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NCAA Final Four (PSX) ReviewRelease Date: Fall 1998 Background Info
Presentation/Graphics : 73
Uniforms appear to be decently drawn, but again look grainy and out of focus. From what I have seen they are fairly accurate from team to team. Arenas are a different matter, with only a handful of different models appearing in the game. The courts, however, appear to be accurately modeled after the real deal.
Coaches stalk the sideline, which would be a neat addition if they were not the only people present. They walk up and down the sideline in front of 5 empty chairs; there are no bench players present, perhaps because there is nowhere for them to sit!
There are plenty of camera angles to choose from, though as usual only a handful are useful while you actually play the game. Instant replays have a bit of a twist in the you can choose to play them back in black and white, with the ball handler alone being in color.
Presentation/Audio : 75
Fortunately the crowd sounds are pretty well done. They keep up the noise pretty well and cheer when the home team rallies. The crowd here is much more effective than that of March Madness 99. By pressing all 4 shoulder buttons, the home crowd will rise up as one as if trying to rattle the visiting team. You get 6 chances to do this per game, and though it appears to no effect on actual game play, it is a neat little feature. Do this on the road, however, and the crowd will let you have it!
Fight songs are played as the players come onto the courts, and when the game is paused. That's it. I would have like to have had a little more interaction from the bands when there is a break in the action, such as during substitutions.
The standard on-court sounds are included, such as sneakers squeaking on the floor, nets swishing and rims rattling. While nothing special, they do the job adequately.
Interface/Options : 72
You can choose to play 5, 10 or 20 minute halves. A little more flexibility here would have been welcome, even if it just meant including 15 minute halves. Honestly, I wish all sports games would let the user select period lengths in one minute increments, though perhaps that makes it more difficult to model simulated stats. Regardless, I find that the 3 options for half lengths in FF99 is insufficient.
Stats are kept in a variety of categories, both for teams and players. While certainly sufficient, the game still lacks a bit of the statistical depth EA Sports games is so famous for, excepting of course March Madness 99.
Control is pretty much standard fare. The players move around the court very well and are quite responsive to your commands. There are the usual control options, such as a turbo button, and even some added options, such as protecting the ball by backing in as a defender blankets you. This looks really neat and works to perfection. Sadly, some of the niftier moves in earlier Sony basketball games have been omitted. No longer is there one button to pull off that dazzling spin move or behind the back dribble. Instead there is one button that pulls off "special moves," and these appear to happen almost at random. Many times as I crossed half court with a guard draped all over me, I yearned for the spin move but instead got a cross over dribble. This lack of control is very frustrating and takes a bit of the fun out of the game.
Passing to the desired teammate can be quite a chore when using the directional pad. Fortunately, Sony has included the now-standard Icon Passing, which takes out all the guesswork, as long as you have the dexterity to hold down a shoulder button and pass at the same time. New to the game is Icon Cutting, which allows you to select a teammate to cut to the basket. This is a neat idea, but resulted in lots of turnovers when I tried to pass to that cutting teammate. Icon Switching is also included, allowing you to easily select the defender you wish to control.
A new twist to this hoops game is a "shot meter," which begins when you hit the shoot button. A small meter appears and a green bar starts rising. There is a sweet spot in the bar, and by timing your release you have a lot of control over whether your shots are good or not. This is kind of neat at first, but can throw the game play balance off a bit.
Gameplay : 79
There are other problems with the game as well. Every missed shot rolls around the rim once then shoots straight up into the air. This looks ridiculous and really spoils any illusion of realism.
Substitutions are a problem here, much as in EA's NBA Live 99. Playing 10 minute halves, with auto subs enabled, the computer never once subbed for either team. 20 minute halves are the only way to get subs in this game. Sure, you can sub for your own team if you like, but guess what? There is no way to see how fatigued your players are! None; no numbers, no meters, nothing. This is almost laughably ridiculous. Once again, the bench players in this game are relegated to sitting on the sideline doing nothing. Well, that's not exactly true; remember, there are no chairs on the sideline! It all makes sense now, since subs are only ever seen in 40 minute games!
Rebounding is pretty well done, even with the ridiculous looking missed shots. You must position yourself perfectly and it feels as though there is a bit of pushing and shoving underneath the basket. Steals are much like every other basketball game out there. You can repeatedly hit the steal button and usually nothing at all happens, besides the ball handler finally blowing by you. Other times you will get whistled for a foul, and only occasionally will you actually get the steal.
As mentioned earlier, the control in this game is dead on, so getting around the court is a snap. Once you get used to the button layouts, you will find yourself having quite a bit of fun if you can accept the flaws of the game. It is definitely on the arcadish side (the control is TOO tight, really), but taken on its own merits, the game can be enjoyable, especially in two player mode, where you don't have to deal with CPU difficulty issues.
Difficulty : 72
An even bigger problem is the computer shooting fadeaway jumpers from about 10 feet out. In the last game I played on sophomore level, the CPU was a perfect 23 out of 23 shooting these fadeaways, and I was in his face and going for the block every time. As a result, the stats are very skewed. The CPU averaged about 68% shooting, and this includes the 8-10 blocks I get per game. Add those blocks into the equation, and you have some unbelievable stats.
Speaking of blocks, the CPU cheats like mad on the higher levels. Each time you block a shot, the ball goes directly back to the CPU shooter. And what happens when your shot is blocked? Well, the guy that blocked it actually catches the ball and starts down the court. Unfair? You bet, and not much fun either.
And you can forget about pump-faking the defender to get him up into the air. He will leap, but he gets down so quickly that you can't get around him. You can even start your shot as he descends from his leap, and he will still get back up into the air and block your shot 50% of the time. These guys must have springs on their shoes.
With the help of the shot meter, you can compete on these higher levels, but in order for you to win, you are going to have to put up some outrageous numbers yourself. On sophomore level, I averaged around 65% on field goals, including around 58% from three-point land. Winning on the Senior level is a real chore, requiring you to play a virtually flawless game both offensively and defensively. It also requires you to put up with an even more ridiculous disadvantage, as the CPU cheats every chance it gets.
Overall : 64
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