Compare NASCAR 14 prices across 50+ stores and find the best deal. Developed by Eutechnyx. Published by Deep Silver. Released on 5/15/2014. Available on PC. Genres: Single Player, Multiplayer.

NASCAR 14 is a stock car sim that covers all 23 Sprint Cup tracks, a deep career mode, and online leagues, but ships with the familiar baggage of patchy AI and rough netcode.

NASCAR 14 is a circuit racing sim built around the 2014 Sprint Cup season. You get all 23 Sprint Cup Series tracks, a roster of licensed drivers and teams, and a suite of modes that includes Career, Race Now (quick exhibition), Single Season, Track Testing time trials, a Chase for the Sprint Cup playoff-only slice, and the Highlights mode where you drop into real 2013 season moments and try to rewrite history under specific conditions. Tony Stewart is on the cover. The game sits squarely between arcade and sim depending on where you drag the settings slider, and that dial is genuinely wide. Push everything to simulation and wall contact actually deforms handling, pit stop timing matters, and the tire warm-up phase at the start of a race has teeth. Pull it back and the game opens up to people who just want to trade paint at Talladega. The career loop is the main reason to stay. You start unsponsored at Indianapolis Motor Speedway for a test session, then work your way into Speedweeks at Daytona with a stripped-down car and a budget. Earnings go toward upgrading engine, suspension, brakes, body, and chassis through an R&D menu that gates real performance gains behind race results. A Proximity Meter at the bottom-center of the HUD shows nearby cars in real time, which is genuinely useful in tight pack racing. You can also build a custom paint scheme down to the lug nut color, choose sponsor logo placement, and hire staff as the career progresses. It is a competent layer of progression, not a genre-redefining one. Online is where the reception splits hard. The lobby structure added a league mode supporting up to 16 players with saved season progression, plus a server browser, which were both new additions over the previous entry. When it works, racing against humans removes the most aggravating variable in the game, which is the AI. The AI problem is real and documented: bunching, rail-riding at lower difficulty brackets, and erratic behavior at road courses like Sonoma and Watkins Glen. Online had its own issues at launch too, including desync, invisible cars, and connection drops, some of which were addressed across several post-launch patches. Whether those patches fully landed is debatable. The PC port itself leans on Xbox 360 controller prompts throughout, keyboard control is borderline unusable for anything precise, and wheel users need to tune steering linearity carefully before the force feedback makes sense. This is a gamepad or wheel game, full stop. Let me be straight with you: if you do not already care about NASCAR as a sport, this game is going to feel like a niche product with an outdated visual budget and inconsistent physics. The community is thin now, years after release, so finding populated online leagues is not guaranteed. But if you know what a green-white-checkered finish means, or you want the only current PC option for licensed Sprint Cup racing with real drivers, real teams, and a genuine career structure, NASCAR 14 is the ceiling of what Eutechnyx delivered and it clears a low bar better than expected. Just get a wheel, tune that linearity setting, and go in knowing the AI is still not trustworthy on ovals past about 70 percent difficulty. Fred, Scout Team

NASCAR 14
Single PlayerMultiplayer

NASCAR 14

May 15, 2014EutechnyxDeep Silver
GamerScout Says

NASCAR 14 is a stock car sim that covers all 23 Sprint Cup tracks, a deep career mode, and online leagues, but ships with the familiar baggage of patchy AI and rough netcode.

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About NASCAR 14

NASCAR 14 is a circuit racing sim built around the 2014 Sprint Cup season. You get all 23 Sprint Cup Series tracks, a roster of licensed drivers and teams, and a suite of modes that includes Career, Race Now (quick exhibition), Single Season, Track Testing time trials, a Chase for the Sprint Cup playoff-only slice, and the Highlights mode where you drop into real 2013 season moments and try to rewrite history under specific conditions. Tony Stewart is on the cover. The game sits squarely between arcade and sim depending on where you drag the settings slider, and that dial is genuinely wide. Push everything to simulation and wall contact actually deforms handling, pit stop timing matters, and the tire warm-up phase at the start of a race has teeth. Pull it back and the game opens up to people who just want to trade paint at Talladega. The career loop is the main reason to stay. You start unsponsored at Indianapolis Motor Speedway for a test session, then work your way into Speedweeks at Daytona with a stripped-down car and a budget. Earnings go toward upgrading engine, suspension, brakes, body, and chassis through an R&D menu that gates real performance gains behind race results. A Proximity Meter at the bottom-center of the HUD shows nearby cars in real time, which is genuinely useful in tight pack racing. You can also build a custom paint scheme down to the lug nut color, choose sponsor logo placement, and hire staff as the career progresses. It is a competent layer of progression, not a genre-redefining one. Online is where the reception splits hard. The lobby structure added a league mode supporting up to 16 players with saved season progression, plus a server browser, which were both new additions over the previous entry. When it works, racing against humans removes the most aggravating variable in the game, which is the AI. The AI problem is real and documented: bunching, rail-riding at lower difficulty brackets, and erratic behavior at road courses like Sonoma and Watkins Glen. Online had its own issues at launch too, including desync, invisible cars, and connection drops, some of which were addressed across several post-launch patches. Whether those patches fully landed is debatable. The PC port itself leans on Xbox 360 controller prompts throughout, keyboard control is borderline unusable for anything precise, and wheel users need to tune steering linearity carefully before the force feedback makes sense. This is a gamepad or wheel game, full stop. Let me be straight with you: if you do not already care about NASCAR as a sport, this game is going to feel like a niche product with an outdated visual budget and inconsistent physics. The community is thin now, years after release, so finding populated online leagues is not guaranteed. But if you know what a green-white-checkered finish means, or you want the only current PC option for licensed Sprint Cup racing with real drivers, real teams, and a genuine career structure, NASCAR 14 is the ceiling of what Eutechnyx delivered and it clears a low bar better than expected. Just get a wheel, tune that linearity setting, and go in knowing the AI is still not trustworthy on ovals past about 70 percent difficulty. Fred, Scout Team

Tags

steamStock Car SimCareer ProgressionOnline LeaguesPack RacingWheel RequiredArcade-to-Sim SliderHighlights ModeSprint CupPit Stop Strategy

System Requirements

Minimum

Memory
2 GB RAM
Storage
8 GB
Graphics
GeForce 8800 GT / Radeon HD 7570
Processor
Core 2 Duo E6850 3.0GHz / Athlon 64 X2 Dual Core 6000+
System requirements
Win Xp 32

Reviews & Ratings

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Game Info

Developer
Eutechnyx
Publisher
Deep Silver
Release Date
May 15, 2014

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