I played a few more games last night and tonight. First was a dynasty game at Heisman level.
Florida 49, Miami 46
The score makes the game sound exciting, but it really wasn’t. I went out to an early 2+ touchdown lead, and gave it up with three turnovers in the second half. Otherwise, both teams essentially drove at will, with the usual array of crossing passes or curls with the defender invariably well behind the receiver. Both quarterbacks had completion percentages around 80%, and both quarterbacks threw for over 400 yards. If I remember correctly, there were only two punts all game. Though one was spectacular in showing the AI’s ineptitude (at times) in pursuit angles.
First, I was going to play by house rules super-simming every punt, but I simply forgot. The punt was going in the end zone, and my return man automatically caught it and started to bring it out of the end zone (can someone return a punt from the end zone?). I had to return it, and this is what happened. Note the horrible angles taken by nearly the entire punt team, first by the defender at the 30 that is coming straight at my return, and then inexplicably breaks off. Then note the convoy of players that are running parallel to me, without cutting over to make the tackle, funneling me into (of all people) the kamikaze punter.
Video at
http://blog.digitalsportspage.com
Oh, and one more example of the (at times) horrible sideline logic. The returner had at least an extra 20 yards or more of daylight…
Video at
http://blog.digitalsportspage.com
UConn 58 Temple 35
On Heisman, I could not stop UConn’s offense. Here are some of the stats from the game:
UConn QB 22-24, 260 yds, 3 TDs 1 INT
UConn RB 27-179 yds
Temple QB 34-52, 403 yds, 2 TDs, 3 INTs
UConn never punted, their quarterback was automatic, and their running back was unstoppable. I did alright in scoring 35 points, but there were some positive aspects to this game that I really liked.
1) Crossing routes weren’t as effective in this game because Temple’s wide receivers would often drop passes over the middle. A few times it was a simple drop, but often their receivers simply weren’t able to hold on to the ball after being hit. It was a realistic level of ineptitude, that I actually enjoyed.
2) Sometimes, my QB would throw a pass that was simply off-target by about three or four yards. It was completely unexpected, but very nice to have happen on about three or four plays. However, it was definitely feast or famine, as passes that weren’t off were usually perfect and on the money. Here is an extreme example:
Video at
http://blog.digitalsportspage.com
Other notes
1) The ease of kickoff returns seems to be based on the AI of players near the sideline on the kicking team. They seem to maintain their lanes until their about 5-10 yards from the kicker, and then make a somewhat abrupt turn towards the returner. If the returner gets caught in traffic, then they are able to make the play. However, if the players in the middle of the field aren’t successful at stopping the returner (and at times, they are outnumbered by return blockers), then they end up behind the returner and out of the play. (It’s difficult to get a video to show this, but hopefully I’ll pull one up in the future).
2) With all the bad things I’ve said about the game, there are things I really, really like. Player control (especially that cuts and changes in acceleration are more important and better integrated along with animations), the running game, and smoothness and variety animations are all excellent. Too bad there are so many new problems that all seem related to making the gameplay more “open”.[/b]