• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

NASCAR: The Game 2011

http://www.nascarthegame.com/



It has been two years since the last NASCAR sim on the Xbox 360 and PlayStation 3. And since EA Sports and NASCAR parted ways, rumors of NASCAR's future in gaming have consisted of everything from the NASCAR gaming license dying out completely to NASCAR signing on with a publisher like Activision to try and one-up the deal they had with EA. Would we ever see another sim, or would NASCAR's presence in video games be relegated to a side attraction in titles like "Gran Turismo" and "Days of Thunder"?

Then just last week the rumor mill heated up once again about a possible deal between NASCAR and Activision. From what everyone was saying, the deal was already signed and NASCAR and Activision were ready to drop the big news any day. But as it turns out the rumors were only half true.

In reality, NASCAR has signed on to an exclusive new multi-year, multi-game deal, but they chose video game developer Eutechnyx -- creators of "Big Mutha Truckers" and "Ferrari Challenge" -- to sign the deal with, not a publisher like EA or Activision. Activision is involved, but they are acting as the distributor for Eutechnyx's game, entitled "NASCAR The Game 2011."

This is a key distinction, enabling NASCAR to be more hands-on with the game's development thanks to partnering with a company that specializes in creating racing games, rather than signing blindly with Activision for the sole sake of dollar signs and letting the publisher decide who develops the franchise.

"If you go back in time, in 1994, Papyrus released 'NASCAR Racing,' the original NASCAR game & Papyrus was a developer," explains Ed Martin, Eutechnyx's Executive Vice President, North America as I get him on the phone to talk about his upcoming game. "The very first time the license went out, it was a developer doing it. The industry has obviously changed quite a bit since then, but giving the license to a developer really puts us in a unique situation. We just had the guys from NASCAR out at our studio in the UK, and it was really cool to have them in the midst of development working with the guys on the victory lane animation and working with the guy doing the fly-over sequence and working with the guy who is tweaking and tuning the A.I. for Dale Earnhardt Jr. so it actually drives and reacts like him.

"They really got excited about this because this isn't some big publisher using some anonymous external developer. We are out there with these guys. We are working with not only NASCAR, but the drivers and the R&D center and the engine builders and everyone is really excited about the fact that we are right there with them. Eutechnyx owns the license, we're developing the game, and it's a dynamic partnership with Activision. They've been great to work with."

Here's what else Martin had to say about the new game, scheduled to hit stores February 2011, in ESPN's exclusive interview.


Jon Robinson: What's the direction of the new NASCAR game that is currently under development for the PS3, 360, and Wii?

Ed Martin: I don't want to get too much into the history of the license because we want to focus on the new game, but the history is important. I started at EA back in 2001. "NASCAR 2001" was really floundering so we moved the development to Florida (EA Tiburon) and the game became the "NASCAR Thunder" series. EA did very well with it, then the last thing I did when I was with EA was actually get the exclusive deal with NASCAR that ran from 2003 to 2009. As time went on, EA, quite frankly, lost interest in NASCAR. They had the exclusive license, so they no longer needed to put all their resources into it. They outsourced everything and the game languished. They put out their "NASCAR Kart" game in 2009, but the last real title they shipped was "NASCAR 09" back in 2008.

Now it has been a couple of years and it gave the NASCAR license time to refresh. When we picked it up, we sat back and thought about what NASCAR fans wanted and thought about what had worked in the past. Things that have worked very well is anytime you really get into the pageantry and the passion of the sport. To a bunch of outsiders, it's just a bunch of guys driving in circles for 500 miles, but there really is just so much more to it when you dive deeper into that pageantry and that passion. You also really need to get into the personalities of the drivers. People want to go out and race as Dale Earnhardt Jr. and drive like Dale Earnhardt Jr. But mostly, you need to get into the passion and deliver something that is more approachable. There are tens of millions of NASCAR fans and plenty of them have video game systems. So how come NASCAR video games haven't penetrated that market as far as an NHL game or a baseball game? We really believe that's because the games haven't been approachable.

There have been times where there were "over-the-top" games like "NASCAR Rumble" and even "NASCAR Kart," but there is a real disconnect there because those games don't represent the real sport. You can't go off too far off the path. At the same time, you can't get too sim-y. We want you to jump right in and have fun. The thing about Eutechnyx, this is our 24th year, and we've done nothing but racing games for 24 years. This is a company with a rich history of creating great driving games. If you turn off all the assists in our NASCAR game, this is a very real -- as close as you can come to a simulation on a console -- but at the same time, with the assists turned on, this is a very fun, approachable game for the common NASCAR fan.

