NCAA Football 09 Review



College campuses are bastions of education — ivory towers of learning, where students acquire skills and knowledge for their future. But every fall, these institutions are transformed with pomp, ceremony and pageantry that’s rarely seen in other sports by a phenomenon known as Game Day. From the tailgating in the parking lots to the school chants in the stands, the energy surrounding a game can be truly electric and is only amplified when rivals face off against each other. EA Sports put the college atmosphere at the center of its latest installment of NCAA Football 09, which features a large number of adjustments from last year’s title. While the Campus Legend mode has suffered in this year’s title, elements like the addition of the online Dynasty balance out segments that have been lost, making this version of the game an impressive representation on the field.

There are a number of changes that have been made to this year’s gameplay, many of which expand the nature of the offensive game on the field. For one thing, players will find that they are no longer trapped in animation when performing a juke or spin in this year’s game. In NCAA 09, players can literally chain these moves together, spinning in one direction before spinning in the opposite direction or chaining a juke together with a hurdle to evade tacklers and break a play for additional yardage. It can be extremely satisfying to appear to be completely stopped by defenders, only to perform a couple of agile moves and weave your way through the crowd, driving the home crowd crazy. What’s also cool is that you can use these maneuvers in concert with the larger holes and cutback lanes that will be made in defensive coverage to make big plays. Your ball carriers aren’t the only ones with such evasive maneuvers, either; your quarterback can attempt to fake out defenders at any moment with a pump fake from the right analog stick and get defenders to leave their feet.

For the most part, these features work well and manage to include the fluidity and creative nature that many star athletes can bring to the game. There are a few caveats, however — while it’s easier to make cuts and spins within the game, players can accidentally fake and juke away from one player directly into the arms of other defenders who have no problem laying into the ball carrier. Another issue that crops up is that some cuts won’t always be as smooth as you’d like them to be, particularly if you’re moving laterally during an option. As a result, you’ll find that either your player will sometimes move backwards during a juke or spin before they run forwards, making you lose yardage even if you’re pushing up on the analog stick to direct the move. Additionally, their momentum will sometimes carry them out of bounds instead of making a cut up the field for a gain. This can be frustrating for many players as they try to establish a ground game or make a comeback only to put themselves farther in a hole.

On the defensive side of the ball, there aren’t a lot of adjustments that have been made. There are stronger gang tackling mechanics, so you’ll frequently see two or more defenders jamming a running lane and stuffing a ball carrier for a loss. You’ll also see new hit animations that simply look painful, so linebackers have no problem blowing up a receiver that cuts across the middle of the field with a well placed shoulder that leaves him standing and the receiver laid out. On top of that, there’s more attention paid to tipped balls and possible shoestring catches, so even if a ball seems knocked away from its intended target, it could easily wind up in the hands of a defender and going back for a gain or a score.

Now, traditionally, if you were playing a football title and managed to toss an interception (or the ball was tipped into the hands of a defender), you’d find that your quarterback’s confidence would plummet, making you have to work to bolster his rattled nerves over the next few series of downs. That’s somewhat mitigated with a new “mini-game” in NCAA 09 known as the Quarterback Quiz. After an interception and ensuing action, players are presented with a set of pictures and three different defensive schemes. By analyzing the photos (as a quarterback would on the sideline with his coaches), you can make a decision as to what defense was run against you on that ill-fated play. If you manage to choose correctly, your QB regains his composure and shakes the interception off as an accident. Pick the wrong play, however, and your QB will be completely rattled, potentially folding under the pressure and committing more mental mistakes. While the frustration of tossing a pick is significant, at least you can do something proactive about the situation, which is a great idea, and if you mess up, you’re at least learning defensive schemes.

As I mentioned, if you manage to blow this call, your QB will lose his poise. Home crowds will feed on these situations, and with the noise that they generate, they can completely fluster shaky players. The twelfth man feature has been used before, but now nervous quarterbacks will find it practically impossible for them to accurately read routes prior to the snap which can potentially contribute to additional turnovers. The controller will also vibrate, giving you a tactile sense of the energy flowing through the stadium and washing over your players. Along with this, the noise can sometimes cause a number of mistakes from linemen or other players, causing stupid penalties to occur. In many sports situations, coaches will call timeouts to compose his squad. In NCAA 09, you can now take advantage of this strategy by directing your players on your offensive and defensive squad, telling them different strategies like getting the ball back, getting open or ignoring the crowd noise and focusing on their assignments.

