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NFL 2K1 (DC) ReviewRelease Date: September 9, 2000 Background Info
NFL 2K1 promises an enhanced running game, which by all accounts it has most
certainly changed. New to the series is a franchise mode, which attempts to
put it on an even playing field with another five-star football title from a
certain competitor. And then there are all those animation sequences that
have been motion captured to add to the sense of realism. But where the game
is truly revolutionary is that it is the first console football game to go
online. All the updates and additions are ingredients of a very tasty title.
Presentation/Graphics : 94
In NFL 2K1, the graphics have a definite NFL 2K look to them. Player models
are similar in appearance. The uniforms are a carbon copy of the previous
edition, with details such as the tiny ventilation holes included. Helmets
are so clear that not identifying teams is an impossibility. You can still
even read the label on the football. The static graphics of the players and
referees continue to be at the upper rungs of quality.
Where the graphics take a bit of a nose dive is with the stadiums. The stadium
structures look good enough; the pirate ship is visible at Tampa's stadium.
However, if you look out beyond the stadium, the backgrounds are boring. Even
the stadium turf leaves little to get excited about. Grass fields were too
flat in texture to convince me I was playing on a natural surface. The crowd
is animated, as they move up on down when near the goal. There are also
sideline crowds of players and media, though they are so pixelated that they
are a sharp contrast from the rest of the game.
Weather effects were hit and miss. Back this year are breath clouds in cold
weather. You can see clouds of breath during replays as well as during the
action. During cold weather with some precipitation, the snow may fall and
cover the field in white. However, even when no snow falls, the field may be
covered in a dull shade of white. I was expecting to see footprints left
behind as players ran down the field. Unfortunately not one print was left
in the snow. In addition, there is a weather bug for Texas Stadium. Playing
with below freezing temperatures and precipitation, I was surprised to find
that neither snow or breath clouds showed up.
The menus deserve mention in the graphics department. I really liked the play
selection of NFL 2K, where the offensive and defensive players' moves were
superimposed on the playing field. This feature gives you a better feel for
the cuts receivers make and improves the passing game. Fortunately, this great
feature is back in NFL 2K1.
The animations in the game put this title over the top. If you thought NFL 2K
had incredible animations, hold onto your seat. After my first snap of the
ball and tackle with NFL 2K1, I knew I was watching something special. After
the play, I could see players shoving each other around. Defensive linemen
would take offense to the blocking of the offensive line and give a two fisted
shove. The player would recoil naturally and then pursue the shoving match.
The game boasts it has over 2000 motion-captured animations, and I believe it.
The animations add to the enjoyment of the game. Running backs, when hit, may
stumble. I have seen backs put their free hand on the ground to regain
balance. They run in a realistic fashion. When hit they ramble slowly and
you can tell they are off balance. Following blocks is a dream as the
offensive line opens up holes. Quarterbacks release passes, and the path
of the ball is a direct function of pass protection. I have seen bee-line
passes, lobs, and ugly ducks thrown as the QB is whacked on his release. I
experienced one pass where the ball hit my receiver's back. My receiver still
caught the ball. I watched the replay to see how this could be. As the ball
hit him, he slowed down and turned his head to watch the ball. As the ball
was about to hit the ground, he twisted his body and scooped the ball off the
ground.
On defense, the animations continue to impress. Linemen make swim moves to
circumvent the guards and tackles. During wrap tackles players clearly grab
hold of the ball handler. Safeties kind of hold on for dear life and hope to
drag players down while linemen and linebackers are more forceful in their approaches. Dive tackles also are varied. Even on defense players watch the ball. Watching one replay, I thought my linebacker just blew his coverage. He made a motion to the offensive backfield and a tight end peeled off to the flat.
He was headed to the QB when the open TE was spotted in the flats. The QB
lobbed the ball, and my LB tried to intersect the path. Unable to do so, I
could actually see his head and eyes follow the trajectory of the ball into the
tight end's hands. Despite the blown coverage he kept his eye on the ball the
entire time. Now that's realism.