Jon Robinson: You mentioned the personality of the drivers. How does that come into play?

Ed Martin: When you see Carl Edwards and Brad Keselowski go at it in the game like they do in real life, you won't need much explanation. [laughs] The A.I. system is all about knowing that Kyle Busch is going to be a whole hell of a lot more aggressive than Dale Earnhardt. Jr., and that has to be represented in the game. We've also gone into the whole friends and rivals out on the track. So out of the box, certain guys aren't going to like other guys as much as their teammates. Then again, there are some teammates who don't like each other, but that's another story. But we're really going in there to replicate the driving styles of all the guys, and we also have two women in the game. And as you race through your career, you're going to constantly be building more friends and rivals. If I put Kyle Busch into the wall, guess what? He's going to come after you and that adds a lot to the experience.

Bringing that personality of the drivers into the game is about taking what really goes on out there on the track, and not just giving you 42 A.I. cars and you feeling like you're Dale Earnhardt Jr. or Danica Patrick or Jeff Gordon or whoever you want to be. Giving you a personal connection, we feel, is really going to go a long way.

The thing is, there's reality and then there's perceived reality. The reality is that you and I can never hop in one of these cars and do a doughnut. We think we can and there are 100,000 fans at every race who think they can, but really? You have to give them that fantasy without bursting that bubble. Don't turn it into "Mario Kart," that's not fun. Don't add weapons and make it "Call of Duty: NASCAR." You can't go too far, but you can flirt with that line of perceived reality of how people think it would be. That's what always seems to move the needle in these game. And quite frankly, the NASCAR games needed a little rest in the market. EA's first game was released in 1997. I go back to Papyrus who had a NASCAR game back in 1994. That's a very long run of basically the same game year after year after year. Sure, there are changes to the drivers and teams and that sort of stuff, but the sport itself hasn't changed all that much. So we're really excited that nobody has shipped anything since 2008. Now there's pent up demand and interest, and now, we're really able to push the envelope of what we're able to do technologically on the PlayStation 3, Xbox 360, and the Wii. So I think we have a great game, and there's a market out there where people seem really excited and interested in what we're doing. We have a good product at a good time.

Jon Robinson: What are some of the game modes and features fans can look forward to in "NASCAR The Game 2011"?

Ed Martin: We have all the major modes in the game. You have to have a deep career mode in a game like this, and Eutechnyx has had great career modes in previous games that we've done. We have the full Sprint Cup season in there, and it's going to be based on the 2011 Sprint Cup season so the Kentucky track will be in there. We even have a whole paint kit in there so you can customize your cars. You can play as any of the top drivers or create yourself and work your way through. The ultimate goal in career mode is to win the Sprint Cup, but there is also a lot of game-within-the-game stuff added in. If you think of all the contingency sponsors, all of those we've gone in and built, so as you go through your career, you'll have certain goals and you'll win money by doing things for these guys. We have NASCAR coins you can win along the way. We also have this thing called NASCAR NXP (NASCAR experience points). You get these in every mode in the game, and you get them for doing everything form clean passes to staying in the draft. You know how they say Dale Earnhardt could see the air of the draft, well, in our game, you really can see the air coming off the back of the car to help you. We've also gone to an entire 3D interface, so when you go in, you're walking in a 3D garage, and everything you win -- all of your banners and trophies -- start to appear and populate your garage. So this 3D interface you're working in starts to grow with your career.

Other than that, we will also have the obligatory Quick Race mode where you pick a track, pick a driver and jump right in. We're also going to have online multiplayer through Xbox Live and PSN with up to 16 gamers online. And then finally, we're bringing back something EA got rid of, and that's two-player split-screen. I never understood why that one made it to the cutting room floor, but right away we knew we had to bring that back.

Jon Robinson: Besides the 16-player races, how else will the online aspect of the game be supported?

Ed Martin: Where we've really gone with this is, you can't just have multi-player and tell everyone to go at it. We're building a community around it to help with the trash-talking aspect. I think people are going to like the online component quite a bit. When you're racing online, you can also choose to race with drone cars or without. People generally don't want the drone cars out there because as good as we are with A.I., it's tough to get the drones to react to 16 humans racing in a variety of different ways and with all different skills all at once. So you can race against the drone cars or not, but typically people just want to race against other humans when you go online. With split-screen, you can turn off all of the other cars and just race you against your buddy if you want.

