I’m not going to pimp this critique around on the web, but feel free to lead people over to the blog. I like having more than 10 people read this stuff.
First off, the ankle test went very well. I shot around for about 30 minutes, did a few lay-up drills, landing on my bad ankle, and everything seems fine. I can only run at half speed, but progress is progress.
Anyway, onto my NCAA analysis. As I said earlier this will not be a formal “review” but more of a breakdown of what I see as the major issues with the game as well as the stuff that is either better or new. I found my Bob Evans placemat notes so we’re good to go!
The Stuff That Sucks:
*The CPU passing game is all over the map. Everyone, me included, keeps harping on the fact that the completion % for the CPU is too low. This is not new to NCAA 2005, but it seems a bit more pronounced in this version. If a CPU QB ends up over 50% then my team had a very bad game–it shouldn’t be this way. I think there are several reasons why this is so screwed up.
1) The CPU attempts far too many passes that are over 20 yards in the air. I mean this is way, way, way off-kilter. There are teams that are exceptions to this rule but if you watch as many Big10 games as I do, this screw-up will be very noticeable. There’s a reason that most QBs in college complete at least 55% of their passes and that’s because they will use short dump offs, screens, curls, and quick outs more than they will use the 20 yard post. These passes boost a QBs completion rate, and if a real QB only tried to throw deep passes, his completion rate would be atrocious.
2) The deep passes are one problem, but just as big is the fact that the CPU receivers won’t run their routes. Now this has nothing to do with player ratings, either. Go into practice mode and let the AI play offense. Call a curl route for a WR and play any defense you wish. See what happens? Instead of a 6-yard curl the QB throws a 25 yard streak. Why? I have no clue, but it takes a lot of passing routes out of the CPU playbook. Think about it: of the passes that the CPU completes per game, how many are “fly” patterns about 25 yards downfield? For me, it’s a huge %. I’d bet my last penny that the play call was not a streak, but the WR either just ran a fly or the QB threw the ball too soon before the real route could be ran.
3) Drops. Anyone that tells you that they can fix the drops with sliders is lying to your face. Now, you can “fix” the drops by calling the right plays, but you can’t fix it with sliders. Certain plays, for whatever reason, are much more likely to be dropped than others. Posts are ok, streaks are ok, and outs work, too. Call a TE drag and you’re at about 50/50. The OSU TE is very good and he has like 9 drops after 2 games. I have simply stopped calling any crossing route or underneath route because too many of these passes are dropped. And it has nothing at all to do with setting your feet, praying for rain or doing a jig. It’s just the way the game works.
So, I think these above reasons are partly why the completion rate for the CPU (and at times the human QB) is low and until the CPU stops looking deep every play and accepts the 4 yard pass as a weapon, we’ll never see this simulated correctly.
There are other issues I have with the passing game, especially how insanely effective the DBs are at leaving their man and magically appearing 15 yards away to help defend a WR he wasn’t guarding. That’s been an issue with every EA football game since…well…EA football games. But it’s time it was put to bed and retired.
There HAS to be a risk/reward system put in place by the folks at EA. It’s an absolute must. Throwing deep, when the WR is guarded by a DB, should be an extremely high risk pass. With a safety covering over the top it should be downright suicidal unless you are throwing to Mike Williams. See, here’s the problem. I don’t get excited when I complete a 30 yard pass to a WR that is heavily covered. It happens regularly in NCAA. Throwing deep should work when the RECEIVER IS OPEN. And when the WR is not open and he makes the catch, it should be highlight reel and a SportsCenter worthy play.
I don’t mean to pick on NCAA specifically for this because most games screw this up, but what separates a good WR from a bad one? Generally speaking it’s 2 things: catching the ball in traffic and the ability to get open. The same can be said for a cornerback. If you can stay with your man…you can cover. Period. Do you really see a huge difference in the ability of the corners in NCAA? I don’t.
So in theory we should see a top level WR getting open more often when covered by a run of the mill CB–THAT should make the deep pass an option because the top level WR will BEAT the DB. In NCAA, he doesn’t–there is no risk/reward system at all. You may as well throw deep every other play.
And this series has toi abandon the DB logic that allows them to leave their man and help cover another WR. Those plays should be reserved for All-Americans. I simply cannot stand to see 4 DBs and a linebacker playing volleyball with a pass that I tossed 25 yards downfield to a WR that has Man to man coverage. This is utterly ludicrous.
