31 Jul, 2006
NCAA Football 07
By: Anthony Brawner
System: Xbox 360, PS2, Xbox, PSP
Publisher: Electronic Arts
Developer: EA Tiburon
Football fans everywhere have been eagerly awaiting the first “next-gen” college football title. Madden Football may be the most recognizable player in the pigskin game, but the college game seemingly has more die-hard suitors attracted to it. After all, many pigskin pundits will agree that the most consistent and enjoyable football games of the last 5 years have been in the college ranks. Does NCAA Football 07 on the Xbox 360 build upon the foundation of the current generation’s success? The short answer is, not quite. While the game has retained the speed, fun factor, and playability that we have all become accustomed to, the mild graphical face-lift isn’t enough to disguise this title’s many shortcomings.
For starters, the graphics engine powering the game is a modified version on next-gen Madden’s. That being said, the character models look quite good. While not as mind-numbingly sharp as the pro game, they are quite good nonetheless. I do love the fact that the steroid enhanced physiques have been toned down to reflect the more realistic bodies of collegiate athletes. Even the offensive and defensive linemen have varying degrees of girth ranging from buff and trim, to rotund and powerful. Player jerseys look fantastic, with the appropriate wrinkles, accurately sized pads, and highly reflective helmets rounding out the package. The highly dynamic lighting effects are more dramatic but not without problems. Somehow, when playing in afternoon games under cloudy conditions, players’ shadows actually disappear.
That brings me to my next point - weather conditions. For a game running on such powerful hardware, why in the world do rain effects look worse than those found in Sega Sports’ Joe Montana Football 93? It’s as though some type of static lines are being drawn on the screen. What’s worse is that the rain drops don’t even manage to make contact with the players, sidelines or fans. There are no puddles of water on the field, and while player jerseys do get progressively worse, this effect is lessened by the lack of realism that there is even actual “rain” falling from the sky. I won’t even get started on the”snow” effects - equally pathetic. As long as the game is being played in the beautiful, sun drenched afternoon, or the rich darkness of the evening, the visuals soar. This will unfortunately probably lead you to end up passing on the “variable” weather effects.
Stadium graphics are simply stunning. Obviously, much of the development time went into re-creating specific nuances of almost every stadium. From stadium-specific jumbotrons, to accurately modeled stadium steps and bleachers, EA definitely got the details spot on. Curiously, with so much emphasis placed on stadium accuracy, why are the sidelines, players, cameramen and bystanders still static? They have absolutely no effect upon the realistic look of the games; in fact because they are not “alive” they actually detract from the rest of the “living stadium.”
Crowds have finally gotten some love, as they look great - you can actually see the difference in home and away sides of the fields, and the cheering is also excellent. I do miss the camera shake of “Rivalry Games” as well as the home field advantage that the crowds would give to players’ via crowd noise. Even though the crowds are nowhere close to the ear-shattering ones found in last years NCAA, I did notice that when the volume went up on the field that linemen would often jump prematurely because of the noise…good stuff. At some point, part of the football atmosphere focus needs to be shifted to the little details on the sidelines that make the games seem more alive. I have yet to see a game that really reflects the energy of the sideline, i.e.: multiple coaches cheering or jeering plays, zoomed-in camera angles that show that agony or celebration of teammates on the bench. How about players that fall out of bounds and actually knock other players or coaches down? This is the type of subtle realism that screams next-generation to me.
One area which is actually a huge improvement over its predecessor is animation and play control. Running at 30 fps, the game generally is quite fast and smooth. There are wonderful new animations which really highlight running backs as well as tackling. With the improved “impact stick” (that maps running backs moves to the right analog stick) you will definitely feel like you have more intuitive control of your runner. Larger backs will tend to “bowl over” defenders, (when the stick is flicked forward) while smaller, speedier backs will sidestep would-be tacklers. Another outstanding animation is one where the back will keep grinding their feet forward, in hopes of breaking a tackle, or to just gain extra yardage. I would also like to see some kind of “risk-reward” feature where by tapping a button not only can you potentially break loose for a big gain, but the frequency of fumbling the rock is also increased (such as in ESPN NFL 2K5 on the Xbox).
Passing remains smooth and effortless, and leading receivers down the field has never been nicer. I applaud the fact that individual player ratings have more of a dramatic effect on skill positioned players as well. If your QB has a weak arm and you attempt to throw the ball back across the field - expect an interception. By contrast, if a defensive lineman has an excellent strength and tackling rating, he will likely perform one of the newer “fling” tackles where the defender throws the offensive player to the ground by slinging them down by their jersey. QB sacks are also varied, with very few Quarterbacks getting tackled with the same canned animation.
The new kicking meter, which is also mapped to the right analog stick, is quite smooth and comfortable. Obviously paying homage to the Tiger Woods game, the concept is actually quite simple. Pressing down on the right analog stick starts the power meter, while pressing up stops it; of course, when the pressure is on, the meter will move faster, increasing the tension of the moment. You also have the ability to “stop” the kick by pressing the abandon button (Left Trigger). This helps to avoid blocked kicks, and setup a run or pass for first down. The kicking mechanic was never broken, just a little stale in recent years - at least this gives a fresh perspective into the importance of a solid kicking game.
