Everything that NASCAR The Game: Inside Line Got WRONG

With iRacing getting the NASCAR license, we have started thinking back at some recent NASCAR video games in the past and taking an honest look at them. Today, we will start by looking at the second game in the Eutechnyx era of NASCAR gaming, NASCAR The Game: Inside Line.

A Brief Look at Its’ Predecessor

When looking at what this game got right, it is important to know what preceded this game. In this case, it was NASCAR The Game: 2011. This game, to say the least, was not received particularly well by the fanbase.

The gameplay was odd with a bad handling model, very bad AI, and bare-bones game features. In single-player, there was not even a true career mode. Online play was incredibly buggy and glitchy with some claiming the game was “Unplayable” online at launch. The graphics were fine, but they were nothing to write home about.

Eutechnyx did not do any favors with this first game, so, they went to the drawing board for their second game. NASCAR The Game: Inside Line was released on November 6th, 2012, and, was it an improvement?

What NASCAR The Game Inside Line Got RIGHT

Handling Model/Tire Wear

When people think back on NASCAR The Game: Inside Line, this is what they think back on most fondly. While the NASCAR Heat games, NASCAR The Game: 2011, and even some of the EA Sports games were criticized for their driving model, NTG: Inside Line was and still is the gold standard when it comes to the driving model. It truly feels like you are driving a stock car, and it is a lot of fun to drive.

It gets even better when you look at the tire wear. There is true tire wear in the game, and it truly is a skill to learn if you want to become proficient at the game. Particularly at tracks like Atlanta where tire wear is more prevalent, the player has to be mindful of how they use their tires throughout a run.

If you run as fast as possible, sliding your tires all throughout the early part of a run, you will pay for it later in a run. If you want to truly get skilled at the game, you have to learn how to manage tires all throughout a full run, and it makes the game that much more fun.

This is where the game shines the brightest, at least in single-player. It’s the best tire wear and handling model ever seen in a NASCAR console video game.

Paint Booth

One of the best elements about this game that is missing from many modern NASCAR games is a paint booth. Some of the games since Eutechnyx have had a paint booth, but none were quite as deep as this one. From the different shapes, number fonts, colors, logos, and everything.

This paint booth was very good, and it allowed players to express their creativity in unique ways. The biggest issue with this was that there was no way to share paint schemes with other players, but, this game did come out in 2012 after all. Regardless, the paint booth is a positive with this game.

Improved Online

The online mode in this game was far from perfect, but we can get to some of those negatives in a bit. This online mode was a vast improvement from the previous game because, well, it works! There was a community on this game as is evidenced by many of the different leagues that were created on this game.

This game allowed for private lobbies, which made it easier for players to set up lobbies to play with just their friends. Again, it was far from perfect, but, compared to some of the online experiences of its’ successors, it may be the best online we have seen in a post-EA Sports NASCAR video game.

Graphics

The graphics are not by any means the most important element of this game, but, for a PlayStation 3 and XBOX 360 video game, this game looks pretty good. One could argue this game is better looking than some of the NASCAR Heat games on the next generation of consoles. It may not hold a candle to how some games look today including NASCAR 21: Ignition, but, it is an improvement on NASCAR The Game: 2011.

What NASCAR The Game Inside Line Got WRONG

For all that this game got right, there is a lot that this game got wrong. What are some of the less-than-stellar features of NASCAR The Game: Inside Line?

The AI

Eutchnyx games had one major flaw in them, and that was the AI. Inside Line is no different as the AI are not great at certain race tracks. Sometimes the AI will randomly brake in the middle of a straightaway for no reason at all.

There are some times that the AI is way too easy, and there are other times where they make some questionable pitting decisions. They also struggle significantly when they hit lapped traffic. While the game is fun to drive, the AI sometimes feels like they’re more in your way than you’re actually racing them.

The Career Mode

The career mode is improved in this game, but it’s not exactly stellar. What happens in this game is you start with a bad car, then you get sponsors and earn money based on how you finish to buy upgrades for the car. It’s not a bad concept, but, it does not take very long to get your car fully upgraded and competitive.

