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NFL Gameday 2000 (PSX) ReviewRelease Date: Summer 1999 Background Info
Then came 1998. The best football game for the PSX? NCAA Football 99 (EA). The most
buzz? NFL Blitz. The PSX Madden was so-so graphically, and it was still hard to run the ball;
GameDay 99, despite its vibrant graphics, was weak in the gameplay and AI department. The
impassioned debate over which game reigned supreme continued unabated, although Madden
appeared to prevail. It appeared as if the folks at Red Zone and 989 Sports had some catching up
to do. It's a year later. Did they meet the challenge in GameDay 2000 (GD2K)?
Presentation/Graphics : 90
There are a number of in-game views; most people will stick with the default behind and up view.
While several plays are subject to instant replay, complete with telestrator analysis by Phil Simms,
the normal replay system is also present, allowing you to view a play from nearly any view. The
only weakness with these cameras is the limits on peripheral vision--passes to the sidelines for
short yardage can be acts of faith (or a test of your ability to read defenses early and keep track of
the corners). And, if you play defense while staying with the behind the QB view, it's equally hard
to cover backs swinging out for passes (and some teams rely on that approach). Once in a while
I'd just have my end smack down a back to put an end to such nonsense (and thus I can report
that pass interference is alive and well--although it's not called on CPU-controlled players).
Camera angles do shape gameplay--you can choose to make things difficult on yourself with a
quarterback camera which attempts to bring you down to field level (although it badly limits your
side-to-side vision).
One piece of nonsense is a post-play "celebration" button in which your player, regardless of what
actually happened on the play, may choose to flip, breakdance, or whatever (Kent Graham
breakdancing? Now you know why I have to create new quarterbacks for the Giants). Maybe
the reason Jake Plummer's cheering after he throws an interception is that he's got some money
riding on the point spread--or maybe he hates going to Disneyland. Folks, this is why they made
NFL Xtreme.
One curious graphics choice that shapes gameplay is that on several running plays, pass receiver
icons appeared onscreen. This might add to the confusion factor in a multi-player game, but I'm
not sure how these icons served to confuse the CPU (they startled me the first time I saw them,
and I was the one on offense).
I'll close with what opens--the intro FMVs (that's right, two of them). The first is an ad detailing
989 Sports's close collaboration with players and coaches on making their games. The second is
straight from NFL Films, with Earl Mann doing his usual magnificent job of making a game sound
like a clash of titans for world domination, a test of man's bravery, determination, courage...you
get the picture. Just don't tackle your television or spike your console for six (even with the
recent price reduction, that's a high price to pay for one moment of insane celebration). Maybe
the news that once more images of scantily-clad cheerleaders in provocative poses await the
victor at game's end will offer enough reason for restraining yourself enough to play the game--although I am beginning to sense a undertone of mockery that runs through all these images
directed at people with game controllers in their hands. Just something to think about...
These observations aside, the graphics are solid, the animation and movement is fluid, and the
resulting experience is highly positive. In light of that, one may forgive the excesses.
Presentation/Audio : 90
Dick Enberg and Phil Simms return for a second stint as GD2K's broadcasting team. Each
announcer has added to his repertoire; and, should a created player bear a name already in the list
of names pronounced by the intrepid duo, they will speak the name (although sometimes they
make curious errors). As with other announcing efforts, sometimes the comments are
inappropriate descriptions of the play in question; in analyzing plays on the telestrator, Simms is
especially prone to praise offensive plays that in reality fall short of success--and he has a
tendency to repeat himself.
(Note--although Simms is in the game, if you flip to the 1987 Super Bowl champs, their QB is
"number 11"; maybe Simms doesn't want to talk about himself. :) )
Criticism of the performance of announcing teams, of course, tend to overlook the very real
advances made in that area--as if gameplayers can never be satisfied and perhaps expect too
much. I would settle for making sure we are talking about the right teams and that comments fit
into context better (the announcers have no idea whether it's a close game or a blowout in their
play-by-play descriptions; Enberg's "Oh, my!" can be badly out of place). Better use could be
made of Simms. The music is fun (if sometimes inappropriate); the on-field noises and PA system
are fine (but not functional--how about "I'm open!"). One senses that in both graphics and sound,
989 Sports has gone about as far as it can on the Playstation (especially as new systems place
demands on design and development teams).
Interface/Options : 70
The controller options are the same (or virtually so) as in GD99. One may play the game using
the d-pad/analog stick and the square/x/triangle/circle buttons alone, or use the shoulder buttons
in combination with the basic buttons for more detailed player movement and action. By now the
pattern of presses should be familiar to GameDay vets, including snapping the ball, bringing up
receiver icons for a pass, and then pressing the icon corresponding to a receiver; for runners (and
receivers in possession of the ball), one may press buttons (or combinations of buttons) to make a
move, speed up, or dive forward. "Total Control Passing" reappears, enabling would-be
quarterbacks to pump fake, lead receivers, or run the no-huddle offense (among other options).
