Post by BSUBroncofan on May 15, 2004 10:58:59 GMT -5
This post is from someone who went to E3:
Day 3 -
Gonna go simple with info for the day 3 report as we're both beat down here in Los Angeles. Believe it or not, this E3 stuff drains ya! Even today, the shortest day, we stood for 6 hours either playing or waiting for the game, and damn, the feet are sore and I don't think either Stephenson or myself has had more than 4 hours of sleep in a night since we've been here.
So anyway, today I'm gonna do sort of a blow by blow of what i looked at with NCAA on day 3, minus any attempt at sentence structure.
New Uniform Additions
-The game has all the helmets from Madden - Regular, Adams, and Schutt helmets with the typical facemasks. Then the Revolution with what appear to be the same options as in Madden.
-Orange Visors
-Thin and medium-width arm bands
-Armpad (thick white thing on forearm), Half Sleeves (white, black, TC) and tabed wrist/hand for the "wrist" selection in equipment.
Roster Information
-Rosters are fully editable, and I do mean fully. You can now edit both 1A, 1AA, and also historical rosters for accuracy, including names (of course).
-When viewing rosters, a likeness of the player will appear in the upper right hand corner with his correct equipment. Takes a second to load, but very cool. also, a bar graph of his "composure" rating is right below the likeness.
Dynasty Mode
The Ps2 version of the game was just as far along as the Xbox version, however the Xbox version was quicker with simulation at this point in time (not a finished product) and me and a couple of other guys simulated through a season in dynasty mode. Learned a lot, and a lot of it was very encouraging. I wasn't able to get an answer from the guys of whether or not the Xbox stuff might be different than what the Ps2 version will have; they haven't been different in the past, but I'm not making any statement guaranteeing what will be in any game on the final build, just noting what I saw.
-Simulations of games show a complete overview immediately afterwards. You can see the scoring summary as well as stats - it appears that if you go past that game you can't see it again, but it's great that you can see it right after the game.
-Each week during the schedule you can view that week's schedule by conference - very helpful for us dynasty fanatics that like to do a quick overview of the conference our team is in, so you don't have to go through the entire schedule scouring for teams in your conference. They're right there.
-All types of players get Heisman votes. I saw a QB and WR right near the top of the Heisman rankings, although Marion Barber III won the Heisman in the year we simulated. Very nice. Win the Heisman with a QB, who woulda thunk it??!
-Noticed "discipline points" - To be honest I have no idea what this is, I had 120 of them and nobody on my team was in trouble; I have a feeling that during years in which you are having to discipline your players, you have to stay within that certain amount of discipline which you are allotted. (I really don't know how this works yet!).
-New Trophies - In the simulation my team won the Holiday Bowl, and I got a Holiday Bowl Trophy which I'm pretty sure wasn't in the game last year (please correct me if I'm wrong) It looked good, and I'm pretty sure there are other new ones.
-BUDGET - Now, the first item on the offseason agenda rather than players leaving is called "budget." Basically, you get to set your budget for the offseason to come (and possibly the following year in terms of "discipline." When you open Budget, you simply have to allocate a certain percentage of your budget to 1) recruiting, 2) training, and 3) discipline. The percentages start at like 33, 33, and 34 percent and you can subtract to the ones you feel you can go lighter on, and add to what you need to go heavy on. pretty cool. Adds a little more depth.
-Players leaving - When you view the players that are leaving, you see whether they are graduating, or going pro, or (assumedly) transferring. Again, we know that transfers are now in the game, I didn't see one with my own eyes. This is a nice addition - Now you know who's gonna be in the draft export. (somebody asked if draft exports to Madden were still in, lol - they are).
-Position change - After players leaving and recruiting, you come to a point in the offseason called "position change." This is where you can assign an athlete that you recruited to a position, and it lets you see their OVR rating at each position, helping you to decide his best place on the field. NICE!
-Recruiting - Recruiting looks pretty similar to last year, but has a couple of key additions. One, GPA (at least in the build I saw) was no longer there - instead it was a letter grade for field awareness. (I'm thinking that maybe it was necessary to remove this in order to put the other features like grade problems in the game? don't know). Now, instead of the head coach, head coach call, etc. system, you can allocate point by point, in 1 point incremements. Still 15 points for an in-state recruit maxed out. In addition to actually recruiting a player, for one point you can scout him (get a comment or two) for one point each time you scout. It looked like you can only scout a player once, or once per week (I shoulda double checked, so shoot me). Since I was going through the offseason at breakneck speed before the people waiting for the machine choked me to death, I wasn't able to get a feel for whether or not recruiting is more difficult than before.
