Tag Archive: ea sports


 

Keep choppin’

Growing up in New Jersey, collegiate athletics always took a backseat to the professionals. That’s probably because we have a lot more pro teams in the area than legitimate college teams—and because the pros win a lot more championships. So, when it comes to college football, there’s only ever been one choice when it comes to pledging your allegiance: the Rutgers Scarlet Knights.

It was an easy choice, then, when it came time for me to decide who’d play the starring role in my NCAA Football 14 Dynasty. I’d continue the work that current Tampa Bay Buccaneers coach Greg Schiano started in Piscataway a decade ago, trying to further drag the name of Rutgers athletics out of the Division I muck.

Unfortunately, playing NCAA Football 14 is kind of like rooting for Rutgers: You do it because it’s the only option available. While a few tweaks here and there do add to the experience, most of this release comes across as a sad, mailed-in, final effort on this console generation before we get into the pomp and circumstance of the Xbox One and PlayStation 4. And with no one to give them any competition, it’s no surprise that NCAA’s bar continues to fall.

Speaking of low bars, one of the new additions to NCAA is the Nike Skills Trainer mode—a fancy way of saying “tutorial.” If this is your first time playing an NCAA game, the Skills Trainer is a safe way to not embarrass yourself when you actually get out on the gridiron, providing you with the ins and outs on how to run the option and how to put just enough touch on that pass into double coverage. But like with the rest of NCAA, numerous, frustrating logic flaws will probably have you wanting to take your lumps on the field instead.

First off, no tutorial should ever teach a newcomer to football that it’s OK to throw into double coverage. That goes against the most basic rules of the game, and the fact NCAA tries teaching this shows how far the game is up its own jockstrap. Also, the success criteria on several drills seem completely arbitrary. Several times in the option tutorial, I “failed”—and that’s because even though I made the pitch at the proper time, the play still got busted up by the AI. The reverse also happened: I didn’t make the pitch, got a huge gain, but since I was—according to the game’s broken AI—supposed to make the pitch, I failed. Once you’re in a real game, color commentator Kirk Herbstreit will even remark that getting a gain on a misread option—like I did in the drill—is “always a win.” Not according to NCAA Football 14, Kirk.

And this, I found out, would be the first of many logic problems I’d encounter throughout the game. Maybe this stems in part from the fact that college football rankings are a joke, based on an arbitrary voting system to determine the best teams and players in the nation. Maybe EA Tiburon is simply trying to simulate the “human” factor of many sports, but in a videogame, I need a little more AI and a little less “human” than what NCAA 14 provides.

The next failure came at the end of my first Dynasty season, when my Rutgers Scarlet Knights went 10-2 in a schedule that include five Top 25 teams—only losing to eventual (and undefeated) conference winner University of Houston and perpetual powerhouse Notre Dame—and were promptly relegated to the Kraft Fight Hunger Bowl. While fighting world hunger is certainly something to aspire to, that particular bowl game is anything but. To see my team, who finished with a No. 13 ranking and just two losses, get a worse bowl than schools with 8-4 and 9-3 records and lower rankings was infuriating.

But it wasn’t as infuriating as when my star running back, who amassed a stupendous 2,100 rushing yards and 16 TDs over the course of the season, wasn’t even nominated for the Heisman. I’m not saying he had to win it, but when the next-highest rusher was more than 500 yards behind him—and when that back managed to get nominated—the whole situation started to seem a bit ridiculous.

So, like I said, logic problems galore. But EA Tiburon has also made several changes that do improve on the overall experience. The recruiting system has been streamlined, so you now assign a limited number of points toward prospects that you wish to recruit hard, with bonuses given for random factors the particular recruit cares about. How close is your school to home, how much you win, how much playing time you promise, and more play into a recruit’s willingness to sign with you. This streamlined approach lets you get back and play your next game quickly, without spending hours trying to beg the top prospects to come play for you.

