nifty treat with the timing is that every time you cross the start/finish line a box comes up that helps you determine if you are gaining ground on the car in front or if the car behind is gaining on you. I really enjoy the pit sequence. When you pit, the computer takes your car and guides it to your crew. First, the right side of the car gets jacked-up and then the left. No two-tire stops are allowed. When you are done the computer rolls your car down pit road at an excruciating slow pace before you again get back on the track. The racing can seems much too easy at certain points and then becomes extremely challenging toward the end. If you want the absolute simulation experience, you can set the race length at 100% and race 400 laps at Charlotte or 188 at Talladega, but keep in mind these can be four hour+ races. Pack your lunch. Over time, however, little bugs, AI discrepancies, and overall gripes begin to show their ugly heads. We shall discuss a few here. First: there is no pitting under yellow. Most of the time, you won't even know why the yellow came out, but when it does, the computer takes over your car and paces you around the track. During one race, the computer took control of my car and rammed it into the back of the car in front and took me out of the race. Don't ask me what happened. Speaking of pacing, where is the pace car? Surely, that couldn't have been difficult to add. In this game, all the yellow flag does is bunch the field back up. So if you are having a hard time catching the leader, this might help you some. I think that allowing cars to pit under the yellow would add more realism. Second: A championship season is only 17 races long. A real season is 32 with some tracks hosting more than one race. I think this could have easily been implemented here. What the hell, maybe in the sequel, they'll let you even name your own races. The Trojan Condoms 300...Talk about Pole Position. Third: Cars that challenge you the entire race suddenly pit on the very last lap. This reminded me of the first F1 game where this sort of thing happened a lot. Fourth: The only way to make my next point is to use this example: I come out of the pits and I am 9 seconds behind the leader. I catch up to him in about 15 laps. However, once you pass him you can't extend your lead. It seems that if you can make up that much time that you should be able to put that much time between you and him after you make the pass. Fifth: No matter where you qualify, you can take the lead in 5 laps or less even on 100% difficulty. This is either another AI flaw or the #24 team had technical input on the game. Also, it is much to easy to pass and move through the field. Sixth: This one isn't really a bitch against the game, but where's Jimmy 'Mr. Excitement' Spencer, or the Tide car, or Darrell Waltrip. I was surprised to see Gordon listed among the drivers and not a "Driver#1" with a blank picture for the #24 car. Another thing that a NASCAR fan might notice early on is the unusually high number of road courses in this game. There are only two road courses in the real Series and many more ovals. In the game, there are only 8 ovals, but there are 9 road courses. I already know what you are going to say: that ovals are boring and road courses appeal to the average racer. That may be so, but the title of this game is NASCAR, and NASCAR is 90% oval-track racing. Three or four road courses would have been fine, but there should have been at least that many more oval tracks. Where is Richmond and Darlington. Martinsville would have been a nice second short-track. I'm sure Daytona is under some license with Sega so I won't even ask about that one. CONCLUSION Overall, NASCAR 98 is a solid title that will definitely appeal to the racing enthusiast. Fans knowledgeable of real Winston Cup racing will probably agree that some elements essential to strategy racing were left out, but the basics are still there. I recommend that you should at least give it a spin as a rental. I bought my copy as soon as it was released and haven't been disappointed yet. Brandon lawsonb@dms.state.fl.us
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