Using your timeouts effectively even becomes a tactical strategy in this year’s title, as astute coaches can disrupt kickers from accurately making field goals when the game is on the line. By calling for a timeout right before a key attempt to tie up a game or put one team ahead, you can trigger the Ice the Kicker mechanic. Not only will the kicking power meter be visually iced over, but the camera angle for the attempt will be dramatically changed along with a rumble in the controller and a thumping heartbeat. It’s a hell of an effect and can put you on the edge of your seat as you keep your fingers crossed to send the ball through the uprights. It’s enough to make you break out into a school fight song as the kicker becomes a hero.

Then again, you can leave that celebration up to the crowd and the cheerleaders. After every score for the home team, school squads will find mascots celebrating, cannons firing, fans chanting and the band striking up a rallying cry for their players. You’ll even see flag carriers waving a large flag for the team or running along the sidelines. All of these help contribute to the ambience of the gameplay and how exhilarating a game can be. Players aren’t restricted to a passive view of these events, either — every time they score, they have an option of various celebrations. Depending on the team you play as, you can trigger a school-specific celebration, like a Tomahawk Chop, V for Victory, Hook ‘Em Horns or Gator Chomp amongst others, which can get a large cry from the crowd.

If you’re looking for a more energetic response, you can look for your mascot, who will be performing at one of the two end zones. If you happen to score at the end zone that he’s stationed at, you can use the right analog stick to trigger a number of celebrations. Some of them may be school specific, like swordfighting with Knightro or tiger taming Mike, while others are more varied, like striking the Heisman pose. While amusing, it’s somewhat unrealistic, as many of these mascot celebrations would easily result in an unsportsmanlike conduct penalty. That’s particularly true were a player to hand off the football to a mascot and have him spike the ball. It’s also rather strange in how it’s handled because the game frequently eliminates these celebrations from replays or game movies, reducing the impact of these moments.

Apart from these gameplay features, there are some new twists to the other gameplay modes. For example, this year introduces the Coke Zero Mascot Mash Up, where players face off against the computer or a friend with squads comprised of the animated characters. The mode plays exactly like the standard game, with a few exceptions: instead of pulling off a traditional juke to fake out a defender, your mascots will spin or flip in the air, which can completely throw off your opponent. In can be extremely tricky to take another player’s legs out only to have him nimbly flip over a diving tackle and keep running up the field. There are also new special teams mini-games where you play tug-of-war with your special teams or kick field goals from different spots on the field in a game of Horse (or Pig if you’d rather have a shorter game).

As for returning game modes, the Campus Legend mode makes a return with its focus on building your created athlete from high school star to college phenom. New this year is the ability to run through an entire week’s worth of practice back to back without exiting back to the calendar. At first, this might seem like a useful tactic, especially if you’re trying to climb the depth chart from the bench to a starter. However, the disadvantages of this far outweigh the positives, because you’ll completely skip your evening activities, potentially ruining your GPA and not augmenting your stats outside of practice. With there still not being any team expectations of starting player performance or challenges to your starting spot in this year’s game, this becomes another example of an unbalanced gameplay function in a large mode for the game.

Adding to the nonsensical nature of the Campus Legend mode is the removal of the evening activities that made players feel like they were actually contributing to their player’s presence on his school’s campus and his legend there. Last year, you could attend pep rallies, help out friends or play in pickup games amongst other actions; things that you’d expect a college student to do. That no longer applies in this year’s game. Your Legend will only perform one of four tasks: hit the books, go to the gym, study your playbooks or visit the trainer. Not only is this extremely dry and boring, but it doesn’t make you feel any connection to your school or your legend’s success because the boosts that you get are even more anti-climactic than they were last year. Why this was removed when it only needed a few minor adjustments is truly a mystery.

Pressure’s on. Don’t mess it up.
Pressure’s on. Don’t mess it up.
By contrast, the Dynasty mode has a number of improvements that makes it seem much more detailed. Players gain a new set of recruiting tools that can be used to help coaches in their goals. This year, players can set specific tasks for their assistants to fulfill on their own, leaving you with more time to focus on pitching the players you really need for your squad. What’s more, if you find that you’re too busy to find out everything on a player but still want to engage their interest in your school, you can place a quick call into them, setting a specific amount of time that you want to devote there and immediately get a summary of random topics that are of interest to them. The more time you devote (up to an hour for this condensed discussion), the more of a snapshot you receive on a player.

