After four long years without a NASCAR console game, fans might’ve started wondering if their controllers had retired too. But buckle up — NASCAR is finally back in the fast lane, and this time, iRacing’s got the keys. In an interview with Overtake.gg, producer Matt Lewis couldn’t hide his excitement, promising that 'the driving itself is going to blow people away.'
Built on iRacing’s technology and expertise, NASCAR 25 brings the franchise’s famous simulation DNA to consoles for the first time. Lewis explained that the development team wanted to avoid another surface-level reboot. Instead, they focused on feel — how every car moves, reacts, and handles under pressure. 'Even I was blown away the first time iRacing started tweaking the numbers,' he said. 'In the first three months of development, it was already the best-driving NASCAR game on console I’d ever played.'
That’s not just marketing talk. The physics were tuned by former race engineers from Hendrick Motorsports, Joe Gibbs Racing, and Petty Motorsports, the same specialists who work on the iRacing sim. Using laser-scanned tracks and car models accurate to the inch, the team imported assets directly from the iRacing platform — no adjustments, no compromises. Every bump, dip, and groove in the pavement carries over, letting players feel the difference between Daytona, Richmond, and Talladega as if they were separate beasts.
Lewis said one of the biggest goals was to make the experience scalable. On console, the game caters to everyone from casual controller players to full wheel-and-pedal setups. 'We’re definitely not just taking the sim and making it work on console,' he noted. 'But if you turn everything off and run a wheel, it’ll feel like iRacing.' That dual-layer design means the physics system remains identical underneath, while assists and controller tuning help new drivers stay competitive.
The new AI system is just as ambitious. Cars react to the same aerodynamic principles that real drivers battle each weekend — drafting, side-drafting, and bump-drafting all play a role. Lewis described how the AI seeks out the draft once speeds climb past 175 mph, forming packs that race faster than solo cars. 'If you’re asleep on the restart and miss the draft, you’re done,' he joked. AI drivers can also make small mistakes, lose grip, or misjudge a pass — details that make every race feel less scripted.
For tuning enthusiasts, NASCAR 25 includes layered customization options. A simple 'loose-to-tight' slider helps newcomers adjust balance, while advanced menus open full mechanical control over springs, wedge, camber, and tire pressure. Practice sessions now include goal lap times, giving players a benchmark for setup improvements — a small touch that reflects the new developer philosophy of helping fans learn real-world racecraft.
Even with all that depth, Lewis emphasizes that NASCAR 25 is only the beginning. The iRacing team views this release as a foundation year — the start of a long-term franchise comparable to EA’s Madden or F1 series. 'We’re not just here to make another three or four games,' he said. 'This is a long-term commitment.'
With early previews showing authentic handling, laser-precise tracks, and a smarter AI grid, NASCAR 25 already feels like a major step forward. After four years of silence, the series finally returns — and according to Lewis, this time it’s built to last.
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