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Review
NASCAR SimRacing
SimHQ presents a week-long
series on one of the most important simulations ever produced
for the Motorsports genre. Part 1 covers the manual, GUI,
installation, menus, replay studio, graphics and sound.
by Chunx
and Jens
"McGonigle" Lindblad

Introduction
NASCAR
SimRacing (NSR) represents
a benchmark event in the history of NASCAR motorsports simulation
titles. Benchmark because it is EA's first attempt at a true
"simulation" PC-only title since acquiring exclusive
rights to NASCAR game titles, and benchmark because it represents
the first NASCAR simulation title to emerge since the demise
of revered NASCAR simulation developer Papyrus in 2004. As
a result of EA's acquisition and Papy's demise, emotions will
run high in the hearts of hard-core motorsports simulation
fans as we explore this new title, to see if it is truly worthy
of the title "simulation" and if it delivers on
EA's promise a promise built into the very title of
the game.
Because this is such a landmark event
for Motorsports fans, we wanted to do right by our readers
when reviewing this title. So, we'll be looking long and hard
at how this game works and feels and in the process try to
give you a better understanding of just what this new title
is all about and how it measures up to its predecessors
or redefines the genre. So, without further adieu, here goes
Part I of SimHQ's in-depth review of NSR. As Darryl Waltrip
would say, "Boogity boogity boogity, boys. Let's go
(virtual) racin'!"
Background
The story made the news headlines
at SimHQ and all the other Motorsport simulation web sites.
It was the the "buzz" at a plethora of racing forums...
At the 24 April, 2004 Busch series race in Talladega, Martin
Truex Jr.'s Crew Chief let the cat out of the bag that
Dale Earnhart Jr. and Martin Truex Jr. used "a racing
game" with the "Talladega-BR mod" (one of BrianRing's
3rd party track mods), to practice driving before race day.
In fact, it was leaked that Dale Jr. and Truex Jr. used this
racing game a lot and that to a certain extent Dale Jr. "discovered"
Truex Jr's talents through that same, unnamed racing game.
Similarly,
Kurt Busch admitted while doing color commentary for a Busch
race last year that, to a very limited extent, he too used
that certain racing game to re-familiarize himself with a
track's layout before arriving to start race week. That "racing
game" had to remain unnamed on national TV because EA
held the exclusive rights to NASCAR games and the game
was not an EA product. But the hard-core simmers around the
world all knew that "game" was Papyrus' NASCAR Racing
2003 Season. While anyone familiar with simulators knows that
there are obvious limits to how much value a simulator has
in preparing someone for a real activity, the fact that some
drivers used a PC simulation at all specifically NR2003
(with some modifications) added a lot of credibility
to Papy's reputation, while taking the gloss out of EA's then
current product, NASCAR Thunder 2004.
With all the hype from EA and the
hiring of some former Papyrus team members, the Motorsports
staff at SimHQ hoped that EA was hell-bent to increase the
credibility of it's NASCAR titles by setting a new standard
of realism with NSR not just with the rank and file
consumer in mind, but with the actual drivers themselves.
Jens and Chunx have put their personal
lives on hold for the past few weeks in order to thoroughly
wring out NSR and see how it stacks up as NASCAR's latest
and greatest racing simulation.
Product
Packaging
Box Art and Contents
Nicely done, professional looking
packaging art that fits within the theme of all EA Sports
products. The box art features Ryan Newman's #12 Alltel Dodge
Charger, which is something the game graphics can't claim.
The box recommends 3GB of hard drive space to install game
and the software comes contained on a 2 CD-ROM set.
Manual
A professionally produced game manual
can add so much to the enjoyment, flavor and reputation of
a simulation title. Of course, over the years we've seen game
producers look for ways to maximize profits by cutting costs
and one way to do that has been to trim the size of hard copy
manuals and the research and production costs that go into
making them. Possibly there's a pervasive stereotype in the
game by marketing world that most gamers are not interested
in reading. So it's not any surprise today when your hard-core
simulation title ships with such a lackluster manual. While
teenage console gamers might not care for a robust game manual,
it is not so for hard-core simulation fans. We thoroughly
enjoyed the 400 page manual for Falcon 4.0, the history filled
manual for MiG Alley and found the strategy guide for GPL,
"Four Wheel Drift" to be a very helpful and entertaining
piece of literature in its own right. These publications were
of such high quality that some of us brought them along on
business travel or used them for bedtime reading, so we could
still savor our hobby when away from the gaming PC. We also
appreciate a hard copy manual because we don't like to read
documents from a PC screen or print out reams of pages in
PDF files. It can give you a headache and it's virtually impossible
to quickly "flip pages" and scan around for facts
when a manual is presented as a software document.
So, you could say our standards for
hard-copy game manuals are pretty high. But we're also realistic
about today's simulation marketplace and so we didn't expect
a great manual from a new title like NSR. However, what we
got was far below even our most meager expectations.
The hard copy manual is, in a word, inadequate. Printed on
low-weight paper stock in black and white, the skimpy 4½"
x 7" manual is only 20 pages in length (including the
front and back cover). Two of those pages are filled with
fine print 'legalese' about the warranty. Pages 5-13 are filled
with block charts barely explaining each configurable item
in the Advanced Car Setup section of the game and how changing
that setting may impact the handling of the car. This is the
most helpful part of the manual since there are no "tool
tips" in the game, allowing you to rest your mouse on
(or right click on) an item to gain more information about
it. The manual is the only way to know how the advanced setup
process works. The remainder of the manual guides you through
installation, key commands and basic operation of the game's
various modules. However, like EA's other recent racing sims,
some key commands are left out of the printed documentation.
One of these commands is an important one to hard core simmers
how to display the game's frame rate on the screen
(Ctrl F).
Incredibly, no mention is made to
playing TCP/IP multiplayer in the manual. Only LAN multiplayer
and that comprises a mere half-page content. That probably
explains why EA has posted a download PDF here
called Online 101. But even it leaves a bit to be desired.
More on the multiplayer aspect of NSR later.
The Bottom Line: NSR's "manual"
-- or should we say pamphlet? -- has only the absolute
basics to get you started in the game and only mentions features
or views without describing them or how to use them, or where
certain features can be accessed. Shame on EA for producing
such a poor excuse for a manual.
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