Jon Robinson: Will the game include any type of track builder or fantasy tracks, or are you sticking to simply the current Sprint Cup tracks?

Ed Martin: For this first round, not to give away anything about sequels, but for the first round we are sticking to the 23 Sprint Cup series tracks. We had to build all 23 tracks from scratch for this game and that is what we are shipping with. Fantasy tracks, to me, have to have some context to them. Again, I don't want to give away anything about the future, but the discussions we've had internally is that if we're going to do anything with a fantasy track, it needs to be based in reality. I don't want to go too much further than that, but pure fantasy tracks have really never helped us too much in previous NASCAR games.

The goal for this game was to replicate the 2011 season. Give us all the top drivers, give us all the top tracks and make them great so you have something to build on for the future. In fact, the game is going to ship with the entire 2010 season already in it -- all of the 2010 paint schemes -- but it is going to ship with the 2011 tracks. The big news is that when you take the game out of the box, you'll be offered a download and can immediately download all of the 2011 paint schemes. So you truly will have, from the beginning, all of the 2010 and 2011 paint schemes in the game. Not only that, but users will be able to race on the Kentucky track before the real drivers.

Jon Robinson: A lot of people play the NASCAR games, not to race, but to crash spectacularly. How will the crashes look in the game?

Ed Martin: No one has ever done damage the way that we've done damage. I assure you that when you see this game, we've set a whole new standard for the way damage has been done. It's not pre-calculated damage, it's not just crumpling that we paste onto the car. Everything about our damage is calculated in our physics model and everything is unique. You can actually tear the sheet metal and have it hang on and have tears in the side of your car. If something falls off, you can run over it and cause damage to other cars. The damage model is absolutely fantastic. Everybody loves the big crashes in the game. I want to see the smoke and the fire and the cars flying. The only restriction we had from NASCAR is no part can fly off into the fan area. Nothing can go beyond the safety fence. But unlike any game I've worked on before, all of these fences are now geometric 3D fences, so if you get your car up into the catch fence, the fence will move, ripple, and get damaged. When you see a replay and you see a tire go up into the catch fence or you see an entire car go up into the catch fence, it's interacting with the physics of the game. It looks real.

http://espn.go.com/espn/thelife/vid...ideo-game-return-eutechnyx?readmore=fullstory
 

Branson

Member
NASCAR 09 was a sim?

The damage system sounds neat. I'm always cautious when it comes to console NASCAR games.
 

twinturbo2

butthurt Heat fan
So, Eutechnyx holds the license, and any publisher can strike a deal with them. Cool, maybe they can hook up with Sega in the future... :D
 

witness

Member
From the interview it sounds like they know what they're doing, I'm excited about the description of the damage model. A good nascar game finally?
 
Car models: http://www.eurogamer.net/gallery.php?game_id=14104&article_id=1276436

kyle_busch_1920x1080.j4z70.jpg
 

glaurung

Member
This looks nice.

I remember getting banned back in 2008 or earlier for asking why the headlights looked like they were painted on the cars in NASCAR 2009.
 

aristotle

Member
Great looking model, but I'm wondering how this compete with GT5 on the PS3? Especially since Gt5 has such a huge lead time before this game sees the light of day.
 

eznark

Banned
Fuck yes, but why "The Game"


Great looking model, but I'm wondering how this compete with GT5 on the PS3? Especially since Gt5 has such a huge lead time before this game sees the light of day.
How much actual NASCAR will be in GT though? Certainly they won't have an actual Cup season or career mode.
 

spats

Member
eznark said:
Fuck yes, but why "The Game"



How much actual NASCAR will be in GT though? Certainly they won't have an actual Cup season or career mode.

Jeff Gordon's NASCAR driving school and propably a whole bunch of NASCAR events which are contained in the GT Life career mode.
 
You know how they say Dale Earnhardt could see the air of the draft, well, in our game, you really can see the air coming off the back of the car to help you.