The more significant addition is the ability to convert your offline dynasties into an online dynasty and vice versa. Up to twelve players will be able to enter a dynasty and vie for prospective students from the same pool of athletes across the country as well as pit their skills against each other to see who has the best team in the dynasty. If there’s another team on your schedule that a player in your dynasty hasn’t chosen, the game will substitute a computerized team for you to face off against. While you can join up to five dynasties, you can only be the commissioner of one, but that position has an incredible amount of power, including automatically advancing the action of a game week in case members of the dynasty go on vacation or don’t actually play their games in a timely fashion. This way, everyone else isn’t hampered by someone slow. This is a phenomenal addition to the franchise, and one of those things that reinvigorates online play, especially because you can save off a copy of the dynasty if you tire of playing online and wish to push ahead with your own experience.

Who wants it more?
Who wants it more?
Visually, NCAA 09 is much sharper than last year’s game, and the animations highlight many of the changes that have been made. As I mentioned earlier, it’s much easier to perform different cuts, jukes and spins, although there are some odd hitches that will crop up now and then. For example, you’ll find that a number of times your players will drag their toes near the sideline even though they’ve still got a couple of feet to go before they near the sideline. You’ll also find that many offensive receivers or halfbacks will get stuck on teammates as they go into motion, making it a little trickier to effectively pull off these plays because the timing of the play is thrown off. While much of the attention has been paid to the field, elements off the field seem to have suffered. Crowd animations are rather flat and repetitive, with characters that frequently repeat over and over again in the stands. Players on the sidelines have a rather wooden appearance to their faces and have a bland reaction to items on the field, while the photographers and other sideline bystanders don’t contribute much. Even worse are the textures, which substitute some generic textures just off the field. Parking lots are bare, buildings are sometimes shown with little detail or randomly become transparent, and other sections outside of the stadium lose their visual fidelity, which is disappointing considering that there are brand new camera angles to show off a new presentation of the stadiums in the game.

The sound, on the other hand, is excellent, particularly because of the crowd atmosphere. The inclusion of a ton of chants definitely helps, although the true standout is the inclusion of custom soundtracks, which lets players assign sound effects or music cues to various gameplay moments. I personally think that playing “Take the Power Back” whenever my team gets a fumble or an interception is an excellent way to pump me up for the next series, and putting on Led Zeppelin’s “Rock and Roll” after a PAT feels particularly appropriate, especially since the drive summary is sponsored by Pontiac. The largest problem that occurs with sound, even apart from some dialogue repetition by Corso and Herbstreit, is the fact that school fight songs and cheers will frequently play over the NCAA Football theme music, degenerating into a cacophonous mess.

Closing Comments
College football is about atmosphere, and NCAA Football 09 manages to capture this environment handily thanks to items like school chants and cheerleader stunts. The improvement of jukes and ballcarrier moves adds depth to your offense, while the inclusion of features like the Quarterback Quiz and Icing the Kicker makes the overall gameplay stronger. The Online Dynasty is an excellent addition to this series, but the mistakes made with the Campus Legend mode keeps this year’s title from being truly extraordinary.

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Turok Review

Where’s the Cerebral Bore?!



Two months ago, raptors were revived in Turok on the PlayStation 3 and the Xbox 360. Rather than ravage the videogame landscape and devour any and all comers, the beasts and their title were met with stiff reviews but commendable sales.

Now, the dinos are ready to try their claws at the PC market.

A re-imagining of the Nintendo 64 classic, Turok — the latest project from Touchstone and Propaganda Games — places you behind the bow and arrow of Joseph Turok and teams you with the ragtag members of Whiskey Company. Seems Turok used to be a member of a ruthless group of mercenaries known as Wolfpack but bailed when the whole baby-killing thing didn’t mesh with his conscience. Now an adopted member of Whiskey Co., Turok and the boys are on the trail of his old mentor — Roland Kane. The leader of Wolfpack has holed himself up on a remote planet, and as our boys approach, they’re shot down. Whiskey Company begins to explore the planet, and the mission quickly switches from capturing Kane to making it past the dinosaurs, armed guards as well as mutated scorpions and getting home.

For the most part, Turok plays like every other first-person shooter out there. You switch weapons with the d-pad/mouse wheel, jump, crouch and blast your way through jungle environments, Wolfpack outposts and more. But what makes Turok stand out from the glut of recent FPSs is how you can kill — such as sneaking up behind a guard, dropping him with a kick to the knee and burying your knife in the top of his head.