Of course, another added feature in Dynasty Mode is the new RPG-like progression system of your coaching staff. While this is finally a way to give more weight to wins and how well your team performs in games—a critical shortcoming of previous NCAA incarnations—this system feels like it throws off the balance of the game. After a while, the upgrades remove much of the challenge. More in-depth scouting, kickers that never freeze, fewer penalties on the field, and boosts to your team during critical game moments are just a few examples of the new “powers” your coach can have. Those are significant buffs, and since the core gameplay doesn’t ramp up to match your newfound abilities, it feels like you’re turning the difficulty down as you get better at the experience. A more effective way of doing this would’ve been giving players a choice of three or so boosts off the list of dozens you can unlock. That way, everyone’s coach would be a little different, but the game balance wouldn’t be upset in the process.

Another addition to NCAA this year? EA Sports’ card-based Ultimate Team. It’s about time this popular mode made it into NCAA, and die-hard players can now pick up Bo Jackson, Peyton Manning, Barry Sanders, Randy Moss, and more to make a superteam.

The core physics engine has also been modified—using an updated version of the same tech that debuted in last year’s Madden—in an attempt to provide a more realistic tackling experience and improve the run game AI, which it does on both accounts. For the most part, this might be the best actual football experience from the NCAA franchise to date, even if it’s at the sacrifice of in-house originality.

It’s just a shame that the engine doesn’t bring along more realistic visuals, too. NCAA 14’s graphics, by and large, still look like they’re from the beginning of this console generation—and the glitches don’t help with the lack of polish, either. Mind you, EA promised that a day-one patch would correct some technical bugs, but I’d be remiss if I didn’t mention that my experience included abysmal load times, a half-dozen crashes, and players who would literally stand still on the field in the middle of plays. With all the bugs I encountered, it had better be a massive patch.

Even still, I had fun with NCAA Football 14. I can’t deny that. It’s still football, and it still feels satisfying when you get a pick or score a late TD to ice a game. Ultimate Team and the streamlined recruitment process were nice touches, too. But when I look at NCAA, I can’t help but think to myself: If I were a true college football fan, why would I want to play a game that’s not bringing its very best to the field? In the end, it’s the same reason I root for Rutgers and not USC or Alabama: because I’m stuck with no other choice.

Developer: EA Tiburon • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 07.09.13
6.5
A few tweaks, a couple of tacked-on modes, and some better mechanics from the borrowed Madden engine can’t overcome the basic logic flaws and imbalances that seem to be annual staples in NCAA.
The Good Ultimate Team debuts in NCAA; streamlined recruitment process.
The Bad Poorly balanced RPG-leveling system for coaches; logic problems galore.
The Ugly A lack of competition continues to result in a lack of ingenuity.
NCAA Football 14 is available on Xbox 360 and PS3. Primary version reviewed was for PS3.

If you’ve followed hockey over the past 20 years, you know there have been few players as dominant as Martin Brodeur. Many consider him the greatest goaltender of all-time, as he holds or is tied for 25 different NHL records, including most wins and shutouts. He has won four Vezina trophies (best goalie in the league), three Stanley Cups, and even a pair of Olympic gold medals.

Now, he has one more line to add to his prolific list of accomplishments.

With more than 22 million votes cast, Brodeur has beaten out the Columbus Blue Jackets goaltender Sergei Bobrovsky to earn the right to be the cover athlete for EA Sports’ NHL 14.

Some would say that this was more about his career accomplishments—since his numbers have begun to trail off in the twilight of his career—but this was the second year that the public vote for the honor. If anyone nodded their head in Marty’s direction, it was the fans.

“The support I’ve received throughout the cover vote campaign has been incredible,” said Brodeur in a press release. “My kids pushed me to participate in the campaign, and they are really excited to see their dad on the cover of the game they play all the time. I want to thank all the NHL fans who campaigned and voted for me.”

Brodeur is the first goaltender to grace the cover since NHL 97, when John Vanbiesbrouck of the Florida Panthers was given the honor.

Of course, being a New York Rangers fan, this year I may have to print out a picture of Rangers’ captain Ryan Callahan and toss out Brodeur’s cover slip. No offense, Marty, but it wouldn’t feel right having you in my video game library.

NHL 14 skates onto PlayStation 3 and Xbox 360 September 10 in North America, September 13 in the rest of the world. 