Oftentimes, you can win a Championship in your rookie season, and it feels like there is no incentive to come back. There is also no buying a pit crew, shop additions, or even an owner mode. It’s definitely better than the previous game, but it’s by no means anywhere close to the EA Sports games or even NASCAR Dirt to Daytona.

Online Glitches

While the online was massively improved with Inside Line, the game also had some online glitches as well. It was a good experience that many look back on fondly, but it was far from a perfect one. From lag bubbles to freezing glitches to just wild things happening during a race. Again, this does not take away fully from the good of this online mode, but it is something that should be acknowledged.

NASCAR The Game Inside Line is looked back on fondly by many, and it is easy to see why. What features from this game should be used in the next NASCAR video game?

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NASCAR Suspends Multiple Cup Series Crew Members After COTA

What’s Happening?

Two NASCAR Cup Series crew members for Ross Chastain’s No. 1 team were suspended following the race at Circuit of the Americas

  • The crew members suspended were rear-tire changer Josh Appleby and jackman Kenneth Pozega.
  • They will be sidelined for two weeks, missing the races at Phoenix Raceway on March 8th and Las Vegas on March 15th.
  • The penalty comes after Ross Chastain had a loose wheel at Circuit of the Americas while running 13th. On lap 75, his wheel detached from the car, bringing out a caution. Right after the incident, Chastain was also held for 2 laps as part of the penalty, as specified in the rulebook.
  • Chastain ended up finishing 35th after winning stage 1 and grabbing the fastest lap of the race. The result dropped him 9 spots on the point standings. He sits 20th with 64 points, 4 behind Ryan Preece, who holds the final Chase spot for now.
  • It’s the first time in the 2026 NASCAR season that crew members have been penalized for a loose wheel outside of pit road.

What do you think about this? Let us know your opinion on Discord or X. Don’t forget that you can also follow us on InstagramFacebook, and YouTube.

NASCAR Reveals Full Details on The Crew Motorfest Content Update

What’s Happening?

On February 17, Ubisoft released a trailer that confirmed that NASCAR would be included in The Crew Motorfest’s next season update. Details were limited at the time, but in a press release issued today, Ubisoft revealed the full details of the update ahead of its March 4 launch.

What NASCAR Content will be Included?

  • 16 officially licensed NASCAR cars will be available at launch on March 4.
  • The 3 Next Gen Cup cars include the 2024 Ford Mustang Dark Horse, 2025 Chevrolet ZL1, and 2025 Toyota Camry XSE.
  • A 10-event NASCAR Motorfest Tour Playlist will run from qualifying rounds through finals, with players competing for the NASCAR Motorfest Tour Champion title.
  • NASCAR cars will be drivable across the full open world, not limited to playlist events.
  • NASCAR content launches March 4 as part of Season 9, which includes 31 total new vehicles across the broader season.

What Else is Included in the Update?

  • Season 9 features 31 total vehicle additions. Of those, 16 are NASCAR-related, but most are cosmetic team liveries rather than separate cars. In total, the season introduces 18 new drivable vehicles, with the remainder made up of cosmetic variations.
  • The 2019 Porsche 935 Racing Car arrives on April 1 as part of the Year Pass 3.
  • Trackforge debuts as a new user-generated track creator, offering two build templates: Motorsports and Coaster. It will have publishing and sharing functionality.
  • Custom circuits can be deployed across Moloka’i and Lanai, expanding playable layouts beyond developer-created events.
  • The RC Frenzy Playlist launches May 6, introducing two RC vehicles: Phazr General Rally Raid (2026) and Phazr Trickshot Street Tier 1 (2026). Both will be usable in dedicated events and the open world.
  • A new Island Playground, Summit Contest events, and weekly Main Stage activities round out the Season 9 content slate.

What Else has been Revealed?

