NCAA GameBreaker
PlayStation Review from the Net
GameBreaker: Plays Like a NeckBreaker SCEA's NFL GameDay set the standard for 32-bit football games before Madden 97 invaded the market. GameDay has engraved its name in the annals of videogaming history as the premier and uncontested video football game of 1995. Though lacking in big-name players and any long-term stats tracking, the game played a major role in veering would-be game system buyers. This is a galactic accomplishment. Equally galactic are the expectations of Sony to produce football games of increasing quality and innovation. This summer we heard of a college version of GameDay in the works, complete with that which the original was lacking: season-long stats, thus resulting in what could so far be the "perfect" video football game, with a slew of NCAA teams and various technological improvements. The dawn has come. GameBreaker is here. All the promises have been kept. Finally, those lofty expectations can now be put to the test... Only one thing about GameBreaker is truly wrong, and it nullifies the game's attempt at realism and, thus--depending on your opinion--may also destroy the game: the action on the field is too fast. Everything happens about 50% faster than it should--and at its lowest speed setting (yes, the speed is adjustable). It's like the players all took a triple-dose of Prozac with a 16oz. bottle of Jolt right after their six morning cups of joe. The players seem to run about 25mph and have the reaction time of a Pentium processor. No mortal man could possibly survive a power tackle from one of these guys without suffering at least three broken ribs, a punctured lung, and moderate whiplash. The football rockets through the air like a pitched baseball--dip your hands in glue and you might be able to catch it. Real cheerleaders dancing around this fast wouldn't last a dozen downs. I've heard GameBreaker was to be practically identical to GameDay 97, which is supposed to be 50% faster than the original. That should have been 50% smoother, not faster. However, after a couple cans of Mountain Dew, it's not so hard to tackle those lightspeed carriers with equally fast defenders. Actually, after I played a couple quick games with a friend and started a Crimson Tide season, I began to kind of enjoy the game despite its hyperactivity (which turned rather fun after a while). Though Madden 97 currently reigns PlayStation supreme, it's a refreshing change to play a football game that doesn't take itself so seriously by focusing on realism, which should be taken in small doses. GameBreaker's fate will be determined by the expectations of GameDay fans and by realism fanatics who swear by Madden 97. I predict those people will be sorely disappointed. Everyone else will probably get a kick out of the game and find it's speed either a frustration or a challenge (let's try to be optimistic). Objectively, here's how I rate its ingredients: Graphics: 8 (a bit less polished than GameDay, with little FMV) Sound: 9 (same general GameDay effects, plus PA announcer and fight songs) Playability: 6 (just too damn fast, but it's not too hard to adjust) Convenience: 8 (-2 points for requiring 6-12 memory card blocks) OVERALL: 7 (If it weren't for the programming flaw of excessive speed, GameBreaker would exceed GameDay by a considerable margin.) William Ward wwward@cinternet.net
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