NFL GameDay was the game that
toppled Electronic Arts' venerable Madden series in 1996. Its original
incarnation shocked EA into the realization that Madden needed serious retooling
to compete in the 32-bit arena. In 1998, however, the gap between the two games has
closed. Some might say the two games run neck-and-neck, with only hardcore fans nitpicking
the faults and features of each one. That might be true, but it's a heck of a lot of fun
doing so.
Last year, the GameDay series
introduced its polygon-based graphic engine. It was the first of its kind in a PlayStation
football game. In fact, many people believed that the PlayStation hardware wouldn't be
able to handle 22 polygon players on the field at the same time. However, Sony pulled it
off and did it with flair, driving another stake into the heart of the Madden
series, which didn't produce a polygon-based football game until this year.
This time around, GameDay's
developers seem to have placed more emphasis on presentation and further enhancement of
the graphics. The polygon engine was great last year, but gamers are a fickle bunch and
demanded slicker, less blocky-looking players for this year's game. 989 Studios delivered
spectacular new player graphics, which now include more detailed uniforms (with player
names on the jerseys as well as the numbers), more detailed players and better on-field
graphics. Other enhancements include the players shaking hands before the coin toss and,
when a player is injured, he limps off the field, assisted by a teammate and trainer. The
stadiums have also been redone and look a lot better than last year's batch.
Graphics-wise, GameDay 99 is the best looking football game ever produced for a
console system. It's not perfect, but it's damn near it.
Another big addition this
year is a complete overhaul of the audio effects, with the dual announcer team of Phil
Simms and Dick Enberg calling the plays as they happen. Unfortunately, the idea of dual
announcers is much better than the actual execution, at least in this game. Frequently, it
seemed as if Phil and Dick were watching a completely different game than the one I was
playing. After I'd thrown deep to a wide receiver, Simms called, "Underneath, to the
running back." Scores for games in progress were given incorrectly. A run for
negative yardage would prompt a comment about the effective running game. Occasionally,
Simms' voice would sound like a Cylon robot from the old TV series, Battlestar:
Galactica. When the comments did manage to correspond with the action, the dual
announcer feature was really cool. Unfortunately, those times were few and far between.
Announcers that comment on the action in progress have been done well before, such as in
EA Sports' NHL '98 and Triple Play '99. Hearing the extremely flawed
commentary here, after hearing how it can be done, makes it all the more disappointing.
As a result of the time and effort spent on the game's overall
presentation, it seems the gameplay has suffered a little bit. Nothing catastrophic, mind
you, but there's a different feel to this game as opposed to GameDay '98. For
instance, the running game has practically vanished. Last year, the polygon engine helped
open up the running game because holes in the defensive line were easier to see and
exploit. This year, those holes seem to develop much less frequently. The special moves,
like stiff-arming and spinning, don't seem as intuitive as before.
Some of the gameplay
mechanics have a distinctly arcade flavor. A new "trash talking/celebration"
option has been added. (Just tap the triangle button after a play and the player
responsible for the action will celebrate and/or taunt the other team.) While it's fun,
it's not exactly realistic to see a player celebrate after running for 1/2 a yard.
However, you can see it in this game. Another less-than-realistic move is the stiff-arm.
Now, it resembles something just short of a shotgun blast to the face of an oncoming
defender. Just stick out the arm and watch the defenders double backwards and fall over.
It's also fun to watch, but not quite the way it happens in the NFL.
The passing game remains as
unrealistic as last year. Threading the needle between defenders and still having the
receiver catch the ball is still as easy as ever. The Total Control passing option, one of
the game's strongest features (for those willing to take the time to master it), has
returned to make passing a little more like the real thing. TCP allows the quarterback to
lead receivers, underthrow the ball or adapt to situations requiring a little more touch
on the ball. However, for me personally, all TCP has done was allow my quarterback to be
sacked more often. I've never had much success with it and haven't attempted to master it
yet again.
The tackling, which was a
little suspect last year, has been changed, but not necessarily improved. Last year,
tackling someone usually resulted in a two-to-three yard gain in yardage for whoever had
the ball. This year, to apparently stop that from happening, the whistle sometimes sounds
immediately following player contact. This means the play is whistled dead before some
players even hit the ground. This change doesn't prevent tackles from being broken, as it
doesn't happen every time someone is wrapped up, but it looks and feels a little strange
to have forward momentum seemingly negated when it does occur. The abrupt halt to the
plays just doesn't feel natural.
The play selection menus,
while 100% more attractive than last year, have a slightly confusing layout, which
presents four plays at a time, with the two plays in the middle being highlighted and the
two plays on each end being slightly obscured. While not overly difficult to understand
this layout, it's somewhat odd to not be able to see the full name and diagram of the
plays on the ends. Still, the menu screens are highly responsive to the controller when
flipping through all of the selections. Kudos to 989 Studios for making the menus so
zippy-quick, which gives the game a fast and slick feel.
Overall, NFL GameDay '99
is much more impressive looking, but slightly less satisfying, than last year's model. The
attention to the graphics and presentation is evident, but the gameplay took a backseat in
the eyes of the developers. Next year, 989 Studios should simply refine the problems with
the gameplay mechanics and leave the graphics alone. With just some simple tweaking, and,
of course, roster updates, NFL GameDay 2000 could retake the lead in the
PlayStation football game wars. |