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NCAA Gamebreaker 2001 (PSX) ReviewBackground Info
Presentation/Graphics : 75
On the field, the stadiums are pretty bland. Field goal nets are static and
don't have the detail of those in NCAA Football 2001. The fields use large
pixels to simulate the texture of the grass, and press boxes look like a mess.
Player models are similar to Gameday. Each player has the same look albeit
in different sizes. They have the same Gameday wrist bands. The lack of
detail in the player models shows itself in the uniforms. Helmet decals lack
sufficient detail to instantly recognize teams from even a short distance.
Gamebreaker 2001 uses 4 different camera views. The default camera tends to
zoom out at the snap of the ball, which makes running up the middle near
impossible, or at least difficult to find holes. Fortunately, the cameras
let you zoom out to view the entire line so you can spot your receivers and
make note of their passing icons before the snap of the ball.
Gamebreaker appears to use many of the animation sequences of Gameday,
including the sissy kick runs I mentioned in the Gameday review. I had a
couple players pull up lame and they went off the field grabbing their
hamstrings. The oddest animation occurs with jumping. Players leap like
Superman, and lineman jump up and down like they are on pogo sticks. The
end result is a lack of any natural motion.
The most significant graphical flaw is one that also influences the play of the
game. The first time I saw it I couldn't believe my eyes. The collision
detection is absolutely terrible. I noticed a receiver run right through my
lineman on a pass play. I then realized that tight ends exhibit the same
characteristic. It is only on run plays that the collision detection was
turned on and the players blocked. What this means to you is that you can
abuse the detection system and line up every time on the tight end. On pass
plays you run right through the tight end on your way to the QB. I also
noticed this phenomenon in the end zone as a defender overtook my receiver
and passed through my player's body.
Presentation/Audio : 85
Despite the exceptional audio from Keith, the rest of the game's sound is weak.
The crowd is weak and mostly outputs a stomp-stomp clap sound. The band in the
stadium plays a generic song on occasion. Outside of Keith, there is nothing
in the game's audio to give you the college football feel.
Interface/Options : 70
During the season, the stats from the rest of the teams looked reasonable.
College football is wide open when it comes to stats. It is not uncommon to
find teams with outrageous pass or run stats, much like real life. Teams which
dominated the passing game did not have huge numbers in the running game.
Where the statistical engine broke down is the ranking system. After the first
season, Gamebreaker had East Carolina sitting at number 2. I mean no
disrespect to East Carolina, but it is simply unrealistic to expect them to be
that high in the polls.
After the season, I made my way into the off-season activities. What I found
was a decent recruiting system that allowed you to recruit blue chip players.
However, the recruiting process was several notches below that of EA's system.
The off-season transactions were merely a novelty and not an integral part of
the game.
Gameplay : 65
A pleasant surprise was the balance of plays by the CPU. If you set the AI
team's playbook to balanced or running, the CPU will actually run the ball. I
had numerous games where the rush attempts by the CPU near the twenty mark.
In addition to calling run plays often, the CPU was effective on the run.
Its ability to run the ball made the game more enjoyable as I wasn't stuck
playing the secondary all game long.
However, my joy quickly turned to despair as the CPU started making boneheaded
calls. Imagine this situation. The CPU has the ball inside of my 15. I was
up 7-3 with 1:30 to go in the first half. The CPU was stuck on 4th down with
11 yards to go for the first. What would your average NCAA coach do? Well, of
course, go for it. Why settle for 3 to close the gap to a single point?
Needless to say, I got the ball back and the CPU looked stupid. Thinking this
tactic was a function of the IQ option in the game, I played subsequent games
with the CPU IQ at or near the maximum. Unfortunately it made no difference.
In another game with the IQ set to the maximum, I was up 28-0 late in the
third quarter. On a fourth and one deep in my territory, the CPU decides to
kick a field goal rather than go for the first down. They make the field goal
and eventually get the ball back. On their next series, I sack the QB a few
times and the CPU is faced with a 4th and 20 at midfield. And you guessed it,
they failed to convert a fourth down. In yet another game, I was playing a
passing team and they pass the entire first half. With ten seconds to go in
the first half, they call a run play. Then a timeout. Then a pass play to
run out the clock. Great AI guys. And don't even get me started on the lack
of blocking by receivers.
On defense, the AI secondary comes straight out of Gameday. I was able to
routinely complete near 90 percent of my passes. The secondary would converge
on the ball realistically. However, players always seemed to be in zone
coverage and there was ample room for receivers to find open spots. I could
call the same play on every down and not have the AI catch on. The AI defense
lined up in a run defense most of the time with single coverage on the
receivers and a single safety in the secondary. Bumping up the CPU pass
defense and IQ did little to affect my picking apart the secondary. When I
was on defense, I could break up a pass play by simply pressing the jump
button. Players jump like crickets, and on one play I viewed the replay to
see just how high and far players could leap. My player jumped up around
4 feet and nearly 6 yards downfield!
For every bright spot I encountered in the game, I was met with an uglier
downside. The pace of the game is great, yet the kicking game is inadequate.
To control kicks you move the pad left or right to set the direction. The
power of the kick is a function of a rapidly moving power meter. You can't
set the direction all the way to the left or right before the kick
automatically occurs. What this means is that kicking deep in your opponent's
territory is virtually impossible if you set up on the hash marks. Likewise,
you can't kick or punt the ball into the corners.
Another bright spot is the turnover aspect. Initially I felt there were too
many turnovers in the game. But once I viewed the stats, I realized the
numbers were realistic. It just so happened that turnovers occurred at the
wrong times (is there ever a good time for a turnover?). But then I get another
wacky play that befuddles me. I rushed the passer and caused a fumble. An
offensive lineman picked up the ball and starts running. Every single one of
my players except for the player I was controlling froze in place. They never
made an attempt to tackle him let alone chase him.
Despite being a near carbon copy of Gameday, there are additional differences
in Gamebreaker that set it apart from the pro title. Rushing the passer is
difficult in Gameday. Sacks are next to impossible. When an offensive lineman
would engage a defensive player, the defensive player could not escape the
block. By contrast, Gamebreaker 2001 has a realistic pass rush. Swim moves
are effective, and the number of sacks is realistic. In addition, defensive
lineman can actually bat passes down.
The game play is substantially better than Gameday. However, even on the
higher levels of difficulty, Gamebreaker doesn't provide enough challenge to
keep games interesting. The CPU does a decent job at protecting against runs
to the outside. Up the middle, I felt like breaking a run was a game of
chance. Holes rarely opened up, yet my back could bust through the line and
pick up decent yardage.
Replay Value : 65
Overall : 70
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