*Tipped passes. This is just plain silly. Really, really, goofball city. Tipped passes are cool but when they are tipped by three guys for more than 3 seconds it becomes comical.
* Late game/halftime AI is still very poorly done. If you have a 2 point lead (let’s say it’s 23-21) late in the game (let’s say under 1:00) and you are on the opponent’s 39 yard line and it’s 4th and 7. You punt. You punt EVERY SINGLE TIME. If you DON’T punt, you get fired by the A.D. on Sunday. This is not that hard to code, guys. Come on.
*Can we please get Herbie and Corso back in the recording studio at EA, please? Herbie has a local radio show that airs every weekday here in Columbus and he talked about how he had to fly out to do a new recording session but that his sessions have been shorter and shorter every year. It shows. Big time.
* Let me ask you this: If you couldn’t call the Counter running play, would you ever gain more than 10 yards on a run? I dunno if I would. I get a few nice runs up the middle every now and then and the off-tackle can work, but the counter is the only run that is truly effective on a regular basis. This has been in NCAA given for years and I think it needs fixed. And it’s a counter that I end up taking wide, which really isn’t where the play is designed to go. Why the AI has so much trouble with this play, I’m not sure. Speaking of running, has anyone broken a long run over, say, 40 yards? I know a few people say they have but I can’t do it. My halfback can’t get past the final line of defense. I think my longest run is 25 yards or so.
*Has anyone EVER seen an onside kick work. Ever?
*The Xbox slowdown is there. It’s not imagined. It’s there.
*Graphics are getting long in the tooth to say the least. Personally, I think it’s OK because there are more important things that need fixing, but hey, some people get all worked up over the visuals, and I agree, they aren’t the best.
* Dynasty mode. EA made a huge mistake by allowing us to see the box scores after each simulated game. The scores are insanely high, first off. Seven games into my OSU Dynasty and we’re averaging 35 points per game and we are ranked 49th in the country. 49th!? 48 teams score more than 35 a game? I’m OK with Oklahoma beating Baylor 77-3. That happens…but every game lights up the scoreboard. Why did they change this? Last year it was just fine.
Anyway, the box scores. I knew there was a serious problem when the Michigan TB carried the ball 59 times in one game. 59. One game. Yeow. Teams run the ball 50+ times per game (only when simming) as a norm and just pound out the yards on the ground. Most starting backs get at least 35 carries per game, which just ain’t right.
Before I end this section, I want to add that I’m actually Ok with the CPU run game. I don’t stuff the CPU like a lot of people seem to do. With the sliders altered I can get run on by the CPU once it commits to the running game.
The Stuff That’s Better or New:
* Home Filed Advantage is cool. I think it’s overdone and the crowd noise can be funny when the crowd goes nuts at dumb times during a game, but I love the idea of fluctuating ratings and the idea behind player composure. (The shaking camera is kinda stupid, though)
*QBs are off target more often with their throws. I think it needs to be done more, because too many DBs get their hands on passes (most incompletions should hit the ground rather than swatted by a DB). But it is a step in the right direction.
* Best.Crowd.Noise.Ever.
* As much as I hate the passing game in NCAA I love how the CPU will finally look to throw to its #1 receiver more often. Very cool and long overdue.
*Fewer carries by the FB and more by the HB. Yay!
*Play action passes seem to work better this year than before.
*Squib kicks work.
*Rotating schedules are nice (finally!)
*There are some neat new animations
*Sweeps finally work!
*The TE post is no longer a money play.
That’s about all that I can come up with that’s new and improved in NCAA 2005. Now, that is NOT to say that that’s all the good stuff. You must understand that I rank NCAA 2003/2004 as A-List sports video games. No need to go over all the good stuff that remains in there from previous versions. I’d be here all damn day. But as far as NEW stuff, that’s about all I can come up with.
I don’t do online, so I have no clue if it’s good, bad or ugly.
In the end, NCAA 2005 is one of those down years that every single video game series in the history of mankind suffers through. They all have done it from Madden to High Heat Baseball. It’s tough to keep pumping out “new” games every 10 months and expect them to be revolutionary each season. There are things for which EA Sports has no excuse. Things that are newly broken are high oh my list of “ARGH’s!” All I can hope for is that NCAA 2006 is the advancment of the series that we all wished 2005 would be–and one that is truly worth another yearly $50 donation to the EA Sports coffers.