But sometimes you blow by the #1 car like he's standing still. I know what they are trying to convey, and it works in the big picture, as 1-15 is a tough nit to crack, and 16-42 is easier. You really don't see that in real life, but you see a form of it. are just about perfect on "hard" except for the part you mention - the speed disparity is sometimes a little much. That's the real lifeblood of the sport, and why to this day the tracks like Bristol and Martinsville have so much character.because they are throwbacks.Īll this gushing, but it does have weak points. Unlike any other game I have ever played, this one transfers that give and take that only NASCAR oval racing can produce. And you can feel connected to the road so much so that you feel almost comfortable in the pack. The way you can hang your rear end out in a turn, you can bounce off of traffic and get lucky.more than once. These ovals are very very hard to get right. You might think I have lost my marbles, but the weight, the transfer of weight, the bounce in the suspension, and the accuracy of the feel, in anyone's mind, put NASCAR on par with Assetto. Then, there is a sort of bouncy steering that you can do with your front wheels or your rear foot. Not the undulating kind, but the grooves. I've been on an oval, and yes, especially in a race car that size, it rattles and you can feel the bumps in the road. It's almost like a rattling against a hard suspension. Maybe NASCAR requires a bit of disconnect (I think so) in that a game like NHE can nail it w/o much trouble? Whatever the reason, there is plenty to be thrilled about. Maybe the ohysics aren't perfect, but they feel close to it. And I know, I have been to Atlanta, Richmond, Bristol, Charlotte, and Martinsville. The tracks, if not laser scanned, are as accurate as Codemasters. The setups are as detailed as any pCARS setup and the pit lane changes are right on point. The asphalt was well detailed, and the frame rate was solid. What they lack in background graphics, they more than make up for in track detail. I agree with you, that there are as many lines as the real tracks. You can indeed "swap paint" with them, which is critical, but you can also spin if you aren't careful. The give and take between cars is perfect. The acceleration is sublime, and on par with what I would expect. You are constantly reminded that you are in a race car, but it's not a GT3 car. What's more, there is a perfect amount of "float" to these babies, which is natural. You can actually feel the slip angle, and the tires stretching.a feat, even for hardcore sims. You have a genuine connection to the road, which was missing from '09 and '15. So far the game has far exceeded my expectations. This may shock you, but I rate NASCAR up there with Assetto. I agree almost completely with your physics assessment and especially the fun factor and very very intense immersion. But that's okay - it's there, so they are working towards something. Throw in a competition caution (can't believe I'm saying that) and you would have a half decent on line race. You make contact with another that causes him or you to lose control, or any other structure that is not a car, then you must pit. Lack of cautions and damage online certainly needs to be addressed, but in a league full of veterans, there is no reason that an honor system would not work. This, after being exclusively dedicated to the physics in iRT and Assetto (benchmarks for the console IMO). I got the game about two weeks ago and have been mightily impressed. Read you loud and clear on the final polish and expectations for the sequel. But the overtaking keeps Oval racing pretty fun. It feels pretty good with a wheel, but there are improvements that can be made with that and graphics. By that same token if you drive it hard down into the bottom of the corner you will probably slide up and hit the car you're trying to pass, so they did get that right. The cars feel real heavy, and you have to enter into the corners high and drive down to the apex of the corner of the car will inadvertently slide up and hit the wall. Wheel users are far more predictable and linear in their movements. I've noticed that Controller players are still a bit faster in some instances even though their cars are swerving all over the place and smoking though the corners they seem to still pull away and its near impossible to pass them as they can't really hold it steady in the corners. Lack of cautions and damage online does kind of suck, but the fact that other players are all over the track with controllers, makes it a bit of wreck-fest anyway. I think the game is as done as it will get at this point until the Sequal which is supposed to include a lot of things that were left out in this title. Sorry Robert, I've been a little swamped at work.
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