NFL GameDay 98
Review from the Net
About the Reviewer: Iım a guy who hasnıt played a Video Football game
since the Madden series on the SNES (slogging through the mud and snow on
the ground to the Superbowl and sore thumbs). Thus, Iım a novice player
of ³Next Generation² Football games. Also I haven't watch the N.F.L. on a
regular basis for about ten years.
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Graphics
I only start with this one because many people were raving about this
aspect of the game.
The Players: As advertised, the game has polygon players. And, indeed,
the players have that blocky polygon appearance. The players look good
from most angles. The linemen and quarterback look great when the QB
drops back--very realistic. The running is also quite realistic, with
various moves, except for the ³one-footed-swivel² that the runner does
when turning, but this I hardly noticeable as Iım always looking up field
when I run!
The Stadiums: They look O.K. as each NFL stadium is created with a modest
degree of fidelity. The crowds, however, look cheesy, but you only see
them at the beginning of the game when the camera swoops in.
Overall Rating: the graphics are functional, but didnıt blow me away like
many people predicted. The players look good, and most importantly can be
easily seen and distinguished which helps the overall gameplay.
Score: 8/10
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Camera Angles
I rate this separately because I think that they are one of the most
important graphic aspects of any sports games. Football game makers face
the difficulty that the whole field is often relevant to the play, but
showing the whole field makes the ball and players tiny. How to overcome
this takes some great camera angles.
Gameday comes with an underwhelming array of camera angles.
i) There is a left and right corner camera which is useless and adds
nothing. It seems to have been added simply because it was easy to
program.
ii) A quarterback camera which gives the player some essence of the feel
of football, especially when running. It is a fun angle, close to the
field, however, it canıt be used to see down field to pass, so itıs not
useful for serious gameplay.
The three functional angles are:
iii) the GameDay angle which is a little close to the field for passing,
but perfect for running as you can see the field and still get the
field-level feel for when to cut.
iv) the Over The Top angle, which I always use. This is far above the
field, and is the best view for passing and seeing plays develop.
However, when running, there is a sense that you are too far away and the
³feel² for when to make your cut is difficult to acquire.
v) There is also a multi-player camera angle but it is just a slightly
lower angle than overthetop. I never use it.
Overall: The camera angles are the biggest disappointment in the game,
in my opinion. Given todayıs graphical ability, there should be
customizable camera angles that the player can set exactly at the angle
and distance they would like for running plays and separately for the
passing plays. Some camera angles should also swoop an expand given the
requirements of the play. For example, a wide shot when the QB is
deciding where to pass to swooping into a closer angle when the receiver
is running.
Also, close-up type angles to get the true feeling of running through
a gap, and reaching out to catch a ball, or battling in the trenches
should be included for the pure fun of it. The QB camera was a step in
the right direction, here.
My last criticism is that the camera view is always from the
offensive side of the ball. It would be nice to have a defensive
perspective option which would give the feel of really playing defense.
To Summarize: at minimum, the camera should have been more
customizable and have some AI built in.
Score: 5/10
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The Computer Opponent
The difficulty with any two-player game is that unless your friends have
the same game, you will destroy them when they come over to play! Thus,
the computer must be a worthy opponent--with reasonable weaknesses and
preferences and able to learn your tendencies.
A.I.: Iıve played the game for over twelve hours, and Iım still not
that great, so I donıt have a complete analysis of the AI that comes with
long-term play. But judging from what I have done so far, the computer
(for the most part, set at IQ120 which is average) seems to learn my
tendencies and shuts down my favorite plays after a very short time. I
find myself, scrolling through the playbook looking for something thatıs
different, and trying to not run or pass on first down with any great
predictability. Thus, so far, the computerıs AI seems to be quite good.
Iıve played around with the IQ setting, and it does seem to make a
difference in the computers susceptibility to repeated plays. Also the
computer seems to have better defensive play calls with higher IQ. Iım
not sure if the offensive ones are smarter with a higher IQ.
Difficulty Levels: You can also change the opponents ability for
running and passing on both offense and defense which seems to work very
well. Combined with IQ, gives the game an extremely varied types of
difficulty. If you are a great runner and want to be forced into working
on your passing, for example, you can set the computerıs running defense
high and passing to low. Very cool.
There are also three levels of general difficulty of the game! Iım
still playing on Rookie except when I let the computer do my passing.
Summary: Variable Difficulty of Opponents on various dimensions makes the
computer opponent very ³customizable.² In general, the computerıs AI
seems quite intelligent to a pretty mediocre player, like myself. This
rating could go down with extended play.
Score: 9/10
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GamePlay: the Critical Category
Player Control:
Running: Playerıs responses are excellent. In terms of running, there are
more moves (dives, shoulder charges, jukes, stiff arms, high steps, spins,
straight arms and special moves) than I have learned to use effectively.
The dive over the pile move works great in short yardage when you take off
at the right moment and looks great, too. The shoulder charge and the
straight arm are my current favorites--power running, baby.
Passing: You can either let the computer do the dropping back and throwing
or you can take charge.
