NCAA 08 impressions
Moderators: Bill_Abner, ScoopBrady
Well, I have been able to get in about 5 games since the "towel trick" so I keep firing up the 360 and holding my breath.
While I like the fast sim feature, it clearly needs some fine tuning. As a test, I simmed a game between Michigan and some cupcake and used 15 minute quarters. The final score was something like 148-7. When I jumped into the game late, Michigan had put in their subs, which was a nice touch, but still, it was a bit absurd. I think the issue is that the clock does not run down between plays.
Where I think this causes a valid issue is when you play a franchise game versus the Campus Legend Mode. For a franchise game, I play 7 minutes (sometimes 6). But with CL, and the sim feature, I only play 5 minute quarters. I wish there was a way to save 2 separate profiles so I didn't have to keep changing the quarter length setting, but that is minor. Personally, I do like the fact that when you change the sliders it effects all the games in all the modes. It was a real pain in the old game to have to change the settings in both your franchise and you profile because they were 2 separate settings.
It kind of sucks that both the achievements and the personal best records are tied in to the fast sim option. I like to earn achievements. For example when i fast simmed I got an achievement for blocking a punt. But I have not even blocked a punt - the sim engine did. Also, I have a personal best for a punt return for a TD of 65 yards that also was a simmed stat. It makes the personal bests meaningless when they include simmed action. I want to track what I do - not what the sim engine does.
I lost a game last night because I was too used to the previous version of the game (and the way Madden worked the last 2 years on the 360). I had a first and goal with time running out and losing 10-3. I ran a play and tried to get to the line to run another play, but time ran out. I was so used to the instant nature of the no huddle in previous games, that I just screwed up. But this was a lot more realistic in that it takes some time to line up and snap the ball. I just need to manage the time better than Bob Davie.
While I like the fast sim feature, it clearly needs some fine tuning. As a test, I simmed a game between Michigan and some cupcake and used 15 minute quarters. The final score was something like 148-7. When I jumped into the game late, Michigan had put in their subs, which was a nice touch, but still, it was a bit absurd. I think the issue is that the clock does not run down between plays.
Where I think this causes a valid issue is when you play a franchise game versus the Campus Legend Mode. For a franchise game, I play 7 minutes (sometimes 6). But with CL, and the sim feature, I only play 5 minute quarters. I wish there was a way to save 2 separate profiles so I didn't have to keep changing the quarter length setting, but that is minor. Personally, I do like the fact that when you change the sliders it effects all the games in all the modes. It was a real pain in the old game to have to change the settings in both your franchise and you profile because they were 2 separate settings.
It kind of sucks that both the achievements and the personal best records are tied in to the fast sim option. I like to earn achievements. For example when i fast simmed I got an achievement for blocking a punt. But I have not even blocked a punt - the sim engine did. Also, I have a personal best for a punt return for a TD of 65 yards that also was a simmed stat. It makes the personal bests meaningless when they include simmed action. I want to track what I do - not what the sim engine does.
I lost a game last night because I was too used to the previous version of the game (and the way Madden worked the last 2 years on the 360). I had a first and goal with time running out and losing 10-3. I ran a play and tried to get to the line to run another play, but time ran out. I was so used to the instant nature of the no huddle in previous games, that I just screwed up. But this was a lot more realistic in that it takes some time to line up and snap the ball. I just need to manage the time better than Bob Davie.
- jondiehl
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Anyone got some early suggestions on settings? I fired it up last night for the first time, didn't even setup anything and went straight to a game with default everything (which was Varsity, 5min I believe).
Missouri vs KU
Final score: 103-0
I would have quit and went back to All-American but it was fun learning some of the new moves and controls while beating up on the Jayhawks.
Anyway, I'm hoping AA or Heisman would prove to be a better challenge (w/o AI cheating or boosting of their ratings, etc as in the past).
Missouri vs KU
Final score: 103-0
I would have quit and went back to All-American but it was fun learning some of the new moves and controls while beating up on the Jayhawks.