Collision detection in NFL 2K1 can get screwy at times. I've had a few plays
where receivers turn into four-legged and four-armed freaks of nature; safeties
or cornerbacks dive at a receiver and their heads disappear into the
receiver's torso. During passes the collision detection appears to be based
on a simple box volume rather than a true contact dynamics simulation
package. Contact dynamics is a tricky business, and there is no way true
contact can be modeled in any computer or console based football game. The
contact model is better than the other players on the market, however.
Presentation/Audio : 85
However, while the play-by-play is on the mark much of the time, there are
many times where the calls are way off. If the defense commits an infraction
on an extra point and the point is good, the obvious call is to decline the
penalty. Doing so will earn the wrath of the booth and they question your
mental stability in declining the penalty. A common mistake made by the booth
is when the offense gets the ball back. If on its last possession, the team
punted the ball away, the commentators always refer to it as a turnover. I
have even heard mistakes on what down it was.
If the TV style presentation starts to bug you, you can utilize one of the
other sound packages in the game, such as the in-stands or on-field
environments. The in-stands audio package turns the volume down on the TV
booth, raises the stadium announcer's voice, and puts an emphasis on crowd
noise. If you want to hear the chatter of the players, the on-field setting
is great. You hear trash talk from players, players calling out coverage
strategies, and more. The stadium announcer is the only feedback you'll get
on plays. He's a straight caller with the action. The announcing is similar
to that of the NCAA series on the PlayStation. Unfortunately, unlike NCAA,
you don't get the player name or number in the stadium announcements.
Interface/Options : 82
But the real heart of the game is the franchise mode, which lets you both
control the team's play as well as personnel moves. In the front office, you
can make cuts and sign free agents. At the end of the season, you are
presented with a list of retiring players. To fill the holes, you have six
weeks to scout college players. Players have their characteristics listed
for a variety of aspects, such as tackling, running, stamina, etc. During the
scouting process you can also seek out the relief of free agents. Once the
six-week period concludes, a 7-round college draft is held. You then have
8 weeks to finish up the financial end before the pre-season begins.
Negotiating with the players can be tricky. You have control over the length
and value of a contract, but when you submit your offer the player may walk
away in disgust never to return. You can't be cheap in the game. However, by
lowering the salary and extending the contract, you may reach a happy medium.
All the while you have to consider the ramifications of the salary on the cap.
Evaluating free agents can be tricky at first. The manual does not adequately
address the franchise features of the game. If you activate the on-screen
help, you will be told you can get the players' attributes by pressing the
A button. I found you actually need a quick double tap of the button to access
the attributes.
There are option aplenty for the game. Difficulty ranges from the ridiculously
easy rookie level to the next-to-impossible All-Pro level. Between the two
you find the pro level, which for many may prove too difficult. There is a
substantial jump in difficulty between rookie and pro. Playing as the Broncos,
I had a two-play, 80-yard drive solely comprised of runs by Terrell Davis. I
went to change an option and noticed I accidentally had the game set to rookie.
I changed the setting and the running was more difficult (though not
impossible).
One of the options in the game is injuries. Injuries are set to either on or
off. I play with injuries on, yet I don't get a sense of realism. The most
I've had a player injured is a couple of series. I have never had a player
miss a game due to injuries. Fatigue is modeled in the game. Fatigue levels
are shown below the players when you pull the screen back to view the entire
field. If you're on offense, you can slow the pace down to let your players
recover from the previous play. As you wait at the line, the energy meter
slowly replenishes.
Penalties in NFL 2K1 range from offsides to clipping. I can't remember the
last time I saw a clipping call in a console football game. If you watch the
replays, you'll sure enough find the clip. However, the referees do blow
calls. On one play, my lineman was rushing the QB and beat his man. He had
a clear path to the QB when he got pushed in the back. No call was made.
Other times, the defense starts a rush and they look offsides at the snap of
the ball but the call is not made. This happens rarely, and I guess you could
say it's more realistic. Refs do miss calls in real games.
Controlling the players is nearly identical to the previous version of the
game. The exception is on offense, where a juke move has been added for
running backs. To juke, you press both analog triggers simultaneously. You
have to time your jukes, stiff arms, and spins, however. The moves are not
instantaneous.