The final new game-play addition is a little thing called “Jump the Snap.” Thank the good lord that someone finally understood the need to refine the defensive lineman/offensive lineman interaction mechanic. This is basically a button that gives the defense an opportunity to get a “jump” on the offensive snap count; either to disrupt a play in the backfield, create a sack, or cause an offensive linemen to move before the ball is snapped. If you press the button too late, then the O-lineman will crush you, and eliminate you from making a play. This is a part of real football that has never been explored fully, and serves to add some much needed balance to the line play dynamic. With all of these additions to game-play, there is one significant change that actually has the greatest effect on each game: the revised camera angle. Undoubtedly, the new dynamic camera, which has been fixed from the Madden game, is absolutely perfect. The ability to see the field before throwing a pass, or simply reading the defense before a well timed pitch while running the option, is outstanding. No longer will the camera “freeze” into place when checking receivers’ routes, or while using “coach cam.” I was overjoyed that this change had been implemented, as it truly enhances the overall football experience.
On the A.I front, there are both hits and misses. Sometimes players will look confused as to their assignments, but at the same time it could be argued that in the college game, with so much parity in talent that this would happen more regularly than in the NFL. I love the way the computer will try and make you jump off sides by repeatedly doing “hard” counts, and checking the coach’s cam to emulate the snap of the ball. Timing has never been more important in a football game, and it’s nice to see that the effort to create more realism on the field this year has been a main focus. Players’ heads turn when running and you will definitely notice an improved sense of speed and violence when contacted. Overall, the A.I is improved, and lends itself to the true tone of the collegiate football experience.
On the audio front, the dream team of Lee Corso (the coach), Kirk Herbstreit (the QB), and Brad Nessler (the play-by-play talent) return to deliver what could quite possibly be the greatest announcing booth in video game history. These guys are not only absolutely hysterical, but very knowledgeable of the various teams and what their strengths and weaknesses are. Hopefully, once the ESPN integration has hit full stride, we will get to see these guys have a pre-game and post-game highlight show. With over 10,000 lines of commentary, you will be hard pressed to hear any repeated phrases or jokes. These guys have set a standard that all other announcing teams need to emulate and they truly contribute to the feeling of immersion.
What about game modes? Well, there are a few things from the current gen version missing here. Features such as ESPN the magazine integration, decibel shattering crowd noise, individual player momentum-shifting moments, Race for the Heisman and defensive Hot Routes. Now that we know what’s missing let’s take a look at what is still intact: Dynasty Mode, including in-season recruiting, Heisman Watch, and the top 25 polls. Online play is intact, and surprisingly, quite smooth. Even though this game is screaming for 4 player multiplayer matches and the one on one matches were satisfying with only brief hiccups in one or two games.
There are also three new mini-games as well: Tug of War, Option Dash and Bowling. All three are of simple premise, but Option Dash and Tug of War are actually quite addictive. Option Dash lets you compete in an all-option fest for two minutes; gain points by making slick moves, and scoring touchdowns. Lose time by fumbling the ball, but the game clock stops every time you run out of bounds. Since every possession begins at the 20 yard line, time is of the essence. Bowling is a game of ten “frames” in which you have two chances to score a touchdown. Score in one attempt and earn a strike. Score in two attempts for a spare. Scoring is designed like traditional bowling, so the frame is left open if a touchdown is not scored. My favorite mini-game, Tug of War, actually helps to prepare you for those last minute shots at the end zone. Each team starts at the 50 yard line. For every yard that one team gains on their possession, the opposing team starts minus the amount of yards advanced by the offensive team. This continues back and forth until one team scores. I really enjoyed the tension of this mode, because only a touchdown will win the game.
Even though it may seem that I am criticizing NCAA 07 harshly, it’s only because the wait and anticipation for this title has been immense. After the debacle that was Madden Football 06 (Xbox 360), EA had a lot of work to convince the fans that they were still in tune to what makes a great football game. Well, I am excited to say that this is certainly a great start that would have been rated higher if not for the lack of substance reserved for current-gen versions. EA - I want Coach’s Mode, Race for the Heisman, ESPN the Magazine and ESPN radio. I demand Campus Legend, Stadium Pulse and unrestricted Create-a-School and Create-a-Player. I want to see ESPN banners hanging from the front of the Gameday crews set, as they setup in front of the Orange Bowl, right before the epic Miami Hurricane-Florida State Seminole game. I want cheerleaders, halftime shows, crowd close-ups and reaction to on the field play. Last but not least, I just want to kick back with 3 of my closest friends on Xbox Live and relive last year’s Rose Bowl game. NCAA Football 07 is a blast. While it still has some work cut out for it this certainly represents a step in the right direction in terms of game-play and fun.




