NASCAR Heat 2 is a lot more than simply a sequel to last year’s title. It represents developer Monster Games’ go back to multi-series racing – among the things the studio was known for with 2002’s Dirt to Daytona. Heat 2 includes the Camping World trucks and Xfinity cars, and also the new multi-stage racing rules. These aspects, alongside a fresh rivalry system, alter the career mode but aren’t a clear step of progress, that is a problem because of this sequel.

Career modes can ask a whole lot of gamers. Managing players’ development and juggling the financials often means a whole lot of irons in the fire. Heat 2 simplifies things by stripping away the R&D facet of your team’s operation, and presenting objective-based contracts on a rolling five-race basis. Hit some objectives and you will feel your procedure and race results progress. This is a fairly easy way to enable you to progress without causing you to agonize over smaller areas of your organization.

Unfortunately, it also removes any potential meat from the mode and helps it be feel just like you’re on a tour of the racing series instead of orchestrating and being truly a part of a satisfying rise the ranks. You make money using race to race, nonetheless it doesn’t go towards anything and is merely a number to greatly help gauge your progress. Rivalries are notched according to whom you come across on the track, but regardless of the many, many bump-and-runs I performed (and even outright wrecking), I didn’t worry about reprisals on race day because nobody really came after me.

The racing itself has its positives, but can be undercut by oddities such as for example cars randomly checking up for no apparent reason, inconsistent yellow flags, tire wear not being as important as it ought to be (even on the max setting), and having the capacity to cut through elements of the field like butter even on the bigger difficulty. The A.I. ability of cars is a problem in lots of racing games over time, from not executing smart pit technique to allowing players to exploit certain racing lines, and that continues here.

All this is a shame, because like NASCAR Heat Evolution before it, this sequel has the right racing occasions in it. There are cars through the entire field that provide you an excellent fight, causing you to try different lines to work for the pass. Some even stand their ground and won’t be intimidated by a shove or a bump. Slipping up in lots of conditions means the other cars are likely to exploit you and seize the possibility to roar by. Since there is room for improvement in this game, I celebrate occasions like these.

Racing online with the overall game is a different beast, as players can tweak cars’ setups more once and for all lap times, that is a reason I wish Heat 2 provided some guidelines regarding the ramifications of tweaking aspects like brake bias, springs, weights, etc. At least, this season offers more multiplayer lobby options such as for example flags, stages, and stability options, together with more structure via continuous five-race mini-seasons. Along with these additions, I wish the title also included a no-collision option in multiplayer to lessen the caution-filled chaos which inevitably happens on many tracks. The overall game also contains offline, splitscreen races, that is a nice feature that gives an excellent sense of speed despite having a full field.

All this represents good progress for the franchise, but while NASCAR Heat 2 adds racing series, rivalries, and other features, it misses an possibility to make sure they are meaningful and expand using the scope and excitement of the overall game.