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NASCAR 08
View on Wikipedia| NASCAR 08 | |
|---|---|
North American PS2 cover art featuring Tony Stewart | |
| Developers | EA Tiburon Exient Entertainment (PS2)[7] |
| Publisher | EA Sports |
| Series | EA Sports NASCAR |
| Engine | EAGL 4 |
| Platforms | PlayStation 2 PlayStation 3 Xbox 360 |
| Release | |
| Genre | Racing |
| Modes | Single-player, multiplayer |
NASCAR 08 is the eleventh installment of the EA Sports NASCAR series. It was developed by EA Tiburon for PlayStation 3 and Xbox 360 and by Exient Entertainment for PlayStation 2. This was the earliest that EA has released a NASCAR game at the time, until NASCAR 09, which featured a June release. It also marks the first time the original Xbox has been excluded from the NASCAR lineup since NASCAR 2001.
Tony Stewart is on the cover marking his third appearance on the cover of an EA Sports NASCAR game since NASCAR Thunder 2004. The cover in the PAL region features Juan Pablo Montoya (as Montoya returns to EA Sports cover athlete since F1 Career Challenge). NASCAR's new Car of Tomorrow as well as the current car are present in the game, although the Car of Tomorrow is generic (no separate manufacturers). ESPN's NASCAR coverage is also integrated into the game.
| Aggregator | Score |
|---|---|
| Metacritic | (PS2) 56/100[8] (PS3) 57/100[9] (X360) 59/100[10] |
| Publication | Score |
|---|---|
| GameRevolution | 2.5/10[18] |
| GameSpot | 6/10[13] (PS2) 6/10[14] |
| GameSpy | |
| GamesRadar+ | |
| GameZone | 7/10[15] |
| IGN | 5/10[11] (PS2) 5.5/10[12] |
Reception
[edit]Critical reception of the PlayStation 3 and Xbox 360 version of the game has been mixed. Play Magazine gave the game 38%.[19] GameSpot gave the Xbox 360 version a 6.0 rating[20] and a 6.0 for the PlayStation 3 version.[21] IGN called NASCAR 08 "bare-bones, unpolished and uninspired", saying that the package felt insubstantial with the lack of basic inclusions such as ending wrap-up screens for the Season mode.[22]
Critical reception of the PlayStation 2 version was better when compared to the previous year's NASCAR 07, but was still mixed. Strategy Informer reviewed the title, stating that the game improved in insubstantial ways over the previous entry through appealing to a broader audience in favor of the core fans invested in its mechanics.[23]
References
[edit]- ^ Kozanecki, James (August 21, 2007). "AU Shippin' Out August 20-24: BioShock, GRAW 2". GameSpot. Retrieved March 28, 2024.
- ^ a b c Ahearn, Nate (June 21, 2007). "NASCAR 08 Multiplayer Preview". IGN. Retrieved March 28, 2024.
- ^ Bramwell, Tom (August 24, 2007). "What's New? (24th August 2007)". Eurogamer. Retrieved March 28, 2024.
- ^ Kozanecki, James (September 17, 2007). "AU Shippin' Out September 17-September 21: Super Paper Mario and Heavenly Sword". GameSpot. Retrieved March 28, 2024.
- ^ a b "NASCAR 2008: Chase for the Cup". Eurogamer. Archived from the original on December 29, 2015. Retrieved March 28, 2024.
- ^ Kozanecki, James (November 12, 2007). "AU Shippin' Out November 12-November 16: Crysis and Assassin's Creed". GameSpot. Retrieved March 28, 2024.
- ^ "NASCAR 08". Exient Entertainment. Archived from the original on October 3, 2011. Retrieved March 28, 2024.
- ^ "NASCAR 08 for PlayStation 2 Reviews". Metacritic. CBS Interactive. Archived from the original on February 16, 2022. Retrieved February 15, 2022.
- ^ "NASCAR 08 for PlayStation 3 Reviews". Metacritic. CBS Interactive. Archived from the original on February 16, 2022. Retrieved February 15, 2022.
- ^ "NASCAR 08 for Xbox 360 Reviews". Metacritic. CBS Interactive. Archived from the original on February 16, 2022. Retrieved February 15, 2022.
- ^ Roper, Chris (26 July 2007). "NASCAR 08 Review". IGN. Archived from the original on 16 February 2022. Retrieved 15 February 2022.
- ^ Bishop, Sam (5 October 2007). "NASCAR 08 Review". IGN. Archived from the original on 16 February 2022. Retrieved 15 February 2022.
- ^ Thomas, Aaron (1 August 2007). "NASCAR 08 Review". GameSpot. Archived from the original on 16 February 2022. Retrieved 15 February 2022.
- ^ Thomas, Aaron (2 August 2007). "NASCAR 08 Review". GameSpot. Archived from the original on 16 February 2022. Retrieved 15 February 2022.
- ^ jkdmedia, GameZone (4 May 2012). "NASCAR 08 - PS3 - Review". GameZone. Archived from the original on 16 February 2022. Retrieved 15 February 2022.