Now, don’t get me wrong; COD4 and BioShock were great times, but as a gamer I always found myself trying to balance my ballistics with reality. In COD, I was trying to save my grenades for those seemingly impossible hallways filled with terrorists, and in BioShock, I was hesitant to waste my Adam in fear that I’d need a powered-up plasmid for a Big Daddy or boss. For most of those games, I felt like I needed to play defensively.

That doesn’t happen here. Turok takes your reins off.

No, the ammo isn’t unlimited, but you are fully encouraged to use whatever weapon you want however you want. There’d be times when I’d enter a new section of jungle and find a makeshift guard base with stacks of weapons all over the place. I’d arm the chaingun, run out and blast some dinosaurs, get tired of the gun and backtrack to find something more to my liking. Once I settled on an instrument of destruction — such as my favorite, the sticky bomb gun — I could truck back out confident that there was more ammo behind me and plenty of spots to switch to something different ahead.

Secondary fire is a big part of gunplay in Turok. The sticky bomb gun is my favorite because of its standard fire mode — pull the trigger to launch a bomb that sticks to whatever it touches and pull the trigger again to detonate the device — but the secondary option of a mini minefield is a brilliant touch — the same can be said for the shotgun’s flare launcher and the SMG’s silencer.

Towards the end of the game, I was making a solo attack on one of Kane’s bases, and the weapon gods were good to me once again. Able to infiltrate the front door undetected, I drew back on my bow and iced two guards before they knew Turok was on the scene. If you haven’t caught our videos of this game, the bow is a sick silent killer. You draw back the arrow and then line up your shot with the crosshairs. The longer you hold the trigger down, the harder Turok’s pulling on the string. If you let it go with enough force, the arrow will basically staple the bad guy to the nearest wall. Nice.

Anyway, with the two chumps down, I moved deeper into the fortress and came across a staircase to the next level and a soldier staking out the top. I switched to the sticky bomb gun, tagged the bad man’s leg and blew him to kingdom come. This tipped off the whole establishment that Whiskey Co. was there, and I began mining the hell out of the staircase and surrounding area. Clueless troops would come down the stairs and go boom. When the sticky bomb gun was on empty, I grabbed a nearby chaingun and — utilizing its secondary fire — set it up on the ground as a turret. It obliterated anyone able to come down the stairs.

Adding more options to your four weapons slots — you’ll always have the bow and knife but be able to swap out your other two gun slots — is the fact that you can dual-wield just about every combination of guns. SMG/shotgun, dual pistols, sticky bomb/shotgun — the world’s your oyster.

Believe me, there’s nothing quite like packing two shoguns and working your way through a hoard of enemies. Add in the fact that you have stealth knife attacks — forget about guards, you can sneak up on dinosaurs with your knife drawn, follow a button prompt and watch as Turok buries his blade into the beast’s head or jumps on its back before slitting its throat — and parts of this game are sure to get your blood pumping.

In a lot of ways, this is first-person Contra — lots of weapons, jungle, etc. — but that isn’t always a good thing.

Yes, here’s the inevitable part of the review where I drop the “But …” and tell you all the reasons that Turok didn’t get a 10, but my complaints really aren’t all that severe. There isn’t a portion of Turok that’s horribly broken or annoying — this isn’t a bad game, but in the same respect, it’s just not all that impressive.

To begin with, the weapons I’ve spent so many words lauding are cool on the options side but disappointing on the firepower front. If I didn’t get a headshot on an enemy, it took a seemingly endless stream of bullets to bring them down no matter what gun I seemed to be packing. When you’re in one-on-one combat, that’s not too big of a problem, but when enemies are swarming on you — one instance where Slade and Turok were trying to make it over a tree bridge springs to mind — the remedial damage your weapons give off is pretty annoying.

What makes the annoyance worse is the fact that getting killed by these soldiers is pretty embarrassing seeing as how they’re idiots. If we ever know the IGN offices have an intruder in them and I come across Game Scoop’s Daemon Hatfield pinned to the wall by an arrow, I’m not going to stand in the exact same spot he was two seconds ago and scan the area — nor if I see a guy with a machine gun am I going to organize the team to run in a straight line at him.

Kane’s men don’t share this common sense.

Next up in my drawbacks section is the fact that Turok starts off like it’s going to have a strong story — there are flashbacks to Turok’s induction into Wolfpack and the mission that made him drop out as well as a building, present-day tension between him and Whiskey Company — but it eventually falls by the wayside. Once the group realizes they’re in over their heads, the mission for Kane is abandoned and they focus on getting home. That’s fine, but Kane and his bald-headed crony pop up a few times to say hi to Turok but never to advance the story. This all leads to a boss fight at the end that has no emotional impact because I don’t care about catching Kane or even know who he is — why’s he on this planet, why’s he so wanted, and why’s he screwing with this planet’s ecosystem in a way that creates dinosaurs?

