NCAA Football 07
Review by l3g3ndary
"What hath EA wrought?"
Next in the line of the NCAA series, EA finally added new features such as the circus catch and a revamped Campus Legend mode to appease the hungry fans of the franchise.
Graphical Improvements
Now you can FINALLY see wear and tear on your uniforms (even if it is only limited to pre-rendered grass stains), not to mention the shiny luster the old uniforms had is gone. Also, the tackling is improved so it doesn't look like your character falls over at the merest tap of your opponent. Mainly, now it looks like your fighting for extra yards. There really isn't much more beyond that, but hey, baby steps, right?
Improvements to Game Mechanics
Fans have been screaming for years for EA to implement the pass-lead sensi--um, I mean "Precision Passing" system from Madden into NCAA. Well, they finally heeded those calls. No longer will you rush the QB, only to have him throw a perfect spiral off of his back foot or have him on the dead run and throw just fine across his body like he was pushing a shopping cart. Of course, this applies to you, but still...
Passing from the pocket is more natural and is actually helpful in various situations, as opposed to years past where if you stayed in the pocket for more than 2 seconds you'd be sacked or picked off, forcing you to run parallel with your receiver.
They also added a new feature, Circus Catches. You can't really controol when it happens, but it sure is cool when it does.
While we're on the subject of passing, I might mention that the Defensive Backs can defend passes now. It isn't quite the level of defense of Madden DBs, but frankly I don't want them to be. Madden DBs are notorious for being way too overpowered. This opens up a whole new dimension of the game previously unexplored; the deep ball. You could do it before, but frankly it felt too cheap because, well, the DBs couldn't defend at all.
A new mechanic has been added to the game; Jumping the Snap. Basically, you press A right as the ball is snapped and you can get a jump on the linemen. Very helpful, and perfectly regulated to keep it from feeling like you can instantly get behind a guard or tackle with it.
There's more; the kicking game has been revamped. Remember being frustrated with the CPU always making kicks and you screwing up the timing half the time? No? Well, you'll like it anywyas. Now, instead of the kicking meter (per se), you flick the Right Thumbstick down to start the power meter, than flick it back up to stop the meter. Be careful, though, because if you don't flick it up at the right angle you'll end up flubbing the kick. Although, screwing up a kick is alot harder to do on a PAT, now, at least.
The running game has been tweaked so that smaller backs need to bounce outside to run and bigger backs need to run up the gut. It's better, just play and see.
This is the part where I introduce the biggest improvement; Momentum. You know it exists, the game knows it exists, but, um, it doesn't matter. Until now. Now, when you make plays (and keep others from making plays by...um, making plays) you'll receive Momentum, which is basically fuel to the Big Play fire. Notice how I said fuel; even if you have a full Momentum meter (which is cleverly placed behind your team name up on the little bar up at the top of the screen), it isn't a guarantee that every long bomb or throw into traffic is going to swing your way. Infact, you might just give your opponent Momentum by allowing him to stop you. It's alot better than last year where if you had Impact Players, you give it to them when they flash (though Impact Players are back, and yes you do generally still want to give the ball to them when they flash. They can do a few more things than the normal player). Basically, now everyone can make a momentous play. I knew you had it in you, little guy!
Other Little Tack-Ons
Eh, they added a Spring Game to Dynasty where you let your backups get some reps and choose your Impact Players for the up-and-coming year. The scoring and gameplay is different, so it's a nice change-of-pace.
Other than that, not much...wait, what's this Campus Legend mode? *select* Oh, it's just like Race for the Heisman, except it's...fun. You can do more stuff now, mainly worry about your grades (comes with Tutor and Test!), improve your stats outside of Practice, and try to improve your Campus Popularity. The goal is not jsut to win the Heisman, but now to get into your school's Hall of Fame.
It starts off with you choosing your Stats, i.e. Name, Position, Height, Weight, etc. Then you do some mini-games (based on your position), after which you get stat points to apply to your character. Yup, no more stereotypes! Even better, the mini-games are way more fun than the lame "Position Drill" from last year. It isn't ll fun and games, though. Fail to do well and revel in the sucktasticness that is a 68 OVR character. But hey, if you score enough points on the drills you can be a 5 Star-Caliber prospect and actually start off with a pretty good character (and get into a nice school like USC or Tennessee). No, I didn't mean to rhyme.
At the end of the year, you can change positions (and break more records at new position!) and be named an Impact Player and/or Team Captain and/or whatever. Really, whatever.
Rent or Buy?
Buy! Buy! Buy!
Rating: 9/10
Reviewer's Score: 9/10, Originally Posted: 07/24/06
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