- ^ Kim, Alan (3 August 2007). "NASCAR 08 review". GamesRadar. Archived from the original on 16 February 2022. Retrieved 15 February 2022.
- ^ Steinberg, Steve (17 August 2007). "NASCAR 08". GameSpy. Archived from the original on 16 February 2022. Retrieved 15 February 2022.
- ^ "NASCAR 08 Review". GameRevolution. 14 August 2007. Archived from the original on 16 February 2022. Retrieved 15 February 2022.
- ^ Play magazine review, issue 157, Imagine Publishing
- ^ NASCAR 08 Xbox 360 at GameSpot
- ^ NASCAR 08 PlayStation 3 at GameSpot
- ^ "IGN.com NASCAR 08 Xbox 360 Review". 27 July 2007. Archived from the original on 2007-09-11. Retrieved 2007-09-27.
- ^ "Strategy Informer NASCAR 08 PlayStation 2 Review". Archived from the original on 2007-10-13. Retrieved 2007-09-27.
NASCAR 08
View on GrokipediaDevelopment
Background
NASCAR 08 was developed by EA Tiburon, Electronic Arts' dedicated sports simulation studio based in Maitland, Florida, which had assumed primary responsibility for the EA Sports NASCAR franchise following challenges with earlier iterations like NASCAR 2001.[6] This shift to Tiburon in 2002 marked the beginning of the NASCAR Thunder sub-series, emphasizing more accessible arcade-style racing elements alongside simulation features, and the studio continued leading annual releases through the mid-2000s.[7] The development of NASCAR 08 specifically focused on transitioning the series to next-generation consoles, making it the first entry available on PlayStation 3 and Xbox 360, while also supporting PlayStation 2 via porting by Exient Entertainment. Released in July 2007—earlier than the typical September timeframe for prior titles—the game was timed to incorporate NASCAR's Car of Tomorrow (COT), a redesigned vehicle template with enhanced safety features and standardized aerodynamics that debuted in real-world racing at the 2007 Food City 500 at Bristol Motor Speedway on March 25, 2007.[1][3][8] This integration allowed players to race the COT across all 22 official NASCAR tracks, reflecting the sport's ongoing evolution toward safer, more uniform competition cars.Production
NASCAR 08 was primarily developed by EA Tiburon, Electronic Arts' studio in Maitland, Florida, for the PlayStation 3 and Xbox 360 versions, marking the series' debut on next-generation consoles.[1] The PlayStation 2 port was handled by Exient Entertainment, ensuring compatibility with the previous-generation hardware.[9] As part of EA Sports' exclusive NASCAR license secured in 2003, the production built on the studio's prior experience with titles like NASCAR 07, focusing on realistic simulation elements tailored to the sport's 2007 season.[10] A central element of the production involved implementing NASCAR's "Car of Tomorrow" (COT), the league's redesigned vehicle introduced that year, alongside the outgoing Generation-4 cars. EA Tiburon's team modeled the COT's distinct physics, including enhanced aerodynamics from its rear wing and wider stance, to differentiate its handling from traditional stock cars and enable new racing strategies like improved drafting.[11] This required extensive tuning to capture the car's real-world behavior, with over 40 customization options for players to adjust suspension, aerodynamics, and other parameters.[1] The development prioritized a revamped career mode, where players begin as unproven rookies, progressing through skill-building challenges to secure team contracts and unlock high-performance vehicles. Multiplayer features were expanded for online races supporting up to 16 players, leveraging the consoles' networking capabilities for shared setups and competitive events. The game received an "E" rating from the ESRB, reflecting its broad accessibility, and was completed for a summer 2007 release.[1]Gameplay
Single-player modes
NASCAR 08 offers several single-player modes that emphasize progression, simulation, and customization within the NASCAR racing framework. The primary modes include Quick Race for immediate action, Season Mode for structured competition, and the career-oriented Earn Your Stripes, which incorporates challenges and team management elements. These modes leverage the game's improved physics and dynamic lighting to simulate authentic racing experiences, allowing players to compete across the Cup, Busch, and Truck series on real and fictional tracks.[12][13] Quick Race provides a straightforward entry point for single-player sessions, enabling players to select any track from the game's roster—such as Daytona International Speedway or the fictional Boulder Raceway Park—and customize race length, difficulty, and vehicle types like the Car of Tomorrow or Gen 4 cars. This mode supports solo practice or full events without long-term commitments, focusing on honing driving skills amid features like variable lighting that affects visibility during day-to-night transitions. It serves as an ideal testing ground for the game's handling mechanics, including bump drafting and tire wear simulation.[12][13] Season Mode immerses players in a complete NASCAR calendar, where they select a real driver like Tony Stewart or Dale Earnhardt Jr. to compete in up to 36 races across multiple series. The mode follows the 2007 schedule, incorporating events like the Daytona 500 and integrating ESPN-style commentary for realism. Players manage points accumulation to vie for the championship, with options to adjust settings such as race length and AI difficulty, though it lacks deep off-track management compared to prior entries. This structure emphasizes endurance and strategic pitting over a full season arc.