Day 3 -
Gonna go simple with info for the day 3 report as we're both beat down here in Los Angeles. Believe it or not, this E3 stuff drains ya! Even today, the shortest day, we stood for 6 hours either playing or waiting for the game, and damn, the feet are sore and I don't think either Stephenson or myself has had more than 4 hours of sleep in a night since we've been here.
So anyway, today I'm gonna do sort of a blow by blow of what i looked at with NCAA on day 3, minus any attempt at sentence structure.
New Uniform Additions
-The game has all the helmets from Madden - Regular, Adams, and Schutt helmets with the typical facemasks. Then the Revolution with what appear to be the same options as in Madden.
-Orange Visors
-Thin and medium-width arm bands
-Armpad (thick white thing on forearm), Half Sleeves (white, black, TC) and tabed wrist/hand for the "wrist" selection in equipment.
Roster Information
-Rosters are fully editable, and I do mean fully. You can now edit both 1A, 1AA, and also historical rosters for accuracy, including names (of course).
-When viewing rosters, a likeness of the player will appear in the upper right hand corner with his correct equipment. Takes a second to load, but very cool. also, a bar graph of his "composure" rating is right below the likeness.
Dynasty Mode
The Ps2 version of the game was just as far along as the Xbox version, however the Xbox version was quicker with simulation at this point in time (not a finished product) and me and a couple of other guys simulated through a season in dynasty mode. Learned a lot, and a lot of it was very encouraging. I wasn't able to get an answer from the guys of whether or not the Xbox stuff might be different than what the Ps2 version will have; they haven't been different in the past, but I'm not making any statement guaranteeing what will be in any game on the final build, just noting what I saw.
-Simulations of games show a complete overview immediately afterwards. You can see the scoring summary as well as stats - it appears that if you go past that game you can't see it again, but it's great that you can see it right after the game.
-Each week during the schedule you can view that week's schedule by conference - very helpful for us dynasty fanatics that like to do a quick overview of the conference our team is in, so you don't have to go through the entire schedule scouring for teams in your conference. They're right there.
-All types of players get Heisman votes. I saw a QB and WR right near the top of the Heisman rankings, although Marion Barber III won the Heisman in the year we simulated. Very nice. Win the Heisman with a QB, who woulda thunk it??!
-Noticed "discipline points" - To be honest I have no idea what this is, I had 120 of them and nobody on my team was in trouble; I have a feeling that during years in which you are having to discipline your players, you have to stay within that certain amount of discipline which you are allotted. (I really don't know how this works yet!).
-New Trophies - In the simulation my team won the Holiday Bowl, and I got a Holiday Bowl Trophy which I'm pretty sure wasn't in the game last year (please correct me if I'm wrong) It looked good, and I'm pretty sure there are other new ones.
-BUDGET - Now, the first item on the offseason agenda rather than players leaving is called "budget." Basically, you get to set your budget for the offseason to come (and possibly the following year in terms of "discipline." When you open Budget, you simply have to allocate a certain percentage of your budget to 1) recruiting, 2) training, and 3) discipline. The percentages start at like 33, 33, and 34 percent and you can subtract to the ones you feel you can go lighter on, and add to what you need to go heavy on. pretty cool. Adds a little more depth.
-Players leaving - When you view the players that are leaving, you see whether they are graduating, or going pro, or (assumedly) transferring. Again, we know that transfers are now in the game, I didn't see one with my own eyes. This is a nice addition - Now you know who's gonna be in the draft export. (somebody asked if draft exports to Madden were still in, lol - they are).
-Position change - After players leaving and recruiting, you come to a point in the offseason called "position change." This is where you can assign an athlete that you recruited to a position, and it lets you see their OVR rating at each position, helping you to decide his best place on the field. NICE!
-Recruiting - Recruiting looks pretty similar to last year, but has a couple of key additions. One, GPA (at least in the build I saw) was no longer there - instead it was a letter grade for field awareness. (I'm thinking that maybe it was necessary to remove this in order to put the other features like grade problems in the game? don't know). Now, instead of the head coach, head coach call, etc. system, you can allocate point by point, in 1 point incremements. Still 15 points for an in-state recruit maxed out. In addition to actually recruiting a player, for one point you can scout him (get a comment or two) for one point each time you scout. It looked like you can only scout a player once, or once per week (I shoulda double checked, so shoot me). Since I was going through the offseason at breakneck speed before the people waiting for the machine choked me to death, I wasn't able to get a feel for whether or not recruiting is more difficult than before.