Turok isn’t exempt from my wrath either. I know I talked about the weapon options being cool, but the lack of a run button (à la Call of Duty 4) is pretty upsetting. Our main character is trained to survive in the jungle, kill people with his bare hands and leap from sniper towers, but he can’t hoof-it from enemies? There are plenty of times when the dinos swarm, your screen begins to turn red and escaping to take a breath is your only option.

There’s nothing more frustrating than only being able to speed walk away from certain death.

Beyond AI and controls, what’s going to be a sticking point for lots of folks is that the visuals just aren’t up to snuff. The graphics in Turok are by no means bad, but you’re going to walk up to ledges and trees that have really sharp edges and boring texture patterns — seeing the seams takes you out of the experience. Beyond things at a standstill looking ho-hum, there are troubles in motion as well. Characters in cutscenes occasionally have an aura of shine around them — they all look like the light of the Lord is being emitted from their bodies

For the most part, Turok will be a walk in the park for anyone who enlisted in the ‘07 crop of first-person shooters. You’ll head out from a given point, press a button to get an arrow that points at your objective, battle the beasts that appear on the horizon and then accomplish the object to enact the cut scene. However, there are points in Turok that are so frustrating that I found myself cursing the screen and prepared to hurl my precious controller. At one point I was pinned down by a dude rocking an RPG that seemed to have a constant read on me, another stall had me trying to figure out a way past a ginourmous spider tank that didn’t end with me going boom, and another time I spent the ten or so continues trying to bring down a pissed off T-Rex.

Now, I don’t raise these as complaints because I hate being challenged — I raise these issues because I like being challenged intelligently. Let me ruin the spider tank part for you. This huge tank with arachnid-like limbs lumbers onto the scene, and I stopped moving to see where it would go. Eventually the thing perches itself on a mountain and begins scanning the area. There are a few hollowed out logs and half-walls separating me from RPG ammo, and I figure I need to keep to the shadows. I no sooner step out, this thing’s got a read on me, and I’m dead. The game loads, I let it sit, I jump in the log and it starts firing. I wait for a reloading pause or some kind of break, but it never comes. Finally, I make a break for it and end up getting blown up.

This trial and error stuff went on for awhile before I figured out that if I just booked as soon as the tank showed up, I could make it to the ammo, slide back and forth from behind cover, and bring the cool tank down in the most anticlimactic way.

Here’s my problem with this battle — it’s the definition of linear. Turok’s given me all this freedom as to what I can do with my weapons, but in this one instance, I have to run at a specific time and shoot with a specific gun. In real life, my first reaction to seeing this beast wouldn’t be to run out and let it see me, but thinking logically derails the experience and left me stalled.

Speaking of linear, remember that Contra comparison I made a second ago? Sure, that applies to the fun of blasting the bad guys but it also references how straightforward Turok’s levels are. As you cross the plains, you’ll find plenty of opposition but not one environment that interacts with you. You’re just running across set pieces.

Although multiplayer wasn’t amazing on the consoles, it’s actually even less impressive on the PC. There are seven maps, the weapons from the single-player campaign, dinosaurs, the multiplayer staples such as deathmatch and capture the flag, but there’s no way to customize your game unless you host a LAN party. If you choose the quick match option, you’ll just get thrown into whatever game is ready to go. If you choose the custom match option, you only get to choose what type of match — small free for all, large free for all, small team game, large team game, or one of three co-op missions — you want to go to. You can’t choose weapons or maps, which you can do on the console versions of Turok.

Oh, and on a love it or hate it note, when you get attacked by a dino or knocked down by a grenade, you’ll see your feet get knocked up in the air. When you climb back to your feet, you’ll find yourself facing a different direction than before. On one hand, it’s a neat drawback to getting hurt, but on the other, it sucks if you’re on your last legs and it’s suddenly that much harder to speed walk to safety.

Closing Comments
There’s no doubt that Turok can be fun, but ultimately, the feeling of satisfaction that comes with slitting a raptor’s throat or pulling off a headshot with your bow is lost in the shuffle of swarming enemies, less than stellar visuals and a story that disappears. Do I recommend Turok for folks just looking for a game to run through with two shotguns in hand? Yes, but I wouldn’t expect to walk away from playing with your mind blown.

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