Anyway, I'm hoping AA or Heisman would prove to be a better challenge (w/o AI cheating or boosting of their ratings, etc as in the past).
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- ScoopBrady
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Some people have said it is harder on All American than previous years, but I don't see it. Different and with a lot more variety of play outcomes but not really harder to win.
It is still too easy to sprint out of the pocket and throw on the run. Some QBs are too slow (or too inaccurate on the run) to do this, but I am going to institute house rules to not use the sprint button with the QB unless it was a designed run. The problem is that when the defense jumps the snap, they are in the backfield immediately and it is usually a sack. So you have to be aware of this and use the fake snap button on occasion to keep the defense honest.
The long ball is a lot harder. The only time I get it to work is when there is broken coverage. Every once in a while you get someone open and you replay it to see why it happened. Usually it looks like a zone where someone just neglected to cover. The best non cheese way to use the deep ball is to pump fake. Since it opens you up for a sack because it takes time to do it, it offers a nice risk/reward. The cheese way to throw the deep ball is to roll out and wait for the receiver to come back for the ball. But even the cheese stuff is not as effective as previous years. And teams seem to tighten up in the red zone. And I do feel like you can sometimes playcall your way into getting a long pass by setting up the defense to think one thing and do another. Unlike last year, there seems to be some real football strategy at work (at least sometimes).
I do like the way the stats for games have come out so far. The AI running game needs some work - but it is mainly because the AI tends to run too many slow developing run plays that go for losses. But I am seeing a lot more realistic passing stats with higher completion percentages like 13-17, but for less yards (125 yrds). In previous games you would see numbers like 6-17 for 250 yards.
I am seeing pretty decent running averages. The AI is about 3.7 yards per carry and I am 3.3. That seems low, but is due to the way sacks are computed in college ball. Take out sacks and those numbers would be about 4 YPC.
I have upped the AI running game to 65 as well as pass blocking. I am seeing too many sacks on both sides, but I honestly think I will just live with it. It doesn't matter how high you set the blocking, if you or the AI sends all the linebackers, it can overwhelm the offensive line. If you are in, for example, a 4-3 defense. You can drop the DBs back deep, blitz all of the linebackers and take a chance. I usually try this at a point when I am getting desperate - you might get a sack, or give up a 20 yard gain. But dropping the DBs keeps the ball in front of them so you don't give up as many cheap TDs. It is a matter - when playing the AI anyway - of making it a chess match while at the same time being careful to not take advantage of the AI by cheating. I haven't tried it, but I would guess that if you spent an entire game blitzing the linebackers on every play, the rewards would outway the risks. Maybe I am wrong and the AI would adjust and start taking advantage on every play, but right now I think the blitz is a little too much geared toward reward over risk (at All American level anyway).
Obviously, I have turned interceptions down all the way for my defense to keep the interception numbers down. I am not sure if I should also turn down tipped passes as well. I am seeing a lot of passes deflected, but unlike past years, there are more balls swatted down by rushing lineman. I like how the defense line seems to do more than past years where it was either a sack or suction fest. This year there are more passes tipped, bad passes due to pressure and a lot of hurries. I continue to adjust the AI sliders to make it better for the AI offense, but for now I am going not adjust it for me. I am going to try and become a better QB and throw less interceptions by not throwing into coverage, and avoid sacks by throwing the ball away.
It is still too easy to sprint out of the pocket and throw on the run. Some QBs are too slow (or too inaccurate on the run) to do this, but I am going to institute house rules to not use the sprint button with the QB unless it was a designed run. The problem is that when the defense jumps the snap, they are in the backfield immediately and it is usually a sack. So you have to be aware of this and use the fake snap button on occasion to keep the defense honest.
The long ball is a lot harder. The only time I get it to work is when there is broken coverage. Every once in a while you get someone open and you replay it to see why it happened. Usually it looks like a zone where someone just neglected to cover. The best non cheese way to use the deep ball is to pump fake. Since it opens you up for a sack because it takes time to do it, it offers a nice risk/reward. The cheese way to throw the deep ball is to roll out and wait for the receiver to come back for the ball. But even the cheese stuff is not as effective as previous years. And teams seem to tighten up in the red zone. And I do feel like you can sometimes playcall your way into getting a long pass by setting up the defense to think one thing and do another. Unlike last year, there seems to be some real football strategy at work (at least sometimes).