You can question the statistical engine in NFL 2K1. In the franchise mode, I
played as the Broncos with five minute quarters at the pro level. After my
first season, the records and names of the playoff teams were somewhat
realistic. From the NFC, the Rams, Bucs, Skins, Falcons, Cowboys, and 49ers
made the playoffs. A couple of those teams don't have what it takes to make
it in real life this year. The Cowboys and 49ers made it with 8-8 records.
In the AFC, my Broncos at 13-3 led the Titans, Bills, Colts, Jags, and Ravens
into the playoffs. Where the game seems to break down, however, is on
individual stats. I led the league in rushing with 2651 yards (6.5 yard
average) using Terrell Davis. He only had 1 fumble in 407 carries. The next
best back was Edgerrin James of the Colts, who finished with 1247 yards on
373 carries (3.3 average) and 5 fumbles. The passing stats were out of this
world. Nine QBs had over 4000 yards passing. Cade McNown led the QBs in
touchdowns with 47. The receiving stats were footed in realism, but then the
punting was extreme. Six punters had averages over 50 yards. In the kicking
department, my kicker, Elam, led the league with 25/27. The next highest was
a paltry 14/17. From a team viewpoint, the Titans led the league with 538
points scored in 16 games, whereas I had 282. On a positive note, the run and
pass plays were reported as being balanced.
Online play makes an appearance this year. Playing online is essentially the
exhibition mode of the game. There can be as many as 8 players with 4 per
side. To achieve that grand total, you must have 2 teams of 4 players
physically located at each Dreamcast on the net. The manual did not do a very
good job at describing the full ins and outs involved with online play, but
with perseverance you'll get there.
In the main NFL 2K1 menu, an option for network gaming is shown in the bottom
right of the options. Selecting it brings up a menu where you can enter
your dial-up information. You don't need Sega's own ISP Seganet, though you
may find better ping times with their service. I have successfully used ISPs
other than Sega's with NFL 2K1. Once connected, you have to enter a screen
name and password, which is permanently stored on Sega's server. Once you've
entered this information, you enter the main NFL 2K1 lobby, which shows three
locations from which to choose - US Eastern, US Central, and US Western. Next
to each label is a number representing the number of other players online who
haven't yet started a game. Once you enter one of the regions, a list of
cities and states are shown with the number of available participants. Select
the city of your choice and view the list of players. Players' screen names
are listed as well as their "rate," which is an indicator of the connection
transfer rates. Rates range from great to poor. Poor rates usually mean a
game filled with lag, or you can expect very choppy play. I've had games where
you could count the seconds between foot steps of the players. Getting good
rates or above practically ensures you of a smooth game at a pace close to
having players side-by-side. You can challenge a player on the net by moving
the cursor down to the screen name and pressing the A button. If the player
accepts the challenge, you are taken to the game setup menu where you select
your teams. Once there, don't try to make choices at the same time. You'll
end up fighting over the cursor and won't get anywhere. Take turns. If you
have a keyboard, you can type messages to each other at this point and during
the game. A keyboard is strongly recommended. It helps for setting up the
game, and it is even better for trash talking or congratulating your opponent
on a good play. More on the on-line aspect of NFL 2K1 is discussed in the
next section.
Gameplay : 92
As mentioned earlier, I used the Broncos in my quest for the Super Bowl. I
played on the pro level since I am an experienced NFL 2K player. All-pro
simply kicked my butt and had me running with my proverbial tail between my
legs. Pro seems like a nice balance. The first thing I noticed, and which was
born out above, was my ability to run the ball. Whereas a 3.5 yard average in
NFL 2K was deserving of player of the year honors, the running in NFL 2K1 can
be way too easy. I say can be because it really depends on the back and team.