I hope you can turn this off, it's exactly the kind of gimmicky stuff I've hated in the console NASCAR games. Otherwise, it sounds pretty good so far. I understand what he is saying about not making it too much of a sim as to turn casual people off, but I hope they include some kind of "hardcore" mode for people who want the cars to be difficult to drive. Also, depending on when the game comes out, I wonder if they will have time to change the cars to have the new front-ends on them. Mike Helton mentioned again just the other day that the cars will have brand new nose pieces, probably doing away with the splitter, by February.
 
http://www.develop-online.net/features/1002/Car-Toon-Army

Newcastle studio Eutechnyx on how it’s breathing new life into an American institution, NASCAR

With the amount of times NASCAR went around the track with Electronic Arts, with its semi-annualised releases and various spin-offs, it’s no surprise that the hazard lights began to flash.

Sales of the franchise were rumoured to have gone down a few gears, before EA announced last year that it had relinquished the NASCAR licence.

Now Activision is ready to prove that was a big mistake. Today it was announced that it will bring to market a freshly designed NASCAR game in February next year.

In what is no doubt a dig at EA, today Activision Publishing’s David Oxford said that NASCAR fan base “has been underserved for a long time and we’re bringing them something very special.”

And at the centre of this NASCAR revival is UK outfit Eutechnyx – the longstanding independent studio, famous for its long history in the racing genre.

Develop talks to the studio’s COO Darren Jobling about the opportunities, the pressures and the American dream.

The driving genre remains a competitive – does Eutechnyx think NASCAR can lead in the genre?

NASCAR is the largest spectator sport in the US and the following it enjoys is massive. The reasons for this were clearly evident when we began attending races and saw for ourselves the spectacle that encompasses a real world NASCAR event. We also engaged heavily with the fan community and they were very vocal about what they wanted to experience in their game.

So, we feel that NASCAR The Game 2011 will bring fun and excitement back into the racing genre, which is sadly lacking at the present time.

There is no question that in a number of areas NASCAR The Game 2011 will set new standards for others to follow in the racing genre. We’ll be detailing these areas in the press over the coming months…

NASCAR is a predominantly American sport – how are you aiming for the game to appeal in Europe?

Although the sport has its largest following in the US, the licensor was very progressive in allowing us to focus on fun game play elements, uniquely allowing us to include incredible levels of car wreck damage to official race team cars.

Having 43 cars in a pack race on one track, complete with multi-car “pool ball” crashes is intense fun and even those who have never seen NASCAR will be challenged by the game play.

Once you add into the mix pit stop strategies, AI player rivalries, night time racing and 16 player online, the appeal to racing gamers goes well beyond the USA.

Big brand, big publisher backing – where does this rank amongst Eutechnyx’s past projects? Is it your most important ever?

I’d have to agree that it is. We’ve been lucky enough to work with some major brands in the past and some great publishers, but the sheer scale of this property combined with the unrivalled access we have gained into the world of NASCAR certainly puts this project right up there.


How did you broker a publishing deal with Activision?

We’ve worked with Activision for over ten years but they were not the only show in town. It was critical to the project to find a partner that understood the brand and what we were trying to do with it and I’m pleased that Activision totally nailed it.

Of course, they have the advantage of being the largest publisher in the world, so their distribution power certainly helped seal the deal.



There’s a lot of talk about Activision and developer autonomy. As a partner, what’s your experience?

We’ve worked closely with Activision before and we’ve only had good experiences.

On NASCAR, they basically said “You’re the racing game experts. We are here to help in any way we can, but we want you to run with your vision for the franchise” Very refreshing actually…

NASCAR was built from the ground up – is this a new proprietary engine – will it be used for other projects? Licensed out? Owned by you?

It is our own engine and we built it for the NASCAR game, largely as we needed new levels of efficiency in order to deliver 43 destructible cars, to an extremely high standard, simultaneously in game.

We will continue to enhance and develop this engine for other projects but you’ll have to await those announcements.

Although I think that there could be a demand for some great racing game middleware, mainly due to the current shortage of independent driving game developers, this doesn’t form part of our short-term gameplan.

How much VC funding has Eutechnyx secured in the last five years, and how big does NASCAR have to be to satisfy returns?

We announced our latest £6M+ VC deal with Prime Technology Ventures in May of this year. This funding is being utilised to create a much larger platform ahead of the launch of our new free-to-play project, Auto Club Revolution.

Our acquisition of the NASCAR license dates all the way back to 2009, so the two projects aren’t directly related.
 
VG247: How do you feel about being given the opportunity to work on the NASCAR property? How aware are you of the excitement the announcement is likely to have among NASCAR fans?