[12][14] The standout single-player experience is Earn Your Stripes, the game's revamped career mode, where players begin as a rookie driver in a generic team and progress through tiers from modified tours to the Nextel Cup Series. To advance, participants complete Toyota Challenges—mini-games focused on skills like drafting, spin recovery, and fuel management—earning gold medals that upgrade car performance attributes such as handling and speed. Licensing tests and contract negotiations with team owners add progression layers, unlocking iconic vehicles and drivers upon milestones. The mode culminates in Chase for the Cup events, a playoff-style format requiring top-10 regular-season finishes to qualify for bonus-point races, blending simulation with achievement-based growth. Dynamic elements like the Team Communicator, voiced by crew chief Chad Knaus on next-gen consoles, provide real-time strategy advice during races.[13][15][16]Multiplayer modes
NASCAR 08 offered multiplayer functionality that varied by platform, with the PlayStation 2 version supporting limited local and online play, while the PlayStation 3 and Xbox 360 editions focused exclusively on online racing without local split-screen options.[17][9] On the PS2, players could engage in split-screen multiplayer for up to two participants in offline races, allowing head-to-head competition on various tracks and series without an internet connection. Online multiplayer was also available but capped at four players, enabling basic racing sessions across the game's Craftsman Truck, Busch, and Nextel Cup series.[9] For the PS3 and Xbox 360 versions, multiplayer was online-only, supporting up to 12 racers in a single session to simulate full NASCAR fields. Players could select from 22 tracks, customize car setups, and share those setups with the community via the game's online features, fostering competitive races that emphasized drafting, passing, and strategic pit stops. The mode's options were straightforward, primarily consisting of quick races without extensive matchmaking or ranked systems, though voice chat via headsets enhanced social interaction during sessions.[18][19]Core features
NASCAR 08 introduces the Car of Tomorrow (COT) chassis for the NASCAR NEXTEL Cup Series, marking the first time players can drive this new vehicle design in the franchise. The game includes all three major NASCAR series: the NEXTEL Cup, Busch (now Nationwide) Series, and Craftsman Truck Series, with a dedicated one-off season mode for the COT cars. Players race on 22 official NASCAR-sanctioned tracks, encompassing ovals, road courses, and superspeedways, though notable omissions include international venues like Mexico City and Montreal.[3][20] The core physics engine emphasizes realistic handling and precision, where small errors in throttle control or line choice can lead to significant position losses or spins, simulating the unforgiving nature of stock car racing. Car handling is customizable through over 40 tuning options, allowing adjustments to aerodynamics, suspension, tire pressure, and gear ratios to optimize performance for specific tracks. These setups can be shared online with the community, fostering competitive experimentation. On the PlayStation 3, the game supports SIXAXIS motion controls for steering, enabling nuanced input during close-quarters three-wide racing.[3][1][20] Visuals leverage next-generation capabilities on PlayStation 3 and Xbox 360, delivering smooth frame rates and dynamic day-to-night transitions that enhance immersion during longer races. Vehicle damage is realistically modeled, with visible deformations from collisions accumulating over a race and prominently featured in replays. Tracks render with detailed layouts, though some aliasing and bland textures persist. Audio design captures authentic engine roars across series vehicles, complemented by crew chief radio chatter that provides real-time strategy advice, albeit with occasional delays.[3][20] A unique vehicle telemetry visor overlays real-time data on the HUD, displaying metrics like speed, RPM, track position, and drafting efficiency to aid strategic decision-making. Visual aids, such as racing lines and drafting indicators, assist novice players in mastering pack racing dynamics. Post-race celebrations include authentic elements like infield burnouts and victory laps, adding to the series' focus on NASCAR tradition. Limited visual customization allows selection of paint schemes and colors, but restricts custom numbers below 100 and full design tools.[3][20]Release
Platforms and dates
NASCAR 08 was released for three platforms: the PlayStation 2, PlayStation 3, and Xbox 360. Developed by EA Tiburon and published by EA Sports, the game launched simultaneously in North America across all three systems.[21][22][23][24] The North American release occurred on July 23, 2007, marking an early summer debut for the series that year. International releases followed later in select regions, with the PlayStation 2 version reaching Australia on August 23, 2007, and Europe on August 24, 2007. The PlayStation 3 version launched in Europe in September 2007, while the Xbox 360 version launched in November 2007, though specific dates varied slightly by territory. No PC version was produced.[21][3]| Platform | North America | Australia | Europe |
|---|---|---|---|
| PlayStation 2 | July 23, 2007 | August 23, 2007 | August 24, 2007 |
| PlayStation 3 | July 23, 2007 | September 20, 2007 | September 21, 2007 |
| Xbox 360 | July 23, 2007 | November 15, 2007 | November 9, 2007 |