I do like the way the stats for games have come out so far. The AI running game needs some work - but it is mainly because the AI tends to run too many slow developing run plays that go for losses. But I am seeing a lot more realistic passing stats with higher completion percentages like 13-17, but for less yards (125 yrds). In previous games you would see numbers like 6-17 for 250 yards.
I am seeing pretty decent running averages. The AI is about 3.7 yards per carry and I am 3.3. That seems low, but is due to the way sacks are computed in college ball. Take out sacks and those numbers would be about 4 YPC.
I have upped the AI running game to 65 as well as pass blocking. I am seeing too many sacks on both sides, but I honestly think I will just live with it. It doesn't matter how high you set the blocking, if you or the AI sends all the linebackers, it can overwhelm the offensive line. If you are in, for example, a 4-3 defense. You can drop the DBs back deep, blitz all of the linebackers and take a chance. I usually try this at a point when I am getting desperate - you might get a sack, or give up a 20 yard gain. But dropping the DBs keeps the ball in front of them so you don't give up as many cheap TDs. It is a matter - when playing the AI anyway - of making it a chess match while at the same time being careful to not take advantage of the AI by cheating. I haven't tried it, but I would guess that if you spent an entire game blitzing the linebackers on every play, the rewards would outway the risks. Maybe I am wrong and the AI would adjust and start taking advantage on every play, but right now I think the blitz is a little too much geared toward reward over risk (at All American level anyway).
Obviously, I have turned interceptions down all the way for my defense to keep the interception numbers down. I am not sure if I should also turn down tipped passes as well. I am seeing a lot of passes deflected, but unlike past years, there are more balls swatted down by rushing lineman. I like how the defense line seems to do more than past years where it was either a sack or suction fest. This year there are more passes tipped, bad passes due to pressure and a lot of hurries. I continue to adjust the AI sliders to make it better for the AI offense, but for now I am going not adjust it for me. I am going to try and become a better QB and throw less interceptions by not throwing into coverage, and avoid sacks by throwing the ball away.
Link to a video that I put up on Brightcove of a gamewinning TD return for the Panthers...
http://www.brightcove.com/title.jsp?title=1121926413
http://www.brightcove.com/title.jsp?title=1121926413
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Screw the cheating in this game.
I was trying to throw deep off of play actions and the QB kept throwing short right into the DB. It's not like I was launching the ball 68 yards. I just wanted to throw over the top so it would either be a completion or incomplete.
Then there's the super interception AI. I had a few plays were DBs and MLBs are in terrible possition but because of the poor ball trajectory and the QB always throwing short, the defense amazing jumps with their back to the ball and makes the interception.
I was trying to throw deep off of play actions and the QB kept throwing short right into the DB. It's not like I was launching the ball 68 yards. I just wanted to throw over the top so it would either be a completion or incomplete.
Then there's the super interception AI. I had a few plays were DBs and MLBs are in terrible possition but because of the poor ball trajectory and the QB always throwing short, the defense amazing jumps with their back to the ball and makes the interception.
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- Nozzleman_216
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So far, I am liking AA with default sliders. I keep reading of too many INTs, and while I have seen a few a game, they all seemed legit. I have returned a 2 for six, so I MAY think about lowering it. Other than that with 6 min quarters I am liking it, of course maybe I just suck too. Are you guys playing Dynasty? I read AA seems to play different in that mode so who knows.
