|
Review
NASCAR Racing 2003 Season
Papyrus saves the best for last
by Doug
"guod" Atkinson
Introduction
Its been a while since SimHQ
covered the Sierra-Papyrus NASCAR racing series. The series
has been continually refined and tuned with each new release
version.
If
you like (love) racing, you probably already purchased NASCAR
Racing 2002 Season. That is, unless you dont like real
NASCAR stock car racing. For most people, the racing sim you
play is usually a real racing series you have interest in
following. So part of what youre buying when you grab
NASCAR Racing 2003 Season is a slice of the culture. If you
think F1 races are exciting regardless how far in front the
Schumacher brothers are and if you cant turn right in
a race
its not a real race, then youll probably
have a difficult time accepting NASCAR either real
or simulation. That would be a shame because youd be
missing the most well done racing sim on the market. Arguably
it may be the best ever with only Papyrus Grand Prix
Legends in the same class. This is as serious as racing sims
get. Were talking the Falcon 4 of racing
sims here.
Packaging
and Installation
NASCAR Racing 2003 Season is available
in the downsized box that retailers love. As you would expect,
the package is adorned with flashy graphics, several screenshots
and more text than you usually get in the instruction manual
for some FPS games. I
wonder, does anyone actually read each bullet point and paragraph
on these boxes before or after buying it? Is it tradition
or actual marketing benefit that generates this much energy
in the packaging?
Once inside, youll find a 72-page
printed manual along with a single installation CD-ROM. The
manual is the same excellence Papyrus has maintained in their
documentation for years and includes Appendices on the NASCAR
points system, Sierras multiplayer rating system, and
the list of keyboard shortcuts. There is no separate Quick
Reference Card included with NASCAR Racing 2003 Season.
All the keyboard shortcut info is in the manual. Its
getting more and more difficult to find printed manuals like
this in sims due to the cost of production.
Installation requires the looooong
identification number thats unique to each NASCAR Racing
2003 Season CD-ROM. This not only serves to avoid nasty people
pirating the software, but also provides a unique I.D. once
you arrive online in multiplayer. You get the usual wav file
audio check to make sure your sound card is worthy. Once installed,
you get the usual drill. Do you want to look at the readme
file, do you want to add a shortcut to your desktop, and do
you want to start NASCAR Racing 2003 Season? No, no and no,
thank you. I want to reboot before even thinking about running
this or any other new sim. Okay, I know youre not supposed
to need to reboot before running the sim, but the fact is,
some sims have problems if you dont. Keep this old habit.
Its harmless except for the two minutes of your life
it takes to reboot and can save headaches later.
Digging In
When you do start-up the sim you immediately
notice the increased pizzazz of the trendy splash screen and
menu graphics than the 2002 versions predominant blue
menus. The layout of the menus are very similar to 2002s
with a few differences.
Same
as its predecessor, the group of Action Modes
includes the Testing Session, Single Race, Championship Season
and Multiplayer.
The User Modes include
Driving Lessons, Player Info, Opponent Manager (with the updated
Paint Shop as a submenu again), Options and Replay Studio.
Each of the Action and User Modes has submenu areas that are
arranged similar to 2002s menus.
From
submenus you select which track, either the arcade or simulation
mode, length of the race sessions, computer opponents and
their strengths which can be either manually set or auto set
based on your performance, "catch up" mode to keep
you competitive and not see the competition head off into
the distance, damage control (none, moderate, realistic),
rules and weather. A significant new capability is the updated
Opponent Manager. If set to auto, it uses data based on your
performance at each track. As you get better, they
get better.
Sadly, the Driving Lessons area has diminished. The ten in-game
narrated videos are still there
unchanged as far
as I can tell, but ol Darrell has headed back to the
house. Not that having a clone of 2002s Driving Lessons
would be acceptable, but I really wanted to see more new items
in this area of the sim. Please show me more on race tactics,
pitting early, suggested setup changes and their implications.
Why not latch onto one of the real world Crew Chiefs to give
us a garage version of what Darrell provided for us in the
2002 version? I suppose the cost of production argument comes
into play here, but its one of the few letdowns to an
otherwise excellent sim. Maybe some enterprising add-on group
can provide us with more in this area.
NASCAR Racing 2003 Season has
the distinction of having the best replay capability in sim
racing, and maybe the best of any sim in any genre. The more
you work with it the more you'll find can be accomplished
with it. It would be nice to have output built into the sim
providing a standard video format such as mpeg or avi, but
other than that one capability, the Replay Studio has it all.
Multiplayer mode is where NASCAR Racing
2003 Season really shows its strength. That is, providing
youre equipped with a broadband connection. Sierra has
done an admirable job in providing excellent online connection
stability in this sim. Close racing like scrape
the bumper ahead with your front bumper racing is only
going to happen with good broadband connections and very close
racing is the nature of real and simulated NASCAR. If you
get a laggy host server, youll receive a demonstration
of what lag in a racing sim does to close racing. A now-you-see-them,
now-you-dont effect ensues. You may end up sharing the
same space with a car thats already in that spot and
predictably your race is over very quickly.
The other thing you'll need for multiplayer
mode is patience. While I would love to see more Driving
Lessons added, there are some online racers who have
no interest in even learning or watching what training is
already available in the sim. At least thats what their
driving and attitude indicates. Its difficult for me
to understand why anyone would expend the time, energy and
money to become a certifiable wreaker for their
own amusement. Im not talking about somebody screwing-up
and tagging another car accidentally in the heat of racing.
Weve all been on both sides of that situation before.
A courteous sorry will almost always suffice and
usually results in a no big deal reply. The determined
wreaker is discarded as quickly as the host can
press the eject button once hes identified. There are
new controls built into NASCAR Racing 2003 Season that allow
the host to control a "wreaker" from penalty laps
to outright ejection.
Go
To Page 2
Click here
to go to top of this page.
Copyright 2008, SimHQ.com. All Rights Reserved. Contact the webmaster.
|