NCAA Football 2008
Publisher: Electronic Arts
Developer: Tiburon
Genre: Sports
Release: July 17, 2007
Platforms: Playstation 2, Playstation 3, Xbox, Xbox 3600, Wireless
Reviewer: Dan
Yes, it’s true. I’m one of those people who each year goes out and buys
NCAA Football and Madden each year and at full price. I’ve been doing this
since the 2002 cycle, so I’ve seen my share of improvements and mistakes to
come to the series. This review is not a review of the entire game. Far from
it. This is a review of the changes that I’ve noticed, good or bad, from NCAA
Football 2007. It would be next to pointless to review the gameplay as a
whole, since it really hasn’t changed since it was first developed. And in my
opinion, why try to fix what isn’t broke? Anyway, let’s go over the positive
changes.
The first thing you will notice is what is now not there during the loading
screen. Before, there used to be a little clip of some cheerleaders or some
drunk college students yelling out “EA Sports, If it’s in the game, it’s in the
game,” the catchphrase for all EA Sports releases. I would always just skip
through this to get to the game faster because there really weren’t enough of
them to not repeat after a short while. It also had a problem with, and I
thought this only happened to slow PC’s, lag. The videos would sometimes
struggle to play properly on my PS2, which made me want to skip them even more.
You may think that all of this is just a small detail, but when you had to deal
with it every time the game starts, I think not having it in 2008 is a good
thing.
To be honest, I don’t really play any other mode other than the dynasty mode.
For those of you who don’t know what that is, it’s the mode of gameplay where
you pick a team and you run everything about it for 30 seasons. That includes
recruiting, training, playing, and all other decisions and processes that go
into running a college football team. EA really didn’t change much from 2007 to
2008, but what they did change was a big swing for the better. The one subtle
change from last year was the player promises option in coaching options. When
trying to get the next big thing out of high school to come to your program, you
can occasionally promise them either a position or playing time so that they are
more likely to attend your school. During the first season using this, I was
able to get the top three recruits of their respective positions to come to my
school. This feature adds another nice bit of realism to the game.
But by far the best addition to the dynasty mode would have to be the
training. For years, Madden always had in their dynasty mode a training camp
option. In Madden, training camp allowed you to use your game skills to boost
your player’s ratings so that they perform better on the field. And for years,
this was always left out of NCAA Football. NCAA Football always relied on
(almost) random boosts to player ratings between seasons, and in a smaller way,
still does. However, the 2008 version has a huge amount of spring drills you can
run to help boost player stats. It has far more drills than Madden and it is
actually easier to obtain the maximum amount of ratings boost per drill. Granted,
some drills are hard, but they are all doable unlike the Pocket Presence dill
after any difficulty other than rookie.
The gameplay has a few new little features, although none to really get excited
about. There are new plays that are designed from the start to put a receiver or
a back in motion (if you have no idea what I’m talking about, tough cookies) by
default. While I was hesitant to put this as a positive, it is now actually hard
to run against good run defense and easy to run against poor run defense. It may
seem odd that I was hesitant, but I’ll explain later. Another nice new feature is
the position motivation system. When a defensive back makes a big interception,
it increases their motivation, which increases their ratings, which increases
their performance on the field. Same thing holds true for defensive linemen
getting a big sack or linebackers throwing a big hit on the ball carrier. The
offense gets boosts too. A tough catch by a receiver boosts their stats, while a
long run by a back will boost the runningbacks, tight ends, and the offensive line.
But overall, besides a few more defensive player-audibles you can call, they really
haven’t changed gameplay that much from last year. As I said before, why fix what
isn’t broke? Unfortunately, there are a few broken aspects to the game.
Now, I’ve never had any huge complaints about the non-gameplay aspects of the
NCAA Football series. In fact, my one gripe with this aspect of the game was solved
when the decided to add the spring drills to the dynasty mode. My big complaints
all show up in the gameplay of NCAA Football 2008. Remember how I said I was
hesitant to say that it was an improvement that it was hard to run against certain
defenses? Well, this year it can be frustratingly hard. It is really obnoxious
for two reasons. First, the computer almost cheats each time you want to run the
ball. Meaning, if you are trying to run left, the computer defense all shifts to
the left and crowds that half of the line. When you try to run over there, it isn’t
that they may have a good defense; it’s simply the fact that there are more tacklers
than blockers on that side. I wouldn’t gripe so much if the defense was just better
than my offensive line, but even terrible teams can shut down your running game.
The second problem with the running is the static nature of the route. Let me
explain. For example, let’s say in Madden you call a run to the left and the
defense shifts that way. There is a very nice feature that when you move the right
thumbstick (Assuming PS2) right, the running route that your running back takes
will do a mirror image and he will run to the right. This allows you to read the
defense and adjust accordingly. NCAA Football never had this feature, and
unfortunately, doesn’t break that trend with 2008. It is so frustrating to see most
of the defense flood to the side of your run and there is nothing you can do about
it. Sure, there is the flip play audible you can call, but it usually causes the
defense to shift as well.
There are some problems with the quarterback control as well. They did add the
nice feature of being able to avoid sacks by dancing around in the pocket. I prefer
the tried and true method of just passing the ball before I get sacked. After
watching how many times the computer quarterback avoids my pass rushers, you would
think you would have enough time to throw when a defender is a few yards away. In
most cases, you’d be wrong, very wrong. There have been times when I’ll press a
button to pass, my QB will get most of the way through the passing animation, then
tuck in the ball and take the sack. It’s so bad that at times I just want to throw
my controller. I’m only this mad about it because it has always been a problem and
still isn’t fixed. There is no reason I should be taking 8 sacks a game when I play
like Dan Marino (Ask someone who knows football well and they’ll explain). My one
other complaint about the QB control is another one that still isn’t fixed. Sometimes
when I snap the ball and don’t start moving my QB right away, it will automatically
throw the ball right off the snap. This isn’t always bad. Sometimes, it results in a
completion, but most of the time it results in a very poorly thrown ball and usually
is intercepted. Now, maybe there is a way to turn this off, but I sure haven’t found
it.
Final Verdict
I’ll be honest and say that there really are enough improvements to this version
of the game to go out and buy a copy. The fact that I have some sort of power over
how my players’ progress is a huge plus. If you just play random games here and there,
then your older copies should do just fine, but if you enjoy the dynasty mode and enjoy
growing your team from a powderpuff to a powerhouse, then NCAA Football 2008 has enough
improvements to make it worthwhile. I’ll give the improvements 7 out of 10.