Dave Thomspon: Eutechnyx is fiercely independent as a company and we are constantly evaluating opportunities as a developer. With a strong background on immersive racing and driving titles, the NASCAR license has provided us with a great opportunity to use our passion and technology to bring something new to the franchise, and give the fans the game they’ve always wanted.

The NASCAR licence has allowed us to do a lot more in the game on the whole, and include the features we, and of course the fans, have always wanted – extreme wrecks, ferocious damage, 43 car high-speed close racing, pit stops and advanced tuning are all part of the NASCAR world. Everything that the fans expect from a NASCAR experience is captured in the game.

Through research, studying every event, talking closely to the drivers and teams, and with a strong support from NASCAR – we are highly confident that the game is going to thrill the NASCAR fans. It’s always been crucial for Eutechnyx to capture the passion and emotion of NASCAR throughout the game – of course in the races, but also in the build up to The Chase, in the spectacle before each event, and throughout the immersive 3D Front End. Players feel like a real driver progressing through the NASCAR Sprint Cup Series as themselves, or as any one of their favourite NASCAR legends.

Initially, when the potential to develop the next NASCAR games emerged, we pitched a high-level concept to NASCAR with the core aims to deliver an unprecedented sense of speed, dynamic damage, life-like cars with real handling and physics, and a true sense of immersion into the biggest motorsport in America.

NASCAR, the teams and the drivers all loved the concept, and Eutechnyx acquired the exclusive worldwide rights to the franchise. We feel that the fans, and racing gamers in general, will really appreciate the level of detail we’ve gone into to provide the complete NASCAR experience. Nothing will come closer to the real thing!

We are very excited and confident that the fans will love the game, and feel that the announcement is only the beginning, and will create a huge amount of buzz.

We’re confident because we’ve experienced and studied the sport first hand, listened to the fans, forums, teams and drivers, and gone all out to include the racing realism, online, community and tuning features that players want, as well as introducing a wide range of cool new features – such as replay and photo editing, and awesome 3D styling. We are looking forward to the fans reaction, as well as the simulation drivers and casual racers when unveiling the first images of the game on our website – NASCARTheGame.

VG247: What’s unique about your game from a design perspective?

Dave Thompson: The design is unique amongst NASCAR games and also other current racing games on the market.Representing every aspect of a NASCAR race has allowed us to be innovative on so many levels and introduce features never before seen in any other racing game.

The damage and wreck system in the game is truly incredible. NASCAR The Game 2011 features the most extreme damage system ever seen in an officially licensed racing game. We are literally tearing and twisting the sheet metal from the cars’ sub frame as if it was cloth – giving stunningly realistic damage. Tears and gaping holes caused through damage reveal the vehicle’s suspension, and other components which can actually be seen in operation. Fragments and debris that scatter across the track are actual bits from the car!

43 drivers racing at 200mph+ blistering speeds provide the ingredients for some of the most breath-taking and spectacular smashes ever experienced in a game. As damage is calculated in real-time, each and every wreck is truly unique.

This is realized through cutting edge proprietary technology developed for exclusive use in the game. All NASCAR cars are vibrant works of art, with the paint schemes of each driver being synonymous with the fans.

We’ve created an intuitive and powerful styling area for the players. Many games feature the ability to create and edit paint schemes, but NASCAR The Game 2011 offers complete creative freedom.

No more ‘sides’, with proprietary 3D surface technology players can drag and drop decals anywhere on their car, and orbit around the car whilst applying and manipulating their own graphics. Players can therefore create and customize their own masterpieces with speed and ease.

One thing that came from fan feedback and focus testing was an almost 50 / 50 split of players who wanted to play through the NASCAR Sprint Cup Series as themselves, versus those who wanted to be their favourite real-world driver. The solution – allow them to do both – players can get behind the wheel as a rookie, playing through the Career Mode as themselves, or try to hold their own as any one of the real NASCAR legends in the series.

We’ve also developed a totally new NXP (NASCAR Experience Points) system that constantly rewards the player for cool moves, such as slipstreaming and bump drafting, allowing them to develop their skills throughout a race. NXP allows players to rank up through the game and in doing so unlock new rewards and content.

NXP is earned through co-operating with team mates and shunning rivals, but with AI representing the real driver’s personalities and tactics, players must learn who they can work with in the race. Discovering which drivers are likely to block, work together, and who doesn’t mind a bit of bump-drafting to push through the pack, is all part of the race.

