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NCAA Football 14 Review

Graphics:
7.2
Gameplay:
7.6
Sound:
7.3
Control:
7.5
Replay Value:
8.0
Online Gameplay:
8.0
Overall Rating:
7.5
Publisher:
EA Sports
Developer:
EA Tiburon
Number Of Players:
1-4
Genre:
Sports
Release Date:
July 9, 2013


It’s easy to say that sports games have grown stale and tired. After all, this generation of consoles has dragged on longer than any previous generation, and we probably need more power for virtual sports to take another step. Furthermore, enhanced technological capability has resulted in the soaring popularity of other genres. I wouldn’t be surprised if big publishers like EA weren’t allocating quite as many resources to the development of new sports titles as they used to. Either way, though, NCAA Football 14 is another example of “more of the same.”

That’s not necessarily a bad thing, though, as this series has enjoyed a high level of quality over the years. And if you were satisfied with last year’s iteration, you’ll probably be satisfied with this year’s. The graphics haven’t changed much, unfortunately, as I’m still a little disappointed in the character models and the sharpness of the background visuals. The animations are pretty slick, though, and one of the common flaws in virtual football graphics – clipping, when so many players collide – isn’t too terrible. I’m just not seeing much of a significant year-over-year improvement, you know? Kind of a letdown.

Same goes for the sound, which remains solid and even outstanding in some respects, but doesn’t quite excel. The commentary isn’t bad, the clash of very large individuals on the field is sharp and effective, and there’s a diverse, fitting soundtrack. There are times when the commentators get tripped up by the plays on the field, especially if you’re moving along too quickly. There’s a slight balancing issue as well, and I don’t recall this issue from last year’s effort. If one was to succinctly evaluate the audio in NCAA Football 14 , it would be accurate to say: “Yeah, it sounds like football.” But it wouldn’t be said with much excitement.

It may be unfair of me to use the phrase “more of the same.” In truth, EA Tiburon did try to implement a few new features, and they also tweaked the physics a little. However, the latter can be said of any new sports installment from EA, and those new features aren’t exactly game-changers. They are appreciated on some level, though. Being a fan of meticulous micromanagement and role-playing games, I was surprised and encouraged to see the inclusion of RPG elements. Yes, it seems like even the sports world is starting to incorporate a level of depth and complexity formerly exclusive to the role-playing genre.

However, that depth isn’t pronounced. For instance, the coach now earns experience points based on your performance. So, scoring a TD or snagging an interception will allow his progress bar to rise; once you “level up,” you’ll be able to unlock new abilities on a very RPG-like skill tree. At first, I was ecstatic. The possibilities are limitless, especially if you apply that same principle to the individual players, and if you build on the concept. I anticipated seeing more experience in classic rival games, or the actual inherent ability of players increasing due to significant playing time. But EA Tiburon just doesn’t go far enough.

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