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NCAA March Madness 2001 (PSX) Hands-on PreviewRelease Date: Nov 2000 Hands-on Preview based on an early alpha version.
I've put in enough games to form some impressions of the title. Unfortunately,
I didn't have to do much playing to realize some tuning (and we aren't talking
fine tuning here) is much needed. On the cosmetic end, the graphics look
pretty good. Players have a decent amount of detail, and the player animations
are second to none. Players make great crossover dribble moves and lean in
for shots. The play in the low post looks great too. Players take fadeaway jumpers and extend their arms for blocked shots. Women players are
included in the game, and each has a cute little ponytail. Isn't that just
so sweet? The stadiums are also nice. The hardwood floors look realistic and
the schools' logos are printed at center court. Oddly, while the reflected
image of the bouncing basketball is shown, players project nothing more than
a blob on the shiny court. On dunks, the goal vibrates up and down. The only
graphical problem I encountered was with the movement of the basketball. Too
many times the ball would get lost in the shuffle. This appears to be a
combination of not enough frames of animation as a ball is shot or passed as
well as poor collision detection. The sound in the game was generic. The
play-by-play was off at times and uninspiring. The crowd would cheer for both
teams. You'd think EA would have mandated that the awesome sound package of
the NCAA Football franchise be a requirement for March Madness.
Once you get past the boring sound, it's time to shoot hoop. There are loads
of modes in the game, ranging from single games to full dynasty modes. The
women's game is represented with the inclusion of a 16-team tournament. The
number of teams in March Madness 2001 is overwhelming. With the NCAA Division
1 teams, women's teams, and classic teams from the past, there are well over
200 teams to choose from. I decided to play my games using some pushovers.
My impressions are based solely on playing as my lowly Rice Owls, Coppin State,
Mississippi Valley State, and MEAS (Mid East Atlantic State or something).
Starting out, I was stuck playing in the Sophomore skill level (there are four
levels, ranging from Freshman to Senior). The menus were a little goofy to me
and I had trouble finding where to set the difficulty. At the Sophomore level,
I quickly got the hang of the controls. Passing was a simple as tapping the
X button. By holding the X button, you could pass the ball off and make a cut.
Then, once you release the X button, the ball would be passed back. Pretty
nifty, eh? While this form of passing was appreciated, what was not was trying
to pass into the box. Passing in the paint was almost always a losing
proposition as the ball would be stolen. Eventually, I realized that passing
in general was hit or miss. The collision detection is such that if the ball
comes near another player it is intercepted. The number of steals quickly
became unrealistic. Stranger still was that some passes to the low post ended
up as alley-oops. When ready to shoot, you just hold the O button. A pump
fake is achieved by tapping the O button, yet many times my taps ended up
being full blown shots.
On defense, the control is simple. Steals are attempted with the square
button, and you can attempt steals on the run. Despite having some big men
in the middle, I found that players could realistically avoid my big men when
I jumped to make a block. When the ball was outside or during a fast break,
I'd frantically hit the X button to switch to the closest player.
Unfortunately, the switch didn't always work. The CPU would choose the wrong
player or not switch at all. Other times, the switch was too slow.
Things I like about March Madness 2001 include the pace of the game, the
variety of the offensive and defensive sets, and the use of fatigue. I set
the game to its slowest setting, which resulted in a realistic pace. I counted
around a dozen formations, which can be called on during the game. But the
fatigue was great. As players fatigued, their shots would come up short and
their bodies would lunge. The CPU teams fatigued equally and made appropriate
substitutions.
After I found the difficulty level, I decided to see just how good the AI and
mechanics of the game were. I set the game to the Senior level and selected
perennial powerless house Coppin State. To see just how bad I could be
humiliated, I went up against the top ranked Blue Devils of the hated Duke
University. Aside from the inability to pass inside, what I noticed was that
the Blue Devils couldn't make a dunk. Using 10 minute halves, they must have
missed more than a half-dozen dunks. Oddly, the CPU team tended to miss more
dunks on breakaways. When it was all said and done, my very first game at the
highest level saw my 153rd ranked team lose 63-60. Some of the key stats
included 18 blocks (yes, 18) by Duke, 21 steals by Duke, and 25 steals (25!!!)
by Coppin State. I then switched to the 155th ranked team MEAS (sorry MEAS
grads for not knowing the acronym of your illustrious institution) and took on
the Blue Devils again. My second attempt at the Senior level saw me
victorious.
The reason I beat the Blue Devils? Flaws, and many of them. I can forgive
the picky items like too many continuation fouls, but things like exaggerated
blocks and steals ruin a game. I could set my center up in the paint and let
go of the controller on defense. I was almost guaranteed a steal by one of
my players. Blocks were everywhere. On one three-point shot, my guard shot
from the arc. I was amazed when the shot was rejected by a player a good
four or five feet inside the arc. If I wanted to score in the low post, I'd
just make a pump fake, watch the defenders leap, and then make a clean jump
shot. By not pump faking, even my seven footers would be blocked. And I did
try setting the game options lower to mitigate the steals and blocks to no
avail.
Hopefully some work can be done on this game before it hits the shelves. The
basic engine is pretty good, particularly with the variety of animations and
the effective use of fatigue. There are just a few areas where the game comes
up short. If they aren't fixed, this game will foul out.
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