Finally, many of the natural ‘must-have’ design elements that went into the game felt like second nature to us. However, after including the core features of a NASCAR race alone it’s hard to compare any title that offers fully motion-captured pit stops, optional fuel and tire wear, dynamic spotter voice overs and barrel rolls with deformable track assets. Lets also not forget ultra-realistic physics and handling, with 43 cars on the track – each modelled to an unprecedented level of realism and capable of extreme damage.

VG247: Are we going to see roster-based DLC, or are you looking at yearly retail releases?

Dave Thompson: DLC is certainly a key part of what we have planned for the NASCAR franchise, due to the fact that the series constantly evolves during each season and we want to keep the fans totally up to date with the real sport. Be prepared to see some pretty deep integration on this front over the coming years.

An annualised release is also a possibility, but only on the condition that each iteration brings something new and genuinely exciting to the franchise.

VG247: Can you explain why there’s no PC version?

Dave Thompson: The lack of retail space for PC currently means it’s tough to justify the costs of development for traditional distribution. Nevertheless, we have something up our sleeves that should satisfy the legions of dedicated PC racers – watch this space.

VG247: NASCAR’s been pretty much neglected in terms of games for the past few years, but now we have both your title and GT5 coming to market in the next six months. Why the sudden renewed interest?

Thompson: I think it’s because NASCAR is one of, if not the, biggest motorsport in the world and its legions of fans have had nothing to satisfy their appetite for well over 2 years. NASCAR has a totally unique style based on exhilaration & spectacle that you simply cannot experience in any other racing game.

VG247: Do you consider GT5’s NASCAR component to be competitive to your game?

Believe it or not, I actually think that GT5’s offering will actually be complimentary to our own as it gives gamers an introductory taste to the world of NASCAR.

I am a fan of the GT franchise, but we have to make very clear what GT5 has and how it differs from NASCAR The Game 2011. We believe that Sony has licensed a small selection of cars & tracks from the world of NASCAR and these cars & tracks exist solely within Gran Turismo’s standard game world.

We also believe that there are no NASCAR rule sets, point systems, Sprint Cup Series, spotters, bump drafting, crew chiefs, driver personalities or extreme damage in GT5. Crucially though, there isn’t the 43 cars that create the unique bump and grind of pack racing that personifies NASCAR.

We are hopeful that the lite version of NASCAR in GT5 will allow a wider worldwide audience to experience NASCAR first hand and leave them wanting a taste of the real full blown sport.

VG247: Can you give us some stats on the game’s damage modelling? Just how detailed is it?

Thompson: One of the most technical challenges involved in the damage and effects system was that it had to work in reverse.

NASCAR The Game 2011 features an instant rewind feature allowing players to watch a clip of a cool pass or to re-attempt avoiding a huge wreck that just occurred. In addition, the advanced replay editor allows players to look all around the car and rewind in slow-motion. Players will literally see damaged panels re-forming and effects working in reverse.

The replay editor also provides the tools for players to create highlight reels of their best action and wrecks – so the ability for the damage to work in reverse is a really cool feature.

The damage tech has also been applied to the walls and fencing that surrounds the track. We are able to deform the track’s ‘safer’ barriers and fencing dynamically. Areas of the track where a collision took place are maintained throughout the race, displaying scarred barriers and walls. It is amazing how much realism this adds to a race circuit world.

All NASCAR races in real-life and in the game feature extreme close racing, with cars battling 3 or 4 wide, only inches apart. In such a situation in game tyre rubs and scorch marks appear on the side of the cars.

Another element we captured was the windshield tear-offs. As NASCAR fans know, the ‘car of tomorrow’ features thin layers of plastic film that the pit crew rip off if the driver’s windshield becomes scuffed or chipped.

Just as in a real race, the player’s vision can become impaired with chips, dust and dirt that accumulate on the windshield. The pit crew know to tear off a layer on the next trip to the pits.

The damage and effects system as a whole is completely dynamic. When players collide, scrape, bump and barrel roll the results are never the same, with the effects depending on who, what and how the player got hit, as well as the car’s current state of damage and the speed of impact. Every wreck is a totally unique and overwhelming experience!

Of course we allow players to turn on ‘damage affecting handling’ for those who desire a true sense of realism.

VG247: Can you explain the balance between the game’s online and offline modes? How popular do you expect online racing to be in your game?

Thompson: NASCAR The Game 2011 is focused on online racing, with up to 16 player in each race and online specific gameplay modes and skill ratings.

