Video game development is rarely about one man, but if it was, then Terence Groening should certainly get a mention for his contributions to the genre as the man responsible for the physics of Sportscar GT, EA’s PC F1 and NASCAR games of the early 2000’s, rFactor, rFactor 2 and every title and rFpro simulator that spawned from ISI’s engine.
This interview with RSC details his early life and career, through to him joining iRacing in 2021.
Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
EA released a press pack with a short paragraph describing NT2004 at E3 along with a few screenshots. Check it out below.
Text:
NASCAR Thunder™ 2004 puts gamers behind the wheel in a world where grudges and alliances mean the difference between victory lane and disaster. You’re no longer just racing a track, you’re racing a pack of 42 real world stars who think for themselves, remember your every move, and aren’t afraid to pay you back. Revenge may be around the next corner or at the next race, as you scream through 23 authentic tracks or hone your road racing skills on 11 fantasy tracks. The key to success is building alliances that carry from race to race and season to season in an improved career mode that challenges gamers to manage sponsors, teams, garages and crews while building a 20 year racing legacy. Online or on your own, racing just became a contact sport.
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