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NCAA 99 (PSX) ReviewRelease Date: Summer 1998 Background Info
Presentation/Graphics : 89
Presentation/Audio : 90
The number of school chants and band music is astounding. The various
themes really helps in giving NCAA99 that collegiate atmosphere. The crowds
will react correctly depending on the situation. If the home team is
driving for a score, the crowds will cheer loudly. I did not notice if they
boo in the games I have played, but it would not bother me if it was not
implemented. Another of the "little things" EA implemented is having Chuck
White announce scores of other games when you pause the game!
Interface/Options : 95
As if graphics and gameplay weren't enough, NCAA99 features a much improved
Dynasty Mode (DM). DM supposedly allows you to play up to 255 consective
seasons. At the end of each season, your team will have graduating seniors,
and recruiting must be done. Like last year, you are able to choose which
type of player at each position you want at each position you want to
recruit. For example, you can recruit either a pocket passer or an option
passer! A new twist to recruiting is the availability of coaching staff
visits to your prospective recruits. You are permitted a certain number of
visits by your coaching staff. The higher ranking that member of your staff
is (e.g. head coach vs. grad assistant), the better chance you have at
recruiting a "blue chip" or "solid" player. After recruiting, you can
compare your recruiting class to other teams nationally. In addition to
recruiting, there is a post season training mode where your returning
players are graded according to the improvement they've made (e.g.
"breakthrough," "minimal"). To top off the post season activities, you
are shown where your graduating players were drafted in the NFL draft!
Standard options such as exhibition, dynasty mode, and great games are also
included. Great Games allows you to replay a number of great games in the
past. An option that gamers have screamed for since the game's release is
the ability to select quarter times in the 6-8 minute range. At this point,
quarters can be played in 3, 5, 10, and 15 minute intervals. With 5 minutes
being too short (and thus the stats are too low) and 10 minutes being too
high (stats being too bloated), 6-8 minute quarters would seem to be a good
compromise in the search for realistic stats.
If "coach mode" is enabled during dynasty setup, you are given approximately
a 5 year contact to coach a team. If you coach well, you are either
permitted to keep your job or possibly be offered a better one. More
victories also means more "prestige points," which would assist your program
in recruiting. If you coach poorly, you could be fired and have to take a job
with a smaller school.
The custom schedule option is back and is as good as ever. This is
especially helpful in scheduling a season that would more or less
"guarantee" success (and add perhaps another year to your contract!).
Gameplay : 92
First of all, the computer AI is much improved over last year's entry.
Teams attempt to mimic their real life counterparts: for example, Notre
Dame will run first, pass second. This is due in part to team-specific
playbooks.
For those gamers out there that consistently threw for 600 yards at the
All-American level with last year's version, you may be in for a surprise.
Most games in NCAA98 were basically passing affairs, due mostly to the fact
that trying to establish the running game was next to impossible. Not so
with NCAA99. Establishing the run is critical to success in NCAA99, and
thankfully is much easier to accomplish. Some of the difficulty in
establishing the running game in NCAA98 was the sprite graphics: when a
running back ran into a crowd down the middle, it was virtually impossible
to see where you were out to try to break free. With NCAA99, it is very
easy to see the holes open up for you and even when you are stopped cold at
the line, you'll know why. The most effective running plays seem to be
sweeps to either side before bolting straight ahead. Defensive LB's and
DL's don't seem to react very well to outside sweeps. Running backs and
receivers have the ability to spin around tackles, jump over linemen, and
speed burst. Although it's not easily viewed, there is indeed a stiff arm
feature (L2/R2), but it is somewhat confusing to use since it uses the same
buttons as the juke move. It depends upon the situation, apparently. If a
runner is in the open field with one tackler in front of him, the stiff arm
animation occurs.
The passing game is done well. Although too many completions were made with
double and even triple teams, it is somewhat more difficult to complete
passes to open receivers. Compounding this newfound difficulty in the
passing game is the fact that rushing the passer seems to be much easier to
do than last year's version. The secret to success in the passing game in
NCAA99 is to drop back no more than a couple of steps, read the defense,
plant your feet, and throw! Some of the subtle details EA added to the
passing game were balls that were thrown wobbly if the QB was hit while
making a throw; passes were less accurate if the QB threw off his back foot
as opposed to planting his feet; and the excellent receiving animations
such as fingertip catches, dives, etc. NCAA99 offers an analog passing mode
that takes advantage of the dual analog controller, although word has it
that it is difficult to master.
As stated earlier, defensive AI has been improved. Wrap tackles, a staple
in the Sony series, are finally implemented in this game, although the
results are always fluid and believable. "Regular" types of tackles are a
mixed bag. Some tackles come off as "phantom" tackles; these tackles
appear to come from out of thin air! On the same thread, at times tackling
is a study in frustration, as you see an opposing teams' RB, WR/TE, or QB
run smack dab into your defensive player and...bounce off continously.
It's not unusual to see a play where a back survives 4 or 5 tackle attempts
and runs for a long gain! Other than those minor gripes, the defensive AI
seems to read and react to plays much better than last year's AI. Defense
seems to be much less susceptible to "money plays" although no doubt some
will be found and exploited.
Difficulty : 90
Overall : 93
© 1998-2006 Sports Gaming Network. Entire legal statement. Feedback
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