Pit Stop Management
Crash Physics
Drafting System

Ubisoft says drafting will affect car speed and help save fuel, implying that drafting will be a huge factor in the game, at least with these cars. You can check out this and much more on Ubisoft’s official post linked below

Full Lineup and Prices

NASCAR Full Pack – 168,000 CC
  • HMS’s No. 9 Chevrolet (Chase Elliott)
  • HMS’s No. 24 Chevrolet (William Byron)
  • RCR’s No. 8 Chevrolet (Kyle Busch)
  • Trackhouse’s No. 1 Chevrolet (Ross Chastain)
  • Trackhouse’s No. 88 Chevrolet (Shane van Gisbergen)
  • Penske’s No. 12 Ford (Ryan Blaney)
  • Penske’s No. 22 Ford (Joey Logano)
  • RFK’s No. 6 Ford (Brad Keselowski)
  • 23XI’s No. 23 Toyota (Bubba Wallace)
  • 23XI’s No. 45 Toyota (Tyler Reddick)
  • JGR’s No. 19 Toyota (Chase Briscoe)
  • JGR’s No. 20 Toyota (Christopher Bell)
  • NASCAR Hoodie
NASCAR Chevrolet Pack – 122,500 CC
  • HMS’s No. 9 Chevrolet (Chase Elliott)
  • HMS’s No. 24 Chevrolet (William Byron)
  • RCR’s No. 8 Chevrolet (Kyle Busch)
  • Trackhouse’s No. 1 Chevrolet (Ross Chastain)
  • Trackhouse’s No. 88 Chevrolet (Shane van Gisbergen)
  • NASCAR Hoodie
NASCAR Ford Pack – 73,500 CC
  • Penske’s No. 12 Ford (Ryan Blaney)
  • Penske’s No. 22 Ford (Joey Logano)
  • RFK’s No. 6 Ford (Brad Keselowski)
  • NASCAR Hoodie
NASCAR Toyota Pack – 98,000 CC
  • 23XI’s No. 23 Toyota (Bubba Wallace)
  • 23XI’s No. 45 Toyota (Tyler Reddick)
  • JGR’s No. 19 Toyota (Chase Briscoe)
  • JGR’s No. 20 Toyota (Christopher Bell)
  • NASCAR Hoodie

Earlier this Tuesday, the official The Crew Motorfest account clarified confusion around the NASCAR bundles. The Crew Credit (CC) bundles only include cosmetic team liveries, not additional cars. The 3 base Next Gen cars (Ford Mustang Dark Horse, Toyota Camry XSE, and Chevrolet ZL1) are part of the free Season 9 update and can be purchased separately.

Mitch Rasmussen, NASCAR’s Senior Director of Interactive, said in the press release:

We’re excited to bring our iconic brand to life in The Crew Motorfest. This collaboration represents another important step in our strategy to bring NASCAR into the digital spaces and places where next generation fans spend their time, giving players new ways to interact with the culture and communities they love.

The content arrives as part of Year 3 Season 9 and is officially licensed by NASCAR. You can watch the first trailer and learn more in the article linked below

What do you think about this? Let us know your opinion on Discord or X. Don’t forget that you can also follow us on InstagramFacebook, and YouTube.

Too Many Road Courses In NASCAR? | New Power Rankings Post-COTA!

Four road courses on the schedule, and somehow that’s enough to spark one of the biggest debates in the garage. After recent comments from Brad Keselowski questioning the business value of road racing, the conversation has picked up serious steam. Is NASCAR leaning too far into it, or is the current balance about right?

  • Are road courses truly underperforming in ratings and attendance compared to traditional ovals?
  • Does a venue like Circuit of the Americas represent a growth opportunity, or schedule oversaturation?
  • Should NASCAR prioritize sponsor markets over competitive variety?
  • And what does the ideal long-term schedule balance actually look like?

There are valid points on both sides, from sponsorship realities to fan traditions to competitive diversity. Some tracks have gained traction. Others have struggled. The question isn’t just whether road courses belong, but how many make sense within a 36-race season. It’s less about extremes and more about direction. And with future schedule changes always looming, this debate probably isn’t settled anytime soon.

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