|
NCAA 2001 (PSX) ReviewRelease Date: July 25, 2000 Background Info
This year expect more of the same - you will get all the Division 1 teams and
stadiums. So if your alma mater is among the selections, coach the school to
a national championship. Or simply build a strong program through the
incredible recruiting system. This may be the last hurrah on the PlayStation
before the series moves to the PS2. Is it the best?
Presentation/Graphics : 90
Throughout the NCAA series, the emphasis has been on tuning rather than
radical changes. Going from the '99 to '00 version, player models changed to
reflect the relative sizes of the various positions. Furthermore, some
additional animations were added to spice things up a little. For the 2001
version, the game is evolutionary and not revolutionary. Honestly, there is
little new here to make you stand up and go "ooh" when playing.
If you have never played any of the NCAA titles, what you can expect are
perfectly modeled stadiums. The Volunteers' stadium features its trademark
orange and white checkerboard pattern in the end zone. Team logos, where
appropriate, are displayed on the field. Whether it is an indoor or outdoor
stadium, it is modeled with intricate detail from stadium risers to
scoreboards. Even the crowds are modeled well. I played most of my games as
the Rice Owls, and the crowd was sparse. This delivers that extra sense of
realism (unfortunate for Rice). In contrast, head down to the Swamp or
Michigan Stadium and you will find a packed house.
Animations are varied as tackles come in all types of flavors. Tackling ranges
from the traditional drive-your-helmet-into-the-belly to shoulder tackles and
flips. The only time animations break down is in the receiving game. Passes
down the field are magically grabbed out of the air. It's only during the
replays that you may actually view outstretched arms reaching for the ball.
Presentation/Audio : 99
This year the sound is again superb. The only voice commentary comes from the
public address announcer. After each play you get just the facts, "Number 23
stopped for no gain." It is a case where less is more. When you watch a game
in person and don't have a radio or TV with you, that is all you will hear.
Well, you will hear more. And you do in NCAA Football 2001 as well. Crowds
cheer with the action, and at times the silence is deafening. Marching bands
play fight songs to perfection and even other tunes along the way. Now if they
would just implement half-time shows.
I was blown away during one game when playing a game with Florida State and
Virginia Tech on FSU's turf. After a great play by me, playing as FSU, the
crowd burst into a loud cheer. Then under the din I could barely make out the
beginning of the Seminole war chant. The crescendo was obvious as the chant
grew to fill the entire stadium.
On-the-field plays have great sound as well. Quarterbacks bark out calls and
audibles. Tackles sound painful when the helmet hits a player or the player
hits the ground. Referee whistles are realistic. When a penalty is called,
the referee turns his microphone on and you sense the sound of the stadium
speakers. NCAA Football 2001 should be the standard used for all sports games.
Interface/Options : 90
In addition, the game has a situation mode where you
set the parameters of a game and play it out. When I first saw the term
"situation mode" I was jazzed that a mode existed in the game that put me in
historical situations. Wrong. This mode simply brings up a screen where you
set the score, the time remaining, and any other necessary information and play
the game to its end. It is your job to come up with the situation. There is
no built-in library, such as Colorado's unbelievable Hail Mary against
Michigan.
You can also take your team to the practice field to get the hang of the
controls, which have not changed much since the inception of the series. In
fact, the basic moves are all the same as past versions. The exception is the
inclusion of the Advanced Player Control (APC). This feature adds a few extras
to the game. With it, you control a player on offense from the snap to a
dead ball. If you play with his feature, the game prompts you to select a
player to control once the offense is at the line of scrimmage. If you select
a lineman, you can power block with the L2 button or hold block with the L1
button. As a receiver you can call for the ball with the circle button. While
an interesting concept, I found the feature useless. On running plays I found
myself wanting to run the ball rather than attempting downfield blocks. As a
receiver, I would constantly call for the ball to no avail. The QB would dump
the ball off to another receiver more times than not. While it was fun running
pass routes, the fun wore thin with no receptions.
Fortunately for me, the schools I attended (I am a former Wolverine and Owl)
play big-time football (well, Rice tries at least). My schools are
represented. But what is one to do if your favorite team or alma mater is
not in the game? What if you are a Wichita State grad and are bummed the
school cut the football program? Just put your university president hat on
and utilize the create a school feature in NCAA Football 2001. You can set
everything from school location, enrollment, and mascot to the fight song.
I have always had problems in the past with the statistical engines in games
like NCAA and Madden from EA. It always seemed like the games would only
keep track of one of my kick returners. So far I have not found a problem with
the stats engine. Both my kick returners are well represented. To boot,
playing as Rice I found a definite money play (more on that later) that left
my starting halfback amongst the leaders in passing. If there is one complaint
about the statistical package it is that at times it is unrealistic. I
started my Rice dynasty over and simulated a couple of seasons. Bear in mind
that Rice is a running team that relies on the wishbone offense. After the
second season I was stunned to see that my sophomore QB took the Heisman home
with over 3000 yards passing. Even more bewildering was the running back of
year: a BYU back racked up over 1800 yards to garner that recognition.
Near the end of the season, rankings play an important in the game. Several
polls are available in NCAA Football 2001. Whether you like it or not, the BCS
is here in full force. In order to finish as the National Champion, you will
have to finish the regular season in first or second in the BCS and take home
the trophy in the final game of the year.
One of the coolest features of NCAA Football has been its recruiting features.
This year's model is no different, as the game has a mind-blowing recruiting
system. Players can be recruited out of high school or from the juco ranks.
As in the previous editions, players are divvied up by talent classes (blue
chip, solid, contributor, and the like). Players are also divided by state.
The recruiting season pops up a map of the US and lets you travel to any
state in the Union. Players are listed by position and each has his top three
choices listed. States known for their high school players (Texas, California,
and Florida) have the highest concentration of blue chippers, while some
states (Montana, Wyoming, etc.) contribute very little. The recruiting process
is time consuming as it involves multiple visits and requires attention to the
areas you need filled. Even letting the game handle the recruiting had me
waiting for what seemed like about five minutes.
During the game, a momentum meter indicates who has the upper hand. The manual
states that as momentum builds for one team, it is harder for the other team
to make big plays. To give you an example of how the meter works, the team I
was controlling did not have the momentum. In fact, the opposing team had the
momentum meter filled to about 75%. I then intercepted a pass in the end zone
and ran it back the length of the field. The momentum did a 180 and my team
went from 75% down to 90% up. However, it appears that the momentum changes
drastically only on turnovers. I was up 35-7 in one game and my momentum was
only at around 25%. I ended up winning the game by 12 but the opponent had
100% of the momentum. First downs and touchdowns contribute almost evenly.
So a quick strike 80-yard TD ends up being a smaller momentum builder than
a calculated trip down the field with multiple first downs. There were also
times on the road where I would have an appreciable halftime lead only to have
the momentum swing back to the home team on the ensuing second half kickoff.
Other tidbits about the game include long load times. It takes almost a
minute to bring up some sections of the game. Also, the game will use every
last block of your memory card. To save your dynasty, the game requires all
15 blocks of a standard memory card. User profiles, which require a block,
will have to be stored on another card or page of memory. Finally, the manual
is well written and covers just about everything you can think of in the game.
Gameplay : 80
My first introduction to the NCAA series was the '99 version. I spent many
a late night playing the game. I thought it was the best football game I had
ever played. The variety of college offensive schemes was incredible. But
with this version, I have a more critical view. To make sure the EA team
didn't stumble along the way, I played the '99 version again to make sure
my impressions were grounded in reality. For the most part, the series has changed little
since that version in the gameplay area. But I forgot, or failed to realize,
how much the game resembles a pinball machine. Player speed is unrealistically
fast and players bounce around.
My first complaint is with the passing game. I have yet to find a football
game (from Madden and NCAA to NFL2K) that has a balanced attack. Console
football seems to abandon the running game too soon. In NCAA Football 2001,
I had one game against Oklahoma where I took a "commanding" three point lead.
OU's stats for the game were 1 rush for minus seven yards and 8 of 22 passing,
with five interceptions. One rush! When passes were complete, they would
often be to a receiver that had four guys hanging on him. I have even
encountered a few times where seven of my defenders are surrounding an opponent
and the receiver still makes the catch. It drove me absolutely nuts. In
another game, Tulsa did not rush once in the second half and ended the game
with 59 pass attempts. I have always been dominant against the run and my
pass defense has suffered, but the reason I have always had a number one rush
defense is because the CPU never makes an attempt at rushing the ball. Now
NFL2K has problems with the running game and it also abandons the running
game, but you never see passes completed to a receiver with seven guys on him.
The reason is because the players in NCAA Football are unrealistically fast.
They break to the ball at a moment's notice.
Next, there are definite money plays in the game. I started a dynasty with the
Rice Owls, who are a running team. Passing with the Owls is left for panic
situations. I started the season rushing and mixing in a couple of plays.