All it’s missing is the Zamboni

With another NHL lockout looming over the 2012-2013 season, folks who prefer frozen ponds to pitches and gridiron are itching to get their fix. That means that there may be added pressure this year for EA Canada’s NHL franchise to step up and deliver a lifelike experience, since this game might have to tide hockey fans over for the entire winter. Fortunately, in most regards, NHL 13 does indeed rise to this challenge.

The most notable addition to this year’s game is the True Performance Skating physics system. More so than ever before, momentum and contact with other players will affect your skaters in the most realistic ways ever seen in a hockey videogame. As soon as you start a game—whether in Exhibition, Be a GM, Be a Pro, or any other of the classic returning game modes—tactics that you’ve used in the past need to be thrown out the window. In fact, you’ll have to think more like an actual NHL player now if you hope to succeed in this game.

Once you get used to accidentally slamming yourself into the boards over and over again, you’ll probably notice the improved positioning and difficultly in getting around your opponents—and that’s because of an overhauled AI system. Opposing skaters, more than ever before, move exactly as they would in real life; you’ll feel like you need to pull out a dry-erase board before too long and start drawing up plays to get around it.

But even if you should find a way by the AI players, there’s always the goaltender waiting at the end. He’s the most important part of any team—and the best teams are always built from the netminder outward. And since a lot of flaws from last year’s version are now fixed—the wraparound glitch foremost among them—goalies now have dozens of new animations that allow them to react and play the puck better than ever before. If you’re not smart, you could end up making some scrubs like look brick walls, but no matter what, you’re going to have to work for your goals.

So, the gameplay’s seen a facelift for the better, but as far forward as NHL 13 may go in terms of the on-ice action, in other areas, it seems like EA Canada’s taken a step back. The new, broader rating system is one of these areas. I personally liked having players rated by their roles in a system, and I liked knowing if my winger was a tough guy or a sniper—it helped me lay out my four lines accordingly. Instead, players are simply broken down into forwards, defensemen, and goalies, and I have to look more closely than before at everyone’s individual stats to decide if this is the guy I want on the ice to send a physical message, or if he’s going to be taking faceoffs for me on the power play.

Another knock against NHL 13 is that even though the opposing GM AI is touted as “improved,” I think it looks more like it’s been lobotomized. I appreciate that the game highlights players who are more likely to be traded than others by an organization. But if you try to acquire a player who isn’t highlighted, the computer seems adamant on preventing you from getting him. Even when I tried to do the real-life trade the Rangers did with the Blue Jackets for Rick Nash, the computer refused! (Obviously, I played before roster patches went live, so I was trying to make the league as accurate as possible). I even tried sweetening the deal so it was better than the real-life one with extra first-round draft picks. And still, the computer refused me!

Despite a handful of infuriating moments like these, NHL 13 is still probably the best hockey experience yet once you actually take the ice. Plus, a lot of the other modes have a few new goodies sprinkled in to liven up those experiences. Be a Legend has all-new faces, including a pair of female Olympians, and the game also offers a new playoff format for Hockey Ultimate Team. Finally, the Be a Pro mode features the ability to demand a trade once you become a big enough star. All in all, this is a step in the right direction for the NHL franchise, and it gives me a lot of hope for future iterations.

SUMMARY: The actual gameplay is leaps and bounds ahead of NHL 13’s predecessors, but the GM AI has taken a couple steps backward in noticeable—and discouraging—ways.

  • THE GOOD: New physics system adds previously unseen levels of gameplay nuances.
  • THE BAD: Presentation and GM AI is worse than in prior years.
  • THE UGLY: Having my New York Rangers stand by and watch as the Los Angeles Kings raise their Stanley Cup banner to start the season! Argh!

SCORE: 8.0

NHL 13 is available on Xbox 360 and PS3. Primary version reviewed was on the Xbox 360.

Originally Published: October 29, 2010, on ClassicGameRoom.com and NationalLampoon.com

As a part of CGR Undertow, I reviewed the new NBA Jam remake for the Nintendo Wii from EA Sports.