User-controlled players may jump, tackle, use swim moves, deliver forearm shivers, or play bump
and run; use of the L2 button in combination with the basic buttons opens up additional options.
One may choose from four button configurations, calibrate the analog stick, or activate the Dual
Shock's vibration feature. New to the button options is something called Pro Max (maximum
protection), allowing a running back scheduled to go out for a pass to stay back to block, and the
next-to-useless celebration button.
Several reviews claim that you can choose to control a single player throughout the game in some
sort of new mode. It would be nice to see that option outlined in the manual. That's what manuals
are for. Get it?
Players manage their rosters, choosing whether or not to be bound by salary-cap restrictions.
You may trade players, acquire free agents, or cut players. However, there's no bargaining
involved when it comes to salaries--and certainly no renegotiation option ("Gee, Mr. Steve
Young, please restructure your contract so we can sign a poor misunderstood running back."). The
usual player creation option is here again, but this time it is augmented by a separate super player
option, in which you may choose from the attributes of various players to construct a sure Hall of
Famer--so long as you are willing to pay a salary that is excessive even by current standards
(although you may choose to circumvent that by turning off the salary cap). Prominent rookies
are present in the game (Ricky Williams, Tim Couch, David Boston, and so on). In general
manager mode, you may construct fantasy league teams by drafting players; as a new option, you
may also draw upon seniors created during Gamebreaker 2000 seasons. The manual mentions
that there must be a minimum number of players at each position--but fails to list those
restrictions. Except for the super player and college draft option, it's GD99 all over again.
Players may play a preseason contest, engage in a tournament (not an NFL playoff, for there are
no byes), compete in a season, or accept the challenge of the multi-season general manager mode.
They may choose from one of the 31 present NFL teams, or use single-game contests to relay
past Super Bowls or all-time All Stars (although sometimes attention to detail is lacking here,
unless I'm wrong in recalling that neither Emerson Boozer nor Matt Snell were white). You may
even play games wearing old uniforms or in some old stadia (the Orange Bowl, for example). On
the playing field, players may choose an arcade or simulation style, one of four difficulty levels,
weather (although the impact on gameplay is minimal), quarter length, and the frequency of
penalties and injuries; within the game there are several more adjustments one may make to the
CPU's skill level, IQ, and an assortment of other options--although these in-game choices must
be set each game or they will return to their default values.
In addition, one may take to the practice field to work on designing new plays using the play
editor (or practice current plays). Now, there's some advantage to this, especially for the player
learning his team's style and strengths. But you may want to hold off on praising the playbook
editor. I decided to install some new plays, then start a sample season with my playbook ready
for use. I got the ball, went to my playcall screen, flipped to my custom playbook series--and
found a mess, with player symbols scattered all over the place in the box where that formation
was displayed and a frozen game. Repeating the process from scratch, I encountered the same
result. I did not have the same trouble when I loaded my playbook to play for an exhibition game
(and scored immediately by calling the house special). By the way, the manual says nothing about
how to load any of one's options into season play, leaving it unclear as to whether you could play
a season with classic jerseys, for example. Promise does not translate into performance; a poor
manual complicates efforts to implement changes. No need to press the celebrate button here,
folks.
The season statistical package includes numerous categories of performance; unfortunately, at
times drive summaries are in error (the best being an interception returned for a TD presented as a
5 play drive), and I guess no one gets sacked in simulated games between CPU-controlled
opponents (at least not until week eleven in my first season). One player can secure player of the
game honors, only to find that a teammate--or a player on the opposing team--is conference
player of the week. These faults were also in GD99; perhaps no one cared to correct them.
Finally, as before, GD2K comes loaded with an assortment of easter egg codes. I choose to
prolong the suspense. :)
In short, there are several new options, especially when it comes to roster management and player
creation/acquisition; however, most of the interface is carried over from GD99--including large
chunks of the manual. You'll need an entire memory card to engage in the multi-season mode;
otherwise, five blocks will hold a season, with roster changes, user records, playbooks, and game
options taking up a block. However, temper your enthusiasm for the playbook editor, at least
when it comes to season play (or until 989 Sports details how to implement it so that it works in
season play--we're waiting).
Gameplay : 70
The CPU AI, especially at the earlier levels, is feeble; one can achieve success by relying on a
handful of plays (especially passes to backs in the flat). The more demanding the difficulty level,
the more likely it is that the CPU will stop your offense (or at least limit the damage), although
here and there one finds chances to score on the long bomb. This offers players a puzzle they can
hope to solve in one of several ways: by creating new plays on the play editor (see above), by
creating new players with outstanding abilities, by experimenting with plays, and by using audibles
to full advantage. Old problems with clock management appear again. The CPU simply does not
know how to use time outs well in the last two minutes, fails to work time off the clock when
ahead, and when way behind still tries to strike one last time (leading to scoring opportunities off
turnovers and short drives--I once scored 21 more points in the final minutes of what was already
a blowout, aided by CPU-called timeouts and incomplete passes).
