|
|
Review By: Jared Black |
|
|
| Developer: |
Tiburon |
| Publisher: |
EA
Sports |
| # of
Players: |
1-12
(alternating) |
| Genre: |
Football |
| ESRB: |
Everyone |
| Date
Posted: |
8-20-01 |
Even if the
above gameplay flaws do concern you, you’ll be able to
overlook them when you realize just how deep this game is. EA
has packed a lot…and I mean A LOT…of stuff in here. The game
has all the normal modes you’d expect, but where the real
depth lies is in the amazingly deep Dynasty mode. The Dynasty
mode allows up to 12 different players (coaches) to try to take
their team (choosing from 117 I-A schools and 27 I-AA schools)
to the National Championship. When you pick your team, you’ve
essentially signed a contract to coach that team. By viewing the
coaches’ options, you’ll see what’s expected from you. For
example, while controlling UNC I was expected to win the ACC
Championship 2 out of 3 years or win the National Championship 1
year. While that is rather high (UNC has never had a real strong
football program), in the context of a game setting it’s
fairly realistic. Also in the coaches’ options, you’ll be
able to set features such as how aggressive you are and what
percentage of passes and runs you’ll want your coach to run in
a simulated game. I can’t understand how anyone would want to
hand their destiny over to a computer-controlled coach (versus
playing the game), but some people are apparently into that
management aspect.

During the
season, you’ll find that the polls do a good job of accurately
reflecting the current college landscape. For example, when I
started out as UNC I was unranked. After I beat Oklahoma, I
quickly jumped up into the top 10. The longer my dynasty has
lasted, the easier it’s been to stay near the top of the polls
as I’ve gained respect. The BCS is also very accurate, as it
uses the real BCS formulas (minus the latest revision
downplaying running up the score). Strength of schedule
(non-conference opponents included Oklahoma and Texas) played a
big part in my finishing #2 in the BCS during my first season
with UNC.
If you find
all of this incredible, you’ll love all that the off-season
offers. When the off-season begins, you’ll be able to see who
leaves your team (via graduation or leaving early) as well as
export that draft class for use in Madden NFL 2002 after that
game’s first Franchise season. Once this is completed, you’ll
begin the incredibly deep recruiting process. The game will
build a list of recruits (using randomly generated names and
stats), organized into many different categories. Recruits are
organized by National Top 100, state, current targets (the ones
you plan on recruiting), all prospects, and recruits that
currently have interest in your school.
The
recruiting process takes place over a five-week period. Based on
your team’s needs, each prospect’s interest level (ex:
"Very High") and stats (vertical jump, GPA, etc.), you’ll
then decide what prospects to go after. You’ll then have to
decide how you want to recruit each prospect. At the end of each
season you’re given a varying number of points to recruit with
(based on the school and previous season’s success).
Recruiting involves visiting the player with the coach or
assistant coach, as well as calling the player. Each action will
use up a specific number of recruitment points, thus leaving
less to allocate to other prospects. Once you assign the points
to each prospect, you then advance to the next week of the
recruiting period. The game will then tell you who signed with
you (as well as other teams), and you’ll then have to adjust
your strategy and target recruits accordingly. It’ll also give
you feedback from your visits with each recruit, which you can
then use to modify your strategy also. This part of the
off-season alone is very deep, and acts as a mini-game on its
own.
Page
4 of 4-->
|