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NFL Gameday 2001 (PSX) ReviewRelease Date: August 15, 2000 Background Info
Before getting deep in the review, I must make a confession. Outside of some
demo versions of Gameday, I have never played the game in-depth. Some may see
this as a severe limitation to the content of the review, but believe you me,
I put the game through its paces and treated it solely on its own as a
simulation of the game of football. I entered the game without prejudices of
previous editions. With that said, to the review!
Presentation/Graphics : 80
Once on the field, the player models looked flat. Supposedly the players have
been scaled to their actual height and weight, and indeed players did have
different sizes. However, outside of the names, numbers, and skin colors, the
appearances were identical. Every player had a pair of wrist bands in exactly
the same location, and each player had the same walk. The uniforms themselves
lack the detail of those in Madden.
The stadiums have a decent amount of detail, with stadium boxes looking
particularly good. However, things like the nets behind the goal posts look
amateurish. They are very nearly a giant blob of white. The field of play
has the usual team logos, yet the field itself lacks character. Footprints
are nowhere to be found, and the grass has a bland appearance.
Gameday 2001 features 4 different camera views. I was never happy with any
of the views. One view, which comes at an angle to the field, is totally
unplayable. It would be fine for watching a game, but playing with it is
difficult. This left views that were either to close to the action or too
far away. The problem is that the closer view (which is the best of those
available) restricts your field of view before the snap. On offense, you can
pull the camera out to view the field. Unfortunately, the camera stops short
so that you can't see your outside receivers. On pass plays this means you
don't necessarily know which icon to use in advance. Also, the closer view
seems to shutter at the start of run plays ruining your concentration and
making holes in the offensive line less discernible. By contrast, the more
distant view makes reading holes nearly impossible.
But perhaps the most disappointing aspects of the game's graphics are the
animations. Each player runs the same, and the run is a strange combination of
skating and sissy leg kicks. If the player is running in a straight line it
isn't too bad. However, if you move the stick ever so slightly, the player's
leg kicks out like a schoolgirl being kissed by her beau. The end effect is
that it looks like the player you are controlling is figure skating down the
field. In addition, the tackles are nothing special. The only animation
worth noting is one where a player turns up lame. The first time it happened
to me I was cursing at the screen thinking the game went screwy on me. In
reality, the player clutches his hamstring and hobbles around until getting
tackled. But that animation happens few and far between.
Presentation/Audio : 75
Once the crowd disappears, the only thing remaining is the call from the booth,
which is served up by Dick Emberg and Phil Simms. Phil Simms is more
palatable than John Madden, but unfortunately his color commentary is too
short. The same can be said for Dick's play-by-play calls. Overall, the
sound was a big disappointment.
Interface/Options : 50
I started playing the game in the General Manager mode, which lets you take
control of a team from player personnel issues to play on the field. The first
thing to note is that player characteristics are absent. I started with the
college draft, which at a paltry four rounds left me with a bad taste. Talent
was based on overall ability rather than being broken down into passing,
catching, running, blocking, and other vital categories. Next, salary
negotiation was left to a yes or no response with no room for bargaining.
Furthermore, the CPU has a huge role in determining who makes the team and who
is cut. Wait, I thought I was the GM?
I would have played more in the mediocre GM mode, but my memory file somehow
became corrupt. And speaking of memory cards, the save feature in this game
reeks. The GM mode requires a full 15 blocks of memory on the card. Before
each game, the game prompts you if you want to save. Hmm. I usually save
after the game, but what the heck. I play a game, return to the main GM menu
(which takes about a minute after the game ends), and then turn my PlayStation
off. Since the wait was so long after the game ended, I assumed my game was
saved. To my surprise, I ended up having to play the same game again the next
time around. So next time I make sure I save the game. I go to the memory
card option and attempt to overwrite the file. No dice. The game complains
about there not being any space left on the card. Duh! I want to overwrite
the file, just like it asked me BEFORE the game. Besides starting a new game
(which saves the progress), the only way to save the game is to delete the
GM file and then save the current season. Stupid. Plain stupid.
And don't even get me started on the long load times. It takes about a minute
to save a game and about half that time to load from the memory card. What
really chapped my behind was the wait involved just getting to the kickoff.
I made a full nine-course meal as the game was loading. The time from the
start of a game (or where you say yes to overwriting the memory card file) to
the ball landing in a player's hands is a notch past two minutes. You spend
forever watching the referees come out on the field followed by the players,
and no combination of button mashing speeds the procession up.
Statistically, Gameday 2001 holds its own. In-game stats as well as those
around the league are realistic. However, the good quality stats do not make
up for an otherwise inferior system.