Players can join or create private multiplayer lobbies with ease, utilising a choice of pre-defined race styles and additional race settings, to create the race they want. Pit stops, tire wear, fuel consumption and caution flags can all feature in an online race if the player wishes.

Players have the freedom to race with any of their cars online, any custom paint schemes and any tuning setups. Online play and split-screen also allows players to race as any of their favourite NASCAR drivers.

In the single player career mode, players progress through the grandeur of the NASCAR racing championship – the adrenaline-pumping NASCAR Sprint Cup series. Career mode provides the opportunity to compete at all the real-world NASCAR tracks alongside 42 other NASCAR drivers – battling for points, victories, cups and other race rewards. Drivers perfect their pit-stops, and master their racing reflexes in order to make ‘The Chase’, the final 10 races towards stardom and the NASCAR Sprint Cup Series Championship.

The season comprises of 36 races at all the real NASCAR Sprint Cup Series tracks. Throughout the series players unlock invitational events offering unique modes and challenges along with new rewards. Invitational events provide a break from the NASCAR Sprint Cup Series and an opportunity to impress sponsors, unlock rewards and earn bonus experience points towards ranking up.

Throughout career mode players compete in qualification sessions, pit stops under caution and Victory Lane celebrations. In their garage players can review the NASCAR Sprint Cup Series standings at any time, track their points and progression towards the all important final 10 races – The Chase for the NASCAR Sprint Cup.

NASCAR The Game 2011 will release in February for PS3, Wii, and Xbox 360.

http://www.vg247.com/2010/09/30/interview-eutechnyxs-dave-thompson-on-bringing-nascar-to-the-masses/
 
press release:

SANTA MONICA, Calif., Sept. 30 /PRNewswire/ -- Activision Publishing, Inc. (Nasdaq: ATVI) and leading independent developer Eutechnyx today announced the February 2011 release of NASCAR The Game 2011 for Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Wii™. With a fresh infusion of real world detail and blistering racing action, NASCAR The Game 2011 completely redefines what fans can expect from a NASCAR racing game.

NASCAR The Game 2011 has been built from the ground up to make a thoroughly new experience. The team started by speaking with the people who know NASCAR best – the fans – and took that insight to the teams, drivers and officials to completely embrace what makes NASCAR America's #1 motorsport.

Players can choose to play as themselves or as one of the sport's real-world drivers as they battle it out for the NASCAR Sprint Cup Series Championship. Each pro driver has the AI characteristics of his or her real world counterpart, setting the stage for intense rivalries played out on the track. Damage is meticulously detailed and multi-car wrecks are the most extreme ever experienced in an officially licensed racing game. From the 22 real world tracks to full pit stop strategy action, NASCAR The Game 2011 captures the real atmosphere, sense of speed and spectacle that embodies NASCAR. Players can even feel the thrill of a win with the interactive celebration mode.

The game also includes in-depth multiplayer modes which allow up to 16 players to battle it out for the win online. In both online and offline races, players earn NASCAR experience points which help unlock rewards such as decal packs or special car designs, as well as career sponsorships and special races throughout career mode. Everything you do on the track counts!

"While NASCAR has enjoyed a rich history in video games, we really wanted to take the next generation of NASCAR games to a new level," said Blake Davidson, Managing Director of Licensed Products at NASCAR. "By partnering directly with Eutechnyx, the leading driving game developer in the business, to create NASCAR The Game 2011, we are convinced NASCAR fans and gamers alike will be blown away by the result. With Activision as the publishing partner, we have the perfect combination to set the bar for all future NASCAR titles."

"The NASCAR videogame fanbase has been underserved for a long time and we're bringing them something very special," says David Oxford, Activision Publishing. Ed Martin, Executive Vice President at Eutechnyx, adds, "It was crucial to take a fresh look at what makes the sport so popular. We're working very closely with NASCAR, the drivers, the teams, the tracks and the sponsors to get all the minute details right, and give this game the polish and push the fans deserve."

Tune in to NASCAR RaceDay on SPEED at 10am EDT Sunday October 3 for world premiere of the first official NASCAR The Game 2011 trailer. NASCAR The Game 2011 is slated for a February 2011 release. The game is not yet rated by the ESRB. For more information visit www.NASCARTheGame.com or follow the game on Twitter @NASCARTheGame or on Facebook.
 

B.K.

Member
expy said:
Model looks decent, that diamond plate texture is just horrible though, so flat.

