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Quarterback Club 2000 (N64) ReviewBackground Info
Presentation/Graphics : 78
Sure, the players (at least in high-res mode) look beautiful--far better than do their Madden N64
counterparts. The faces are incredibly detailed; there's tape on the fingers, eye black on the
cheeks, not to mention elbow pads and nose strips--and enough variation between players to give the impression
that you are managing a team of individuals. But when they move, except in some animations,
sometimes it appears that the movements are jerky and perhaps frames are missing--something
more evident when running plays in slow motion. More annoying is the fact that uniform colors
remain washed-out and at times it is hard to pick up players on the field--which becomes
especially critical when it comes to the passing game. Some animations are a wonder to watch--one of my favorites is a turning one-handed catch--but I'm not sure how many times one will be
able to spot such gems.
There are 16 camera settings (including one you can customize) and a provision for replays. The
QBC action cam may be the choice of many players, but sometimes it draws back too much when
a quarterback sets up to pass--and one risks overlooking the rushing linemen in scanning the field
for receivers.
The still pictures for this game are stunning, but I'm not sure that the graphics are truly functional--and thus the low score. Indeed, when it comes to this year's sim football games, the N64 games
actually lag behind their PSX competition--not because of the wonderful detail, but because of
how the graphics contribute to gameplay. I see the field much better with GameDay 2K and
Madden 2K for the PSX.
Presentation/Audio : 55
Interface/Options : 75
Some people will gravitate to the Custom Profile and Custom Team options. Profiles determine
playcalling tendencies (the pass/run ration, formations, willingness to go for broke); you can jazz
up your CPU opponents, making them more aggressive and unpredictable (and thus harder to
beat). Or you can draft your own team, design uniforms, build a stadium, and so on. Do
whatever your heart desires--for no matter how much (or how little) you do, this game
automatically fills a memory pak completely.
Taking full advantage of the N64 controller, QBC2K is filled with options on controlling player
movement and actions. On offense, there are the usual pre-snap options; a series of actions for
your quarterback to take after deciding whether to run or pass; the usual running options
(although there's no turbo, and pressing A will bring the runner to a stop), and controls for your
receiver. The last is especially important to master: you MUST press the C-Left button to
attempt a catch. On defense, the controls are simpler (the same button choices used for receivers
are also applied to defenders attempting to intercept a ball). Even different celebrations have their
own button assignments.
By now you show be noticing a trend: button, button, where is that button!? Here's a game that
brags about its visual appeal, yet demands that you learn a great deal about the various uses of
different button to get your players to do what you want them to do. I strongly suggest that you
FIRST take your team to the practice field in order to learn these button presses (and to purge
your memory of button assignments and patterns for other games). Because of the bunching of
the C buttons, it's easy to hit the wrong one; it is also difficult to distinguish the C buttons when it
comes to icon passing. Practice will be essential to get these patterns down--especially the pass
catching button, which I found a hassle. Frankly, there should have been an option to leave to the
CPU all of the receiver's motions before catching the ball. And I've not even mentioned the
optional "PinPoint Passing" system, which resembles GameDay's "Total Control Passing." You
lead receivers, overthrow or underthrow, and so on. Good luck.
While the off-the-field interface is fine, with easy-to-navigate menus, and there is a nice stats
package, controlling your players will require practice, especially when it comes to passing--maybe too much practice. One begins to concentrate more on managing the right combinations of
button presses than in developing a game play and attacking a defense or containing an offense.
And at that point, I begin to lose the sense I have that I'm coaching a football team.
Gameplay : 50
That being said, the AI has improved. The CPU defenses react well (at times too well) against the
run, calling on you to do a better job of playcalling. The problematic execution of the passing
game proves at least as much an obstacle as does the CPU defense. And one can use the custom
playbook option to increase the challenge. Finally, run, run, run--especially to the outside, until
you pick up the knack of passing.
Finally, when all is said and done, I found the gameplay almost boring. The sounds and sights of
other games this year leave the QBC gridiron far behind.
Replay Value : 50
Overall : 59
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