NASCAR Thunder 2004 is the Madden or Tony Hawk of stock car racing games.
EA Sports laid most of the groundwork for NASCAR Thunder 2004 last year. The 2003 edition brought driver AI and car handling up to realistic levels, transforming the franchise into the kind of simulation that longtime NASCAR fans have been clamoring for on a home console for years. Thanks to the inclusions of a 20-year career mode, a comprehensive tutorial, and lightning challenges that allowed players to relive key events from the 2002 season, EA Sports gave NASCAR fans a product that portrayed their favorite sport with the same degree of authenticity and reverence as the company's other sports franchises. NASCAR Thunder 2004 goes even further, tweaking and improving every aspect of the game while adding in a slew of new features--chief among them, an intricate system of rivalries and alliances that makes each race more intense than the one before it.
Your performance on the track can cause you to develop rivalries and alliances with CPU-controlled drivers. If you make unnecessary contact with an opponent's car, cause a wreck, or constantly block a specific driver, you'll rack up grudge points with the drivers involved. The more grudge points you build with a specific driver, the greater the odds he'll block your pass or try to nudge you off the track. You can soften these rivalries, and even earn points toward alliances, by allowing cars to pass you or by sharing their draft slipstream. Shared drafting is another feature that's new to this year's game. When you're driving behind a competitor, you can push a button to notify him that you're driving in his wake and that it's OK for him to do the same if you pass by. The longer you share a draft, the stronger the alliance you'll build with the other driver. To make things interesting, some drivers are rivals by default. Rusty Wallace and Jeff Gordon are always at odds, for example. During a season, the rivalries and alliances you build carry through from race to race.
Rivalries are just one of the many ways in which NASCAR Thunder 2004 goes to great lengths to portray what happens out on the track during an actual race. Professional drivers wouldn't spread themselves out along the track in order to make it easier for you to pass them, but that's exactly how the CPU in many past racing games has been programmed to behave. The AI in NASCAR Thunder 2004 isn't nearly as predictable or autonomous. Drivers will form up into packs in order to set positions and make it more difficult for stragglers to overtake them. Trailing drivers will draft behind you when they're off the pace, and they won't hesitate to pass on the inside or put up a block in order to take your position or stymie your advance. It's also not uncommon to see a CPU driver help out an ally or teammate by blocking while the other driver moves up a position. CPU drivers aren't infallible either; they make mistakes just like the rest of us. While working your way through the pack, a car ahead of you may skid into another car or scrape against the wall, causing a spectacular chain reaction that will leave cars banged up, rear-ended, and possibly out of the race entirely. The settings menu lets you adjust CPU skill settings and choose whether or not damage affects the handling of your vehicle.
Although it is possible to jump right into a race and start driving, it will take some time before you're not scraping into the walls during turns or fishtailing every time a car nudges your rear bumper. Since driving too fast makes it difficult to steer through a turn, one of the first things you learn is that you actually have to slow down in order to take the quickest line through most curves. When you're driving inside the pack, wind resistance is lower, which means that contact with other cars can cause you or other drivers to spin out of control. You'll be tempted to push another car aside in order to make a move for position, but the collision will probably affect you just as negatively as it will the other guy. Handling adjustments, such as tire pressure, suspension, spoiler angles, and gear ratios, let you tighten or loosen your car's grip on the track, and you can activate steering and braking assistance just in case you need a little extra help keeping the car under control.
The learning curve involved with figuring out how to drive properly is probably a bit steeper than a lot of casual fans are used to. Thankfully, each of the game's many gameplay modes will teach you how to stay on the track and how to use drafting and racing lines to work your way to a top finish. A series of video clips, called NASCAR 101, combined with the two dozen or so tests in the license mode, will teach you everything from the basics to advanced techniques, like how to build speed coming out of corners. Lightning challenges are back this year as well. This mode offers up 39 situations taken from the 2002-2003 racing season. You generally have a few laps with which to repeat or change history, and you often have to do so while running low on fuel or without bumping into opponents. A feature that's new to this year's game is the speed zone, a set of challenges with an arcadelike feel that let you practice drafting and overtaking on a series of fantasy road courses. In addition to these modes, NASCAR Thunder 2004 has the standard quick race, season, and career modes that fans have come to expect from year to year. The game also supports EA's new EA Sports Bio initiative, where the time you spend playing EA games is saved to a file on your PS2 memory card or Xbox hard drive and is later used to unlock cheats in other EA Sports games.
- Player Reviews: 9
- Game Universe:
- NASCAR 2000 (PC, N64, PS, GBC),
- NASCAR 2001 (PS, PS2),
- NASCAR Thunder 2002 (PS2, XBOX, PS),
- NASCAR Thunder 2003 (GC, PS2, XBOX, PC, PS),
- NASCAR: Dirt to Daytona (PS2, GC),
- NASCAR Thunder 2004 (PC, PS2, XBOX, GC, PS),
- NASCAR 06: Total Team Control (XBOX, PS2),
- NASCAR 08 (PS3, X360, PS2),
- NASCAR 09 (PS3, X360, PS2),
- NASCAR Rumble (PS)
- Offline Modes:
- Online Modes:
- Number of Players: