March Madness '98
Review from the Net
March Madness 98 isn't the game I wanted, but its better than I feared it might be. In fact, despite some glaring problems with the game presentation and appearance, if you give it a chance, you might be surprised to find that it has possibly the best basketball AI out right now. If you can forgive EA for not matching the quality and overall immersive experiences they revolutionized in NHL 98 and Triple Play 98, and you love college hoops, this still is a game worth having. PRESENTATION/INTERFACE: C The setup screens and navigation are solid and simple. There are tons of options for setting up an exhibition, a season, or a tournament. You can play games at 2, 5, 10, or 20 min halves (10 seems about right for realistic scores). More of the options match those of Live '97 (which in my opinion is still the best basketball game on any system). You can check your standings in two competing polls (EA Sports or CBS Sportsline) after every game, and check your standings in a season conference race. Team and individual stats are tracked is great detail, as is always the case with EA, but suprisingly (unless I just can't find it) there's no way to compare your stats with other teams. For example, after three games in a season, my PG was doing really well, scoring about 15PPG and dishing out 12 assists as well. I was curious to see how he ranked among other guards in the NCAA. I guess I'll never know since there's no way to compare individual stats. On the positive side, the game stats are comprehensive, including shot charts to see where you made and missed shots and scoring graphs to look at the ebbs and flows of the game. In actual gameplay, the presentation is pretty much the same as Live 97. The notable addition is the "momentum meter" which shows which team has momentum and by how much. Each basket, dunk, etc… shifts momentum. The bar goes from green to yellow to red. The crowd responds accordingly. After seizing momentum on the road, the crowd becomes more quiet. And against the CPU, if you push the momentum meter into the red, they will call a time out to try and stop your run. This is a nice innovation and a great addition to the game. One gripe about the presentation: when you start to a game and you see the matchup screen with the names of the teams and the location, the announcer says, "Good evening and welcome to tonight's matchup…" I keep waiting for him to finish the sentence. He doesn't. This is silly since tons of sports games have an announcer say, at the very least, who is playing whom. There's no reason they couldn't have had him say where he was and who the teams were. Another example of a missing piece with the game presentation: when you finish a game in MM98, it ends very abruptly: there is no "player of the game" or on-court player celebration. Not even an CG-animation sequence. Even the old NCAA Basketball on the SNES had a little image after a game with the final score- for example, if you lost, you saw a player sitting on a bench in the locker room, his head down in disappointment. There's no reason EA couldn't have had the players or crowd react to the end of a game, since they've done it before in other games. I love the way in NHL 98 that after the final horn the players go nuts and celebrate on the ICE, pumping their stick in the air and jumping around. Likewise, in Triple Play, you get fireworks and celebrations at the mound or home plate after a win. Why nothing like that here, especially if they point of MM98 is to simulate the "environment" of college hoops? GRAPHICS: B This game was based on Live 97, but the players don't look quite as good. The animation also seems a little choppier. It think so many people complained about players "skating" that they revised the player movement. I wish they hadn't - the player move less realistically and seem jittery. The camera angles are limited - a disappointment since Live 97 had great camera angles. It's hard to find a good angle that lets you see the whole area of play without requiring the court to turn 180 degrees on a change of possession. On the other hand the arenas and crowds look great. The arenas look larger or small depending where they are, and the seating layouts vary accordingly. Good realism here. The crowds on the lower level are animated and wear the colors of the home team. More than that, they don't just move randomly. When you score or make a big play, they jump to their feet and go crazy, unless, of course, you are on the road and they don't react to your plays at all. When a player is at the freethrow line, the crowds jump up and down for the visiting team, but cheer intially, then sit down quietly for the home team. And at the freethrow line, the players standing on both side swap and move their arms. It looks a lot better than live 97. Overall the graphics are solid, but underwhelming, To play at a comfortable perspective, the players look a little small. I didn't have this problem with Live 97. SOUND/MUSIC: D This is where the game is a real letdown. I think EA has come close to false advertising by suggesting that the game would have team fight songs. Unless I just haven't played wit the right teams, there is no team-specific music. I played several games as North Carolina and hoped to hear the UNC fight song before, during, or after the game. In the game credits, EA did use the University of Kentucky and Stanford bands for real music, so why not have actual fight songs for at least the top 20 or so teams? If college football games can do this, there's no reason MM98 couldn't have. EA's big marketing push with this game was to recreate the unique college experience. What is more basic to that than a team's band playing the fight song during the games?? Instead you get some short snippets of band songs during pauses and menus. This is very disappointing. The announcer is heard from time to time, but too infrequently. He announces three-point shots, but not much else. I'd love this game to have a play-by-play guy and a color man (can't EA hire Dick Vitale? - I love the guy and he says the same things a million times. They could sample snippets of him and use him like Madden). Without much of an announcer or play-by-play man, the game seems a little quiet and lifeless at times. The crowds react well, with surges in crowd noise, boos, and "owwww!"'s shouted in unison when you miss a shot. There are standard cheers like "Air-Ball!" and "De-fense! Defense!." I even heard the crowd chant "Over-rated!" when I was blowing out a highly-ranked visiting team. Finally there are team-specific chants, i.e. "TAR-HEELS! TAR-HEELS!" and "Lets-Go-Cats!" All the special cheers are cute, but they have two problems. First, they usually only chant two or three times, instead of going on repetitively, as in Madden or NHL, where a crown might chant "DE-FENSE" indefinitely until you get the ball back. Second, the crowds don't sound very big. They sound like 10 people chanting, not 10,000. Chants sound a lot better in EA's other games… The idea and effort here is good, but it just isn't executed well. GAMEPLAY: A This is what redeems this game to me. I loved Live '97. At the highest difficulty level, I found it to be the most challenging basketball game available. This is better. While scoring isn't impossible, passing is trickier than in Live '97. The CPU defense is a lot better at stealing passes in MM98. In Live 97, I had few assists because I pretty much could play one-on-one isolation and fastbreak. I rarely HAD to pass. In MM98, a full court press is tough to beat, and long outlet passes are often intercepted. CPU defense seems smarter and tougher in general. In addition, whereas in Live '97, I could speed burst & slash to the hoop quite often for quick scores, but in MM98, I have often been called for charging for the same plays. On defense, steals are tougher than in Live '97 and you can hit a button to "stand ground" to try and draw a charge. The addition of "direct passing" (like Live 98) is a nice touch and easy to use. You can also switch to the closest defender to the ball or use "direct switching" to select a particular player for defense. EA has put in a myriad of offensive and defensive set which you can set or call on the fly. In addition, you can check the status of the player with the ball (fatigue, etc…) by pressing the shoulder button while he has the ball. After I get over the disappointment of some of the other unrealized potential of this game, the gameplay and AI will seem more important and vital to replayability. OVERALL: B- March Madness 98 could have been a lot better. I feels like it needed another month or two of development. However, at its core, the gameplay between teams is challenging, fun, and entertaining, which is a lot more than I could say about the game's flashier, more visually-stunning cousin, NBA Live 98. I think EA failed to create the "ultimate college basketball experience," which is a shame, since EA's baseball and hockey games have, in my opinion, achieved that level of quality. But for now, this a fun game, despite its missing pieces. If you like sports games and love college basketball, it's worth getting. MP
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