Reviews / previews
Ever get tickets to the big game, look forward to it for
months, then arrive at the stadium to find out your
favorite player pulled a hamstring in warm-ups and
isn't going to play?
That's the kind of
disappointment clouding
my view of NFL
GameDay '99. When
989 Studios (formerly
Sony Interactive
Studios) announced it
was porting the
franchise from
PlayStation to PC, it
hyped GD's TCP/IP play
and matching service, 989studios.net.
Whoa! No more coaching-mode only stuff-they were
talking head-to-head, action gameplay over the
Internet and a Battle.net-type service with a good
interface. Given that sports games rely so heavily on
split-second button presses and the Internet remains
an unpredictable, laggy beast, I tried to contain my
excitement and evince an air of skepticism. The
developers assured me that since GD was using the
time-tested Tanarus networking code, it'd work over a
modem.
It doesn't-though in a backpedal, the manual calls for
a high-speed Internet connection. I doubt it would
make a difference, as there was lag even on LAN and
ISDN games. Via a 56K modem, it's unplayable.
Players flit in and out, there are frequent "Waiting for
Server" messages, and controlling players is more
guesswork than skill. Whoever creates the game acts
as the server (and experiences less lag), and thus
has a clear advantage.
The single-player game handles the basics
fairly well. Every team, stadium, and player
is represented; there are tons of formations
and plays to choose from; the controls are
good; the action's fast; the motion-captured
animations add a touch of realism; and Dick
Enberg and Phil Simms handle the
(somewhat repetitive) commentary just fine.
GameDay doesn't fully harness PC power to
create a full-fledged sim. There's no play
editor; and while you can create, draft, and
trade players, there's no financial model or other real-world constraints-you
could trade your back-up guard for John Elway. Signing free agents is a
matter of highlighting the guy you want and a player you're willing to part with,
then clicking Sign. You're essentially trading with the free-agent pool.
But GameDay never staked its claim as a full-fledged
sim; its forte is arcade-style football. If it existed in a
vacuum, I'd say it's pretty fun. But I've played an early
version of EA's Madden 99, and it not only looks and
plays better than GameDay, but it's starting to add
sim features that were previously the sole domain of
Sierra's long-running franchise.
GameDay's numerous
shortcomings become
more apparent and
annoying the more you
play: the players are
blocky, there are no
special teams (I cringed
watching Jerry Rice
break up the wedge on a
kickoff), the crowd's too
quiet, and there's no
quick key for a time-out, so you'll lose at least five
seconds when calling one. There are more juke-type
moves than keys on a standard 10-button gamepad;
and the most frequent tackle animation-the defender
riding on the ball-carrier's back, dragging him down-is
often inappropriate. When my 300-pound lineman
slams into your 180-pound back at the line of the
scrimmage, he shouldn't be towed along like a sack
of potatoes.
Still, console players may like the familiar feel of this port, and 989 does get
some credit for trying to implement TCP/IP multiplay in such an
Internet-unfriendly genre. Maybe they can get id to do a GameDayWorld
version.-- Willem Knibbe / GamePro
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