Review: NASCAR 09 E-mail
by Mike Bantick   
Wednesday, 13 August 2008

Once racing, it is a matter of keeping your lines clean and taking the opportunities when they rise.  Passing is difficult, even with the help of a slip-stream effect slingshot around your opponent.

If, like me, you are not the most patient of drivers, and happen to nudge the car in front, a drive through the pits penalty in the form of a black flag might be heading your way. 

Then there is always the ever present danger of a spin out causing the pace car to come out and guide the lads around the track while the damage cars are moved away.  On the down side, there does not seem to be much in the way of damage inflicted, and AI cars are rarely totalled.  On the plus side however, it is not always you involved in the yellow flag incidents.  Having fallible AI is a good sign in a racing simulation, unlike big name titles such as Gran Turismo where this unreality is glaring .

There is plenty to keep track of as you burn up the laps, with your team giving advice on the opposition over the radio, and a Heads Up Telemetry that can be called upon to give details about your cars performance.

There is an online mode, though sadly no split screen racing to be had.  The multiplayer features Quick Match and Custom Match options along with leaderboards and more, sadly I never had a satisfying experience racing online, but this could be a regional effect only.

Generally, NASCAR 09 provides a comprehensive, white knuckle racing experience around Speedway, Super Speedway, Short Track and Road Track events.  My formulae, was simply to get pole position during qualification and stay out in front for the entire race.

This approach predominately saw me finish either first or last in a race.  Nice and simple, much the same as the brutal racing presented in NASCAR 09

7 spin outs out of 10nascar092.jpg
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