Here's a quick vid of my fullback Joe Surratt getting the wind knocked out of him ( I lost him for the 3 plays) He usually punishes DB's in the open field but not this time LOL
edit: damn can't use the embedded feature here for some reason, so here is the link.
http://www.brightcove.com/title.jsp?title=1119145532
Here's a quick vid of my fullback Joe Surratt getting the wind knocked out of him ( I lost him for the 3 plays) He usually punishes DB's in the open field but not this time LOL
edit: damn can't use the embedded feature here for some reason, so here is the link.
http://www.brightcove.com/title.jsp?title=1119145532
XBL: Nozzleman 216
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I was a little down on the game until I figured out that the PS3 controls are *very* sensitive for this game. You have to do a quick tap to lob a pass; anything else is bullet pass.
Now that I can get some air under the ball, I am not throwing as many INTs, and I am completing 70% of my passes (I know; way too high). Last night I picked off the CPU three times, two of which were returned for TDs.
I have been playing on varsity level, which is my normal practice for a new NCAA Football game. I like seeing how the game plays "out of the box" - I think most casual gamers play this way, and I suspect that all the big box review sites also review the game on default settings. At any rate, I am going to move to AA today and see what happens.
I am having a hard time running the ball, but I probably need to run some plays on the practice field to figure out what I am doing wrong. If practice can help me sort out passing, it should help me figure out how to pound the ball.
Other then my delay of games and off side penalties, I have only seen one penalty called - against the CPU; defensive pass interference on an INT (looking at the repay, I think they got robbed). I have seen missed PATs and FGs, and a couple of times turnovers seem to happen at the worst possible time, which makes me think catch-up logic even if that is not really the case.
It is still early days, but other than the horrible menu system, I really like the game.
Now that I can get some air under the ball, I am not throwing as many INTs, and I am completing 70% of my passes (I know; way too high). Last night I picked off the CPU three times, two of which were returned for TDs.
I have been playing on varsity level, which is my normal practice for a new NCAA Football game. I like seeing how the game plays "out of the box" - I think most casual gamers play this way, and I suspect that all the big box review sites also review the game on default settings. At any rate, I am going to move to AA today and see what happens.
I am having a hard time running the ball, but I probably need to run some plays on the practice field to figure out what I am doing wrong. If practice can help me sort out passing, it should help me figure out how to pound the ball.
Other then my delay of games and off side penalties, I have only seen one penalty called - against the CPU; defensive pass interference on an INT (looking at the repay, I think they got robbed). I have seen missed PATs and FGs, and a couple of times turnovers seem to happen at the worst possible time, which makes me think catch-up logic even if that is not really the case.
It is still early days, but other than the horrible menu system, I really like the game.
jcalvert
www.calvertgames.com
www.calvertgames.com
- sportdan30
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Ok ok. That's enough. Mizzou isn't necessarily tearing it up on the grid iron, although the will be much improved this year and expected to win the Big 12 North. I do recall KU running of a string of victories just recently. It's 7:30 am, and I guess I have to head to the basement to play this game. KU vs. Mizzou to even things up.MizzouRah wrote:That score makes me smile!XXXIV wrote:That is one of the reasons I started playing video games. To beat up on the Jayhawks.jondiehl wrote: Missouri vs KU
Final score: 103-0
beating up on the Jayhawks.

how about screw the ugly ass overrated game that is All Pro football 2K8..JRod wrote:Screw the cheating in this game.
I was trying to throw deep off of play actions and the QB kept throwing short right into the DB. It's not like I was launching the ball 68 yards. I just wanted to throw over the top so it would either be a completion or incomplete.
Then there's the super interception AI. I had a few plays were DBs and MLBs are in terrible possition but because of the poor ball trajectory and the QB always throwing short, the defense amazing jumps with their back to the ball and makes the interception.
Tim
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NEVER!sportdan30 wrote:Ok ok. That's enough. Mizzou isn't necessarily tearing it up on the grid iron, although the will be much improved this year and expected to win the Big 12 North. I do recall KU running of a string of victories just recently. It's 7:30 am, and I guess I have to head to the basement to play this game. KU vs. Mizzou to even things up.MizzouRah wrote:That score makes me smile!XXXIV wrote: That is one of the reasons I started playing video games. To beat up on the Jayhawks.
I've played both on both systems now and I really don't think NCAA is that much better looking than NCAA. The graphics are sharper in NCAA but the animations are a lot more plentiful and varied in APF. The sound and presentation is *much* better in APF. So for things in-game but not regarding gameplay, I think it's pretty much a draw.tjung0831 wrote:how about screw the ugly ass overrated game that is All Pro football 2K8..
I'd love to hear how APF is overrated, especially by JRod who seems to be the biggest critic here regarding the lack of options and how things are implemented. Reviews also seem to be favoring NCAA obviously due to the lack of options in APF. Gameplay is and will always be a matter of personal preference. I don't think either football game maker has it totally nailed or has "gamekillers." The punt returns and kicking game are annoying me in APF and the fumbles and interception returns for TDs have always annoyed me in EA football games. I really wish each maker had one of the exclusive licenses, but given the fact that it's probably not going to happen (I can't possibly imagine 2K getting an exclusive license over the pop icon Madden) I have to enjoy what is available.
The first few games I had this problem, but when I got the lob to work, it works well. The problem (for me) is that the PS3 buttons are so damn sensitive that it is hard not to make every pass a bullet. When you do the bullet thing, it is almost always throw behind your receiver, which means into a defender.JRod wrote:I was trying to throw deep off of play actions and the QB kept throwing short right into the DB. It's not like I was launching the ball 68 yards. I just wanted to throw over the top so it would either be a completion or incomplete.
I have only had one "back to the ball" INT, but in general there are too many INTs and tip passes are bounced around too long.JRod wrote:Then there's the super interception AI. I had a few plays were DBs and MLBs are in terrible possition but because of the poor ball trajectory and the QB always throwing short, the defense amazing jumps with their back to the ball and makes the interception.
jcalvert
www.calvertgames.com
www.calvertgames.com
You won't hear me criticize APF's gameplay. Its good. However anyone with the game will tell you the options blow.Leebo33 wrote:I've played both on both systems now and I really don't think NCAA is that much better looking than NCAA. The graphics are sharper in NCAA but the animations are a lot more plentiful and varied in APF. The sound and presentation is *much* better in APF. So for things in-game but not regarding gameplay, I think it's pretty much a draw.tjung0831 wrote:how about screw the ugly ass overrated game that is All Pro football 2K8..
I'd love to hear how APF is overrated, especially by JRod who seems to be the biggest critic here regarding the lack of options and how things are implemented. Reviews also seem to be favoring NCAA obviously due to the lack of options in APF. Gameplay is and will always be a matter of personal preference. I don't think either football game maker has it totally nailed or has "gamekillers." The punt returns and kicking game are annoying me in APF and the fumbles and interception returns for TDs have always annoyed me in EA football games. I really wish each maker had one of the exclusive licenses, but given the fact that it's probably not going to happen (I can't possibly imagine 2K getting an exclusive license over the pop icon Madden) I have to enjoy what is available.
Here's a blow by blow for me.
Passing game - APF
Maximum passing is amazing. The ball physics and the speed of the ball out of the QBs hand is spot on. You can actually throw while being tackled.
Running game - NCAA
NCAA nails it this year. It's too hard to run inside in APF. You should just find the hole and hit it hard. You can do this in NCAA with ease.
Defense - APF
I like pursuit football. EA's football is still about amazing one man tackles in the open field. In APF I will find that I can break some tackles only to have 5 guys on top of me. But if you call the wrong play and its one on one, you HAVE to make a play or its a TD.
AI - Draw
I'm starting to see some things in APF that worry me. Like the defense shifting the same way every play. NCAA's AI is still the same and I see the same EA sports crap every game. Cheap fumbles, ghost penalties, blind INTs, and CBs that don't have position but can jump the route.
Features - NCAA
I have no idea what I'm supposed to do with recruiting and I think its shallower than what people think but its something different. The Campus Legend mode is also a good addition. I just don't like it that much. (Just a personal thing). I've already stated my hatred for APF options and custimization features.
Winner - Can't go wrong with both.
More fun - Right now its APF. We'll see what happens in a week or two.
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- Nozzleman_216
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Actually, I found that to be an interesting and informative post. Has the fanboy blood in the water gotten so thick that the two games can't even appear in the same post??SEMINOLE wrote:This is the NCAA impressions thread, just leave all the APF comments out of it. They are both different games so WHY even compare them?

And as I see it, comparing different games is a lot more instrucitve than comparing one game to itself LOL
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"Ok I'm an elitist, but I have a healthy respect for people who don't measure up." --Aaron Sorkin
It's not like APF is a tennis game and NCAA is a football game. I think it's totally valid to compare two *football* games that were released at essentially the same time! Right now my impressions of NCAA are totally influenced by the things that APF does well or where NCAA shines. It's not like I am playing each game in a vaccum.
- Danimal
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I have to assume you mean the CPU controlled defenders and if that is the case i will agree. But and its a big But, if you want to actually play defense it is NCAA and there is no contest.JRod wrote:Defense - APF
I like pursuit football. EA's football is still about amazing one man tackles in the open field. In APF I will find that I can break some tackles only to have 5 guys on top of me. But if you call the wrong play and its one on one, you HAVE to make a play or its a TD.
I don't know how anyone can control a MLB or DB in APF. There is NO responsiveness to the controls and i find myself just watching the plays on defense and if the guy I am controlling happens to be involved in the play then I might take over. If the ball is in the air, I don't even attempt to control the guy.
It is really killing some of the enjoyment of a fun game.
Last edited by Danimal on Sat Jul 21, 2007 1:43 pm, edited 1 time in total.
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That's my biggest problem by far with NCAA 08 right now. Just now I was playing a game where Derrick Williams had the inside position on a curl pattern with the DB 5 yards off of him to the outside. I threw the pass and it was *WAY* offline to the right and went straight to the DB who broke on the ball and picked it off. I have no trouble with errant passes. I have no problem with throwing picks when I deserve it. But if you don't give me control of the pass, when I throw to an open man and it's time to program a bad pass make it a two hopper sometimes...or harmlessly to the left...or way over someone's head...or give the WR the ability to "play DB back" to break up the pass.JRod wrote:CBs that don't have position but can jump the route
My second biggest problem is fumbles. I am still struggling to find the balance between using moves and covering up. This is one area I think where the "other" football game shines. I find myself a lot more involved using stiff arms and other special moves without the fear of fumbling 4 times a game.
I've still yet to see a challenged non-fumble call. And once when they did overturn a fumble I really got screwed. I was on D and it was 3rd and 7. The CPU picked up 2 yeard and lost a fumble. The play was overturned which I could live with but they gave the CPU offense a first down.
- jondiehl
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Same here. I got both from Gamefly on Thursday and I've found myself playing much more NCAA because of the defense.Danimal wrote:I don't know how anyone can control a MLB or DB in APF. There is NO responsiveness to the controls and i find myself just watching the plays on defense and if the guy I am controlling happens to be involved in the play then I might take over. If the ball is in the air, I don't even attempt to control the guy.
It is really killing some of the enjoyment of a fun game.
It just a little too herky/jerky on defense in APF for me.
BTW, to follow up from my previous post, I gave the CPU Jayhawks a rematch on AA/default this time (5 min again) and it was a much much better game, resulting in a 24-20 victory by the Tigers thanks to a long 13-play 4th quarter TD drive by Chase Daniels with two 3rd down conversions and one 4th down conversion.
Got the FK name's rosters loaded up on there too, that makes all the difference in the world. Much more fun to see the real names and have the announcers call them by name.
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I have seen one, in the first very game I played. The CPU was stopped short of the goal line, but the challenged overturned the spot and gave the CPU a TD.Leebo33 wrote:I've still yet to see a challenged non-fumble call. And once when they did overturn a fumble I really got screwed. I was on D and it was 3rd and 7. The CPU picked up 2 yeard and lost a fumble. The play was overturned which I could live with but they gave the CPU offense a first down.
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