Total Control Passing (No control Passing in my hands!) is difficult
to perfect, but it gives you the feel of being a real QB. A stellar
feature. You must drop back, avoid pursuit, and at the same time look up
field to find a receiver. Then you choose the button associated with that
receiver and fire. You have control over the pass, which is the hardest
part to master. You can lob, pass hard, lead the receiver etc.
After playing this game you wonıt scream at the real QB who failed to
see the wide open receiver or under threw him! For my skill level, I pick
a primary receiver watch for him go up field while planning how Iıll throw
it, and if he isnıt open, hope for pass protection because finding an open
man and throwing it properly takes some time and coordination. (I would
have liked an option where the computer would throw it perfectly after you
selected the receiver and when to throw, as an intermediate Some Control
Passing Option). The receivers also need you to hit the triangle button
(and d-pad) to catch effectively on harder levels.
Kicking: The standard power bar comes up way too quickly. Canıt anyone
think of a new way to present kicking? This sucks.
Plays/Strategy:
There are many different realistic plays to choose from. I certainly
wouldnıt want more. Audibles also come in handy when it looks like the
defense is set to pound your current play selection. In general, the
plays and the way the computer runs them seems quite realistic, but Iım
not a true NFL expert. The defenses also make for great strategy --
selecting the right defense for the moment and taking control of the
correct player at the correct time is crucial to stopping the opponent.
I feel like a field general making crucial play calling decision at
critical times. Independent of whether it is truly NFL realistic, it is
challenging at a planning level and isnıt all button pushing, like any
good football game should be.
Score 8.5/10
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Sound
I hate the music, but luckily itıs only on when you are selecting the
options at the beginning of the game.
The sounds of the hits isnıt too over the top. The strength of the hit is
relative to the loudness of the sound, which is good. For the most part,
the sound doesnıt add that much to game play. Although one time, I did a
spin-a-rama and got nailed from behind. CRUNCH! I felt that one.
The crowd noises generally blur into the background and I have failed to
notice them, except for the occasional ³D-Fence² chant near the goal line.
The only voice-over is of the stadium P.A. announcer, and is uninspired
but functional. ³So-and-so made the tackle.² ³Four yard Gain.² ³Fourth
and Four.² is all he says unless you pause the game and then he announces
the half-time show and who has left their car lights on etc. As boring as
reality! A play-by-play voice would have been great; when you make a
great move, its nice to hear an excited voice describing it.
Score: 5/10
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Interface
The start of the game screen is quite nice looking and functional,
although I always seem to have problem with the team select screen which
requires the use of the shoulder buttons.
The play selection screens are pretty sparse and uninteresting.
Scrolling left and right to see all the options, is a pain. The use of
the buttons by there identity (triangle/circle/square/x) is good because
it helps you learn the buttons for the Total Control Passing in which each
button is associated with a receiver.
My biggest pet peeve with the game is that there is no AI in
presenting the play selection screens. AT MINIMUM, when it is 4th and 30
on my own twenty, the screen that comes up should have special teams on
it. Instead, Iım scrolling through the menu (not in a good mood because
itıs 4th and 30!) finding special teams. And then, I have to scroll
through special teams to find Punt. Taking over 10 seconds to select punt
when I should really be hitting x/x in 1 second is annoying. In addition,
the AI could present reasonable offenses and defenses for the situation on
every play (and you scroll for the others if you want them).
The option menu are O.K., except when you change the camera angle,
you have to go to exit, when this isnıt necessary on any other menu.
Consistency across menus is nice.
Score: 4/10
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Peeves:
* To improve your catching ability you need to press triangle. However,
triangle also makes the receiver hop. So my receivers hop after every
catch as it is very difficult to press and release in time (for me)
* When I hit the button to switch to the nearest player to the ball, it
isnıt always the guy Iıve anticipated, and as a result, Iım already moving
the guy, but in the wrong direction. This results in my players diving
out of the way of the runner! Ack. If any programmer ever solves this
problem, Iıd be grateful. (It happens in every sports game I play--Iım
impatient).
* The computerıs field goal kickers are unrealistically good. They never
seem to miss against me.
* Thereıs no good way to practice, and I need practice. Learning the
Total Control Passing is tough and a practice mode would be an excellent
addition (Practice at a slower player speed would be great too). At
least let me switch teams during a game so I can stay on offense the whole
way through.
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OVERALL
RATING.....****8/10****
(I donıt average the above scores as many people do, because I donıt think
the categories should be equally weighted. GamePlay is critical, IMHO)
This game is pretty darn good. The gameplay, graphics and relatively low
price make this game a must buy for anyone that likes sports games. The
steep learning curve and various levels of difficulty should make this
game last longer on the top of the game pile than many sports games.
For a beginner this game holds endless hours of fun. As I said, Iıve been
playing for 12 hours and Iım still not very good. But Iım having fun.
The build your own player, drafts, full seasons with stats should provide
me with a lot of enjoyment from simulating a full NFL experience.
The lack of camera angles, a highly functional interface, and other groovy
bells and whistles in this edition of GameDay makes it likely that GameDay
99 will be the classic edition in the series. However, this year, the
gameplay, the critical thing, is already there. (Is it better than
Madden? I donıt know!)
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Michael Dorken
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