My Terrell tore up the league with a 6.5 yard average. If you play with some
of the other teams in the league with good backs, you can expect similar types
of numbers. For example, the Seahawks aren't anything special in the game,
but Ricky Watters can run like a mutha. Playing as the Cardinals, my running
stats went in the tank. The problem appears not to be the blocking employed
by the line and receivers but the running backs themselves. Some players have
tremendous east-west speed to get around corners. Usually these same players
are quick enough to hit the gaps before the linebackers can close in. But
if you like to run in football games, and I do, the game is much improved in
the area. If you play with the Browns, for example, you'll get realistic
run stats. For the top name rushers, the running game just needs to be toned
down a little. On a positive note, however, defenses wise up to repeated
runs to an area. For example, there are only so many times you can call sweep
plays on a given series.
In the passing game, expect the same level of quality found in the inaugural
version of the game. Maximum passing returns where you can lead your
receivers. In addition, you have three types of passes at your disposal.
Tapping the receiver button tosses up a lob; holding and releasing the button
just before the QB throws the pass results in a normal pass; and holding the
button down even after the QB releases the ball throws a bullet. All eligible
receivers follow their pass routes and make cuts at the appropriate spots.
Because the game is so good visually, you can quickly tell which receivers
are open. Furthermore, the clean graphics helps to read the pass coverage as
it unfolds. My one complaint about the passing game is that receivers will
drop catchable balls when they are wide open. One of my favorite plays is
a play option where McCaffrey executes a sideline slant move. After a string
of running plays, the defense is suckered into a run defense. Calling this
play is money. Unfortunately, if I go to the bank too often, the game appears
to penalize me by dropping the ball. Even if I take control of the receiver
he often drops the ball. Also, just like running backs, some receivers are
virtually unstoppable. Some of my Bronco receivers couldn't catch a beach
ball, yet some in the game (Randy Moss anyone?) are Superman on the gridiron.
I feel the offensive play selection is limited. While there are around 100
offensive plays for each team, I just want more. Many of the schemes have
repetitive formats. Going from team to team, however, is a treat. The variety
in offensive schemes is impressive. I was shocked to see the Seahawks with a
3-back set. One glaring omission from most of the teams is the absence of a
QB sneak play. That play is crucial when only inches are needed. Attempting
to construct a QB sneak with the available play editor was unsuccessful.
On defense, the play selection looks to be the same for every team. There is
an assortment of 4-3, 3-4, nickel, and dime defenses available with
combinations of pass coverages and blitzes. Player move as scripted in the
plays. Lineman will cross if specified, and linebackers, cornerbacks, and
safeties blitz where appropriate. Depending on the offensive formation,
the defense automatically shifts. For example, if an offense lines up in a
triple wide scheme, it is not uncommon for a defensive player to move from one
side to the other to help out. Likewise, players in motion may or may not be
followed. It all depends on the offensive formation.
For the most part, the secondary plays a zone coverage and does a good job.
I have seen receivers cross which causes the pass defense to switch off. This
can create mismatches (a LB on a WR), but the same happens in real football.
Pass coverage down the field is pretty good, but most coverage breaks down on
screens. Many times the coverage follows the receivers and will forget about
a back releasing late to the flat. While the pass is completed, the secondary
quickly converges once the ball is released. As a whole, the pass coverage
gets a passing grade. The secondary converges with realistic speeds and will
provide single, double, or triple coverage where appropriate. I just get
frustrated by blown coverage. Some may call this a bug, but I call it an
artifact of a good simulation.
I am paranoid about long passes, so I typically play with pass defenses. The
AI exploits this with the run. My run defense is second to none, yet the AI
teams have run amuck on my defense at times. The AI offense recognizes when it
has the upper hand and will playcall accordingly. If it senses a weak run
defense, it will run until it is stopped, mixing up dives, sweeps, and draws.
The AI breaks down offensively once the 2 minute warning hits. I have yet to
find a game that has a degree in clock management. Teams burn their timeouts
quickly. Often, it will run when it should pass and then call a timeout.
However, even with this flaw it still runs a balanced game. Pass and run play
distribution is balanced except when the CPU is behind by a significant
amount, at which point it abandons the run. To give you a sense of the
conniving AI in the game, the CPU decided to go for it on 4th and inches near
midfield. I lined up in a goal defense and saw his offensive package.
Realizing I'd probably get burned, I called a timeout to adjust. After the
timeout the AI takes time to think about things and switches to a punt
formation.