Nor were these the only annoying tendencies. CPU-controlled teams rarely commit penalties (and
I mean rarely); some CPU-controlled players on my team appeared to have trouble staying onside
in certain formations. However, I saw plenty of pass interference (by offenses and defenses),
roughing the kicker, and other rules violations, as well as an illegal onside kick; sometimes punt
coverage went awry when cover men overran the returner. Fumbles are few and far between.
There's a halftime trivia game, but its impact on anything else is unclear and possibly nonexistent.
Time and again my games fell into a frustrating pattern. In the first half, I would pay a great deal
of attention to playcalling, reading tendencies, and so on; if I built a lead, I chose to believe that it
was due to my ability to select and execute plays. However, in the third quarter the CPU would
start becoming desperate, and the quarterback would forego swing passes (which, even when
read, were hard to stop, especially as the receiver was off-screen); time to call nickel and dime
formations. By the fourth quarter the question was when I wanted to call off the dogs (and I
began to second-guess my earlier assumptions about my brilliant playing in the first half). Before
long I understood that I was playing a slightly different version of GD99. At least this time CPU
kickers missed field goals; some CPU teams were overly fond of fake punts.
In short, many of the problems that plagued the gameplay of GD99 remain in evidence here.
Hardcore players will soon crank up the difficulty levels, and then search for money plays (and the
pre-rendered custom playbooks offer even more opportunity to find them). Patient playcalling
and execution in the first half will usually pay off in securing a substantial lead--and then the CPU
opponent will unravel. But that calls on the player to concentrate and to display a degree of
deliberateness akin to taking the SAT (at least until the patterns are revealed); it will also
encourage players to adopt the stronger teams (or bolster their own favorite team's roster, as I
did) to prevail. A time limit on defensive playcalls, a willingness by the CPU to detect patterns
and respond accordingly, less predictable responses by the CPU, an error factor built into play
execution (I have seen a receiver simply stop his route, leaving a cornerback free to intercept a
ball)--that might complicate matters just enough so that one could have a competitive contest
throughout the game on easier levels.
Replay Value : 65
The problematic nature of both the gm mode and the insertion of custom playbooks into season
play will also limit players' long-term interest. I have already resigned myself to treating the game
as a single-season exercise where the best challenge is trying to configure an ideal difficulty level.
Should I come across that, I won't mind playing several seasons, perhaps jumbling up division
alignments for added spice (gee, I miss the multiple schedules). But the challenge of finding out
how much I can run up the score in the final minutes of a game already out of hand (and with no
fear for retaliation) against a CPU team still calling time outs grows thin rather quickly.
Overall : 80
If you hated GameDay99, you'll shrug your shoulders at the new edition. Sure, there are some
new features, but the basic game experience is a slightly-tweaked version of what came before--and you'll wonder why Red Zone and 989 Studios didn't address several bugs in GD99. And if
you prefer Madden, chances are you'll stay with it. Indeed, I believe that this year Madden might
increase the margin over GameDay, for there may be some defections.
For people who have mixed feelings about GD99, you will find much of the in-game experience
rather familiar. The play editor will offer an opportunity to create your own sure-fire plays, and
the general manager mode is a stripped-down version of more elaborate multi-season play options
found in other games. For some people, that will be enough; for others, these bells and whistles
may not be worth the bucks.
For those people who are looking to buy a football game for the PSX, perhaps for the first time:
GameDay 2000 is an entertaining game, flaws and weaknesses notwithstanding. It is not perfect,
due in large part to the performance of the computer-controlled teams, especially on the easier
levels. Simulation devotees and hardcore players may well prefer Madden 2000, while those
gameplayers who take a more arcade approach may find GameDay 2000 ideal.
It's not that GD2K is a bad game; it's that there was so much to learn about on-the-field play from
GD99 that appears to have been ignored. Perhaps 989 Sports has gone about as far as it can on
the Playstation, and perhaps it's responding to its competition in ways that divert it from the real
challenge of creating a game that both the casual and committed player will find compelling.
Perhaps the need for new bells and whistles, new features and FMVs (with no impact on
performance on the field), and new modes (imperfectly implemented) have taken away from the
goal of creating a solid on-the-field challenge where a good player must think about playcalling
and execution, carry out gameplans, adjust to one's opponent, read and react, and engage in rather
basic roster management and player creation (and development) to improve one's team.
Sometimes less is more.
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