It's supposed to be flat. Even on the real car, it's not real diamond plate. It's just a decal.
 

Afrikan

Member
LOVE the pics.... I'm very happy and excited for Eutechnyx...they have been around for a while and I have alot of respect for them.
 

Dash Kappei

Not actually that important
Fuck no glorious PC release... will get it on PS3 if the G27 will be properly supported and the game's cool.
BS shots look very good :p
 

Branson

Member
SuperÑ said:
How could a Nascar game be fun? I'm being dead serious here...there are only oval circuits right?
Some of the best races I've watched had been on road courses this season, so no. And plus that's an ignorant thing to say. It's like saying that road courses are no fun because you only race by yourself.
 

jlevel13

Member
SuperÑ said:
How could a Nascar game be fun? I'm being dead serious here...there are only oval circuits right?

It hardly seems worthwhile to respond, but I'll ask, have you ever driven an oval at 180+ MPH fighting for position against 42 other cars? Give it a minute, and I think you could see where the fun and challenge might be in there.
 
it is cg, made with game assets according to the producer.

summary of info so far:

* In-depth career mode.
* Split-screen offline multiplayer.
* 43 car fields offline, 16 online.
* Revolutionary damage model.
* Extensive car setup options.
* Option to force default setups online.
* Tire wear.
* Tire blowouts.
* Tire temps/pressures affect handling.
* AI that drive like the actual Cup drivers.
* All 4 car manufacturers
* Rubber build-up on the tracks that affects handling.
* Ability to control what assists are used in online races.
* Ability to run multiple grooves and be competitive.
* Replay and photo editor
* Multiple paint schemes for drivers.
* Extensive in-game paint booth.
* Ability to rewind the race.
* Double file restarts.
* All car cockpits represent that of the actual driver.
* Accurate time-of-day transitions for races.
* 2011 car noses and paint schemes DLC soon after release.
* Scrolling standings ticker during races.
* PRN Commentary during pre-race and post-race.
* Spotter.
* Interactive victory celebrations including getting out of the car and doing backflips to pump up the crowd.
 

DCX

DCX
SOunds great! I follow NASCAR from a far, but due to my location i have kept up with it more than usual. The game looks like it's going to be sim with a touch of arcade.

DCX
 
http://www.operationsports.com/feature.php?id=1151

So for people who want to get to the Papyrus level, you can do that. Now I don't want to say that we are iRacing, we are not. We are a console-based game, and although we do have a great sim engine under the hood of NASCAR 2011, we are still a game. If you want to look at this way, we are sort of high school and college, and iRacing is the pros. Sometimes even the hardcore NASCAR fans want to just sit down and have fun with a game, and sometimes they want it to be more simulation. I think we covered both realms with NASCAR 2011.
 
Really like what I have seen of this so far. Really hoping the paint scheme editor and replay mode are done well. And thanks to Wax Free Vanilla for bumping this thread anytime there is new info.
 

gotee12

Member
This is looking to be the best NASCAR game ever produced. I hope I'm not hyping myself up for disappointment.

Two questions:

Is this the first this has been announced? I haven't heard anything about this and it's definitely something I'd notice. Especially since it's so close to release (I presume the release coincides with the start of the 2011 series at Daytona).

If they're putting rivalries in (BraKes/Edwards for example) has there been any talk about those rivalry dynamics changing throughout the course of the season? One of those "passionate NASCAR dynamics" is watching those rivalries develop over the course of the year. It would be awesome to have a weekly "drama" update/patch...

Edit:

This may be a semi-answer to my second question. Taken from http://www.operationsports.com/feature.php?id=1151
Out of the box, what you are going to get is the 2010 season. We’re currently working on our DLC plans, and we hope to be able to offer updates to reflect the 2011 season, but we’ll confirm these bits as we get closer to launch.
 
Considering the game is handling 43 cars on track at the same time, I am fine with the visual quality. Now I am just hoping for a steady framerate.
 

bryehn

Member
CTRL+F Nationwide :(
CTRL+F Camping World :(
CTRL+F Home Track :(

Would be awesome to have a "Start on your home track and make it to the Sprint Cup" mode.
 

gotee12

Member
bryehn said:
Would be awesome to have a "Start on your home track and make it to the Sprint Cup" mode.

True but if they just focus on making the NSCS an awesome experience, I'll be happy. I'd rather have one NASCAR component done justice than several mediocre ones.
 
Top Bottom