Then, against Michigan, I was in the game to the end thanks to some well-timed
pass plays. Getting some confidence with the passing game, I decided to open
it up some. In my game against Tulsa, my halfback ended with numbers that
would make Drew Brees jealous. He finished the game with 603 yards on 11
completions. The play used to chalk up those David Klingler-esque stats was
the wishbone halfback option pass. More times than not I threw to the same
wide open receiver. Against OU, I found another money play that worked the
majority of the time. Setting up in the I-formation, I would call the play to
the long side of the field and put the receiver on that side in motion. More
times than not, the corner covering him (and sometimes two defenders) would
follow him across the field. This left the wide side completely open. I call
the halfback pitch and run to an open area for a first down.
Now these games were played on the default varsity level. Thinking it may
have been a fluke of the difficulty level, I played an exhibition game against
the Seminoles using my same old Owls. This time I boosted the difficulty up
to Heisman, the maximum in the game. I used exactly four offensive plays for
the entire game. I used one QB sneak at the goal for a TD. I also had one
field goal for the game. I ran about a dozen sweeps from the I-formation as
well, which gave me good yardage on average. But the biggest play for me
that day in this David versus Goliath match was the wishbone HB option pass.
My back was 13 of 28 for 492 yards and 3 interceptions. Final score: Rice
(ranked somewhere around 70th) 52, Florida State (ranked 2nd) 34. I need to
give coach Ken Hatfield a call and let him know how he can run the table this
year.
To be fair, money plays are found in just about every football game. After my
dominating performance in NCAA, I went back to NFL2K and marched up and down
the field with a slant pass play. But those plays were for short gains.
Usually I have to call an audible after looking at the coverage to complete a
pass for good yardage. In NCAA, I almost guaranteed of getting a touchdown on
every option pass with any defensive scheme the AI threw at me.
On defense, I originally mixed my defensive schemes up. Then I realized I
could play one or two schemes the entire game with success. Using a 5-2 scheme
where the two ends drop back (5-2, 4 deep) proved beneficial against both the
run and pass. Other times I simply played a base 3-4 defense. About the only
time I would get burned would be on a deep ball where a receiver outruns a
defender on single coverage. But most of the offense's pass plays were in the
middle of the field.
The offensive AI of the CPU opponent is a little odd. With 15 seconds to go
and down by 7, the computer called a quarterback draw in a shotgun formation.
Now this would be a great play with time left and you need a first down, but
when stuck near the 40 yard line it is just plain boneheaded. On the other
hand, the AI was smart enough to go for a two point conversion when down by
five points or up by one point.
Tackling would also drive me nuts. Too often I was tackled by an opponent's
toes. He would dive, miss, and be on the ground. I happen to step in the
path of his feet and flop down. It's not like the tackler lifted his feet.
I could try to jump over, but often it was too late. I think a player should
be rewarded instead of penalized when the defense completely blows the tackle.
The tables turned when I was on defense. I could tackle the opponent through
his blocker. Imagine a back going down while the blocker, who is still
standing, is still blocking my tackler. Other nitpicks include analog
movements which are stuck in the digital domain. Despite analog control
support, I felt I was restricted to 8-way running. Finally, there is a
possible field goal bug. In one game, I had three extra points and one field
goal attempt blocked. To date, I have had more extra points blocked than what
is realistic. There is nothing you can do about it. I would barely fill the
kick meter to get the ball off quick to no avail.
Despite all the complaints I have with the game, it can be fun. You just have
to play it in a restricted mode. It is human nature to go for the jugular.
If you can avoid the money plays and balance your offensive plays between the
running and passing games, you will experience a decent brand of football. Of
course, no amount of offensive work will turn your AI opponent away from its
dependence on the passing attack.
Replay Value : 80
To make the game more enjoyable, you have to lay off the money plays. With
many dozens of offensive and defensive schemes available, the variety is there
to avoid cheap wins. But the fact that some obvious money plays exist calls
into question the defensive response to the remainder of the playbook.
Playing the game against a friend will extend the life of the game. As a
single player game, the defensive AI just made me feel that the CPU was lying
down on too many plays. I never sensed they learned from my moves. If
nothing else, there is the challenge of taking the last ranked team up through
the ranks. The spectacular recruiting is one of the key attractions to the
game.
In the end, if you can look past some AI issues, you will be playing the game
into the bowl season.
Overall : 86
© 1998-2006 Sports Gaming Network. Entire legal statement. Feedback
Other Links: |
|
||||||||||