Defensively, the CPU can be deficient. On short yardage situations it does
not always line up in a run defense. It will call a 3-4 pass defense with
no blitzers. However near the goal line it can shut you down. I've started
1st and goal on the 1-yard line only to be pushed back on too many occasions.
Of course, much of the play in NFL 2K1 will be had with the online games. The
online experience is extremely gratifying. However, something that PC owners
have known about for years is that there are some bad apples out there. The
players you'll encounter out there vary from the true student of the game to
the real jerk who thinks he knows about football simply because he is the
NFL Blitz champ at the local arcade. In the short time since the game has been
out, I've encountered both extremes and plenty in between. Unfortunately, my
negative experiences have outweighed the positives. With time, leagues will
form and word will get out on who to avoid.
One type of player you may encounter is "The Wuss." He's the kind of guy who
quits. If you get an early lead on him, he'll simply quit. He'll go for it
on every 4th down like a true idiot. Screwing up once too often sends him
home. Next, you have "The Jerk." He's the kind of player who will do nothing
but blitz all day long. He's pretty easy to beat. A few slant routes or a
quick out and you have his number. Depending on his offensive abilities, he
may turn out to be a "Wussy Jerk." Now one thing you should know about online
play is that everything a player does can be seen on the other end except for
play selection. So pulling the camera out to view receivers is seen on both
sides of the phone line. If you are playing a "Superjerk," he'll press the
trigger out quickly. The quick camera zoom out is the same type of phenomena
you have at the beginning of a play. You are fooled and jump offsides. He
does this repeatedly picking up cheap penalties. I encountered this to such
a bad degree with one player that in the end I just jumped offsides on my own
until he was down at the goal. I could easily stop him because he could do
nothing but pass. At this point, he turned into the "Super Wussy Jerk," going
for it on 4th and goal. Poor guy didn't make it. Then there's the pass happy
player. We'll call him "Mr. Flirt." He does nothing but run out of the pocket
and wait for an open man to throw to. He'll pick a team like the Bucs or
Vikings with fast QBs that can escape the defense. Usually Mr. Flirt, the
Wuss, the Jerk, the Wussy Jerk, the Superjerk, and Super Wussy Jerk can be
one and the same. The always share the same trait - they pick the top teams
in the league. I can't count on two hands the number of times I've played
against the Titans, Bucs, Rams, or Jags.
Then you have Mr. Pupil. I fit into that mold. He plays an honest game. He
understands the game and comprehends situational defense. He knows not to
blitz all day long but to mix it in. He's the chess player. Football is more
than brawn; it is a thinking man's game. He understands this. There is a
time for smash-mouth football, but there is also the need to keep your
opponent guessing. These guys are the ones to play. I must put a plug in for
one such player. I played a fellow named "sweetkakes" online, who despite
picking the Bucs, played a pretty honest game. He had me guessing quite a bit,
although in the end I prevailed easily. He was down big in the second half
yet wasn't a quitter. He stuck it out and even challenged me to another game.
I appreciated that. Of course, I beat him again. Hehe.
If you have a keyboard, you can mitigate some of the rude behavior in the game.
Mix up the trash talk with comments about good play. Also, set the rules.
If you are an honest player, tell him you won't stand for ploys like the quick
zoom out sham. If the opponent does nothing but drop 30 yards back and wait
for an open receiver, tell him you don't like that. Each game can take an
hour of your time. You deserve a quality game. There is absolutely no
enjoyment to be had playing that type of game.
Replay Value : 95
The addition of the online component just makes the game that much better.
The moment I got online I was hooked. Every time I play an anonymous player
my heart pounds faster. The suspense involved with each game is incredible.
Playing the computer is one thing, but being able to play a human at any time
during the day is another. Sometimes you don't always have someone available
to play in the same room. Now you do. If you find the right opponent, the
games are memorable whether you win or lose.
If you have a Dreamcast, run, don't walk, to buy this game. If you don't have
a Dreamcast, it's time to get one.
Overall : 93
If I could sum up my over 5000 word review in one word, it would be "Wow."
Related Link: NFL 2K1 PA
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