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There are a few good points to this title and I think that they are valid and worth mentioning. At some of the tracks the AI are quite aggressive and even when you pass them, they don't disappear behind you. The actual sounds of the cars are spot on. The menus to get into and out of the race are simply and effective. There are options to run races at 10 laps, 20 laps, Quarter-length, Half-length and Full race, which depicts the actual IRL race at each particular venue. Although I don't feel the need to be asked twice if I'm sure I want to exit or move on to another track but the process would eliminate some accidental keystrokes. The tracks are well defined, accurate as to shape and size and look correct. All of the buildings and surroundings of the tracks are in their proper places and well modeled. The sky textures at many of the tracks are visually pleasing but there seems to be a commonality to the weather throughout the series. Meaning that the weather is fixed at one scenario at every venue. The Richmond race is run at night, which one would expect to see stars and the moon seeing as how the weather is clear at the other tracks. The team logos are correctly represented so you definitely get the visual sense that you are an IRL competitor, although about the only time you can clearly view the other car textures is during a pit stop or while viewing a replay. And lastly at some of the tracks where you can simply lift off the accelerator to allow the car to turn in, the actual driving of the cars is pleasant and fun. At tracks such as Miami, Richmond and Phoenix where you would normally use the brakes to set the chassis for the corner, the physics of the cars simply don't match and the player's car is absolutely at a disadvantage to the AI. The brakes are absolutely worthless throughout the game. There is a mention in the Master Class tutorial about not using the brakes but I assure you at tracks like Richmond and Phoenix, you need them. Just a slight touch of the brakes at any track and the left front tire is locked solid. I also noticed that after you release the brake, that the left front wheel stays locked for a few milliseconds after you let off the pedal. This could have been an issue with the interim pedal set that I was using however I seriously doubt it and I certainly wasn't about to spend another 20 minutes trying to configure another set.
One of the races that I ran at Chicagoland Speedway, I clouted the wall but was able to continue with a damaged wheel. The odd part was that I actually ran my fastest lap with a damaged right front and there was definitely no sensation of the vibrating wheel input to the Force Feedback. Going down the straight at 220 MPH with the right front tire jumping off the ground, one would certainly expect some sort of input back to the wheel. You also wouldn't expect to be able to make the corner with damage like that either. When there is contact with another car or your car is merely damaged due to contact with the wall, the caution flag never waves in any mode of the game. The player is either ejected from the race by irreparable damage, or destined to struggle on behind the field with no possible means to catch up. The game will implement the black flag if you jump the start, but that's the only time I saw anything but green. Then when my car was sent to the pit to serve the stop and go penalty, even though I had damage to my car, there was no option to fix it. The player is driven out on the track by the game and you must pit again to repair the damage. That is providing you make it back around.
I don't generally rate games in a review. Some reviewers like to give a score but at times I think people go right to the score and skip the article itself. I feel it's important to just explain the things I see and describe them the best I can. If I were to give Indy Car Series a rating, it would be: incomplete because there are just too many things missing in a game of this caliber. With such a competitive series to emulate as the IRL and with the inclusion of the Indy 500, you just have to do a better job than Brain in a Jar has done with this title. In this day and time it is inexcusable to omit a controller calibration applet with the wide array of controllers that are on the market today. If you fail to connect the player to the game, you can never expect that player to continue on and play. I also believe that today's racing games must include a multiplayer function. After all, it is a racing game built with competition in mind and the PC-gamers expect to be able to race other humans. There are some good features and implementations in this title but the bad far outweigh the good. I even searched other forums to see if someone out there had discovered something in this title that would bring some life back to it. Unfortunately it seems that most of the topics related to Indy Car Series died only a few short months after it was released. That right there tells a big part of the story. But there is one bright point in all of this. I just found 500Mb of hard drive space that I didn't have before and I have two brand new coffee coasters to put into circulation.
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Author: |
03-03-2004 |
I was really looking forward to this "sim" being released. I even pre-ordered it but decideed not to buy after I played the demo. I'ts such a crying shame that Codemasters are prepared to release this sort of crap. |
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Author: |
03-03-2004 |
Spot on! I thought I was the only one who thought that game was a piece of shit! Funny thing is, you read the forums, and some people love the game and enjoy it! I have been playing racing sims since World Circuit (anyone else remember splitscreen?) through all the Papyrus Nascar sims and GPL, F12000 on to F1C, all the related mods, Rally Trophy, DTRs, various CMRs, etc. I really missed Papy's ICR, and wanted to like this game, but the handling is soooo way off its just NOT fun to play, at least not if you are into realism! |
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Author: |
03-03-2004 |
This game could have been really good... IRL racing is so exciting and they only managed to release a bad mix between arcade and simulation...I played this game for one day and when I went back to nascar racing 2003... what a difference... |
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Author: |
03-03-2004 |
Thanks for the comments guys. I hate to slam any game but this one deserved it and honestly, it's not a slam: Just the way it is. It was hard to keep going on it just to have enough info to finish the review. I only got this review copy about 3 weeks ago. That tells you something about the publisher doesn't it?? My only regret was that I didn't get a chance to warn people sooner. |
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Author: |
03-03-2004 |
just one thing i can sey about this sim'' i'ts junk |
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Author: |
03-03-2004 |
sounds like its good for a blast, i quite enjoyed the demo, but not good for what it should be made for, real racing. a real shame |
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Author: |
04-03-2004 |
People go right to the score of a reivew because they don't always have time to read some fool's ramblings. Sometimes people just need to get to the point a little quicker. You should try it... |
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Author: |
04-03-2004 |
as a long time indy fan I was very dissappointed with this game. I played it once and have nver touhed it agian...great review, you were to kind. |
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Author: |
09-03-2004 |
I agree with you completely. After racing the papy game for so many years with all one can do with it, plus the Nascar 2003 game and an even easier time to use and enjoy it, I must admit I have been BIG TIME disappointed with this game. At times, I wonder if Codemasters is even listening or they have the ability to develope a state of the art Indy game. No on-line play with ai adjustment, plus all the other things afforded in Nascar 2003 make this game look much like the l989 first ever game by Papyrus. I believe this is inexcusible. Dale Jr. and Bobby Lebonte openly talk about the Nascar game they play. That sells. I have been surprised the IRL hired such an inept company such as codemasters to do this game at a time when Indy badly needs more people to become interested in its very good product. The game however stinks. I have read some who like it, but I do not believe they are hard core simulation fans because this game runs really in arcade mode. I understand someone is doing an open wheel mod from Nascar 2003 and am looking forward to it because I know that will be better and will include on-line play. One more thing, I have read that the new 2005 ICS game will have on-line play, but again only up to sixteen cars. Once again, SUB PAR. Prov. 3:6 |
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Author: |
24-04-2004 |
The IRL sucks, the cars suck, the tracks suck, and the author of this review is an idiot. |
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Author: |
03-12-2006 |
Hi! Once I solved the understeering problem, I actually enjoyed the game a lot. Turn up the speed sensitivty of the wheel to 100%(game main menu-option-steering wheel options), try it! To be fair this a very good game. |
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