The manual briefly explains all the features of the game. The manual
provides several pages of instructions on the game controls. However,
inexplicably it leaves out a very import aspect of the game. I decided to
attempt an onside kick. I went to the manual and I was amazed to find that
the manual makes no mention of onside kicks. I then called an audible and
noticed that the kicking team was definitely changing formation. However,
because of the camera view, I could not tell on which side the majority of my
players were lined up (you can't change the camera on kickoffs).
Gameplay : 50
To make things short, I will rattle off my minor complaints and then focus on
the more critical shortcomings in the game. With penalties set to the maximum,
I can count on zero fingers the number of penalties encountered. Penalties
by the CPU are non-existent. Yours are limited to offsides, roughing the
passer, or pass interference. With injuries set to the maximum, I can count
on one finger the number of injuries encountered in a season. The CPU seemed
to like fake punts. At one point, the CPU was averaging two successful fake
punts a game. I had to line up in a nickel defense and send a safety back just
to force a punt. Control is arcade-like and reminded me of games like 10 Yard
Fight or Atari 2600 football. The entire defense seems to move in the
direction of the runner. That is, the players don't converge in a natural
way like in Madden. Further, blocking is akin to holding without the penalty.
Forget rushing the passer. Once the offensive linemen engage the defense,
they don't let go. I recorded zero sacks. In addition, the offense would
push my defensive player back 10 yards. This was while I was pushing the stick
hard in the direction of the QB. Finally, the juke move bewilders the defense.
My defense was all on top of the AI runners, but a juke would wiggle him away
from three tacklers with ease. The same could be said when I was on offense.
Those are the small complaints. Now the biggies which thoroughly ruin the
game. If you like the passing game, you won't mind so much. But I want a game
that is true to life, and Gameday 2001 simply isn't it. I have never had as
much success passing against a computer controlled team as I have with Gameday
2001. I swear Moses must be my QB as the green sea known as the turf is parted
and my receivers are usually wide open. The defense is picked apart in all
areas. If you look down the middle and the receivers are covered, that usually
means you can find a wide open man on the outside. Conversely tight outside
coverage frees up the middle of the field. If a man is open, it is a
guaranteed completion; I can not recall one instance where an open man dropped
the ball. At first I thought this was a problem with the game settings. Even
after setting the AI to have maximum IQ (whatever that means for this game) and
maximum pass defense, I noticed no difference on any difficulty setting.
When on defense, I gave up on the impossible pass rush and sat and watched the
behavior of my secondary. The cornerbacks, linebackers, and safeties often ran
to areas of the field where receivers were absent. For instance, the CPU had
a receiver run a slant route. The cornerback who was guarding him decides to
run around the receiver and cover the grass. In the meantime, the receiver
is running wide open on the slant route. Another time I noticed the tendencies
of my safeties to play it really safe. My safeties were lined up roughly 16
yards from the line of scrimmage. As the play unfolded, they dropped back,
way back. The receivers ran routes about 20 yards downfield, and at the moment
the ball was thrown, my safeties were a full 42 yards from the original line of
scrimmage!
Personally, the terrible secondary AI ruins the game for me. The lone bright
spot in the game was that the AI tended to be fairly balanced on offense. The
CPU would run the ball more than in Madden 2001. Furthermore, I deliberately
tested the AI by going up by 8 points. They made the correct call after a TD
by going for two. Good job. But then they would do something stupid like
run three running plays with under two minutes to go in a half and call a
timeout after each play.
Then I would get the ball again and pick up on all the game's problems.
Running to the outside was easy, whereas runs up the gut were too difficult.
In addition, the passing game irked me beyond the poor defensive AI. To bring
up the icon passing, you have to press the X button while moving the stick.
If you don't and waste too much time, the CPU will pass for you and you are
left cursing the television.
The game was not without its moments. I found it funny how I intercepted a
ball and ran up the sideline. The QB was closing in to make the tackle, and
at the last moment he ran away like a scared rat. I then noticed the same
behavior with other players. There was also the time when the CPU attempted
an onside kick. The CPU automatically lined my team up in a short kick
formation with 4 players at the 45 yard line. The CPU team was in a definite
onside kick formation, so my players should have stayed put. However, as the
kicking team approached the ball, my front line ran backwards 10-15 yards and
then turned around just before the kick. The ball landed between two players.
Instead of the players converging on the ball from both sides, they all ran
in the direction of the ball. The player who ultimately got the ball was
actually running away from the ball, but the ball caught up with him.
Replay Value : 50
Overall : 59
© 1998-2006 Sports Gaming Network. Entire legal statement. Feedback
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