Chris Chester

EA Sports’ releases for the Xbox 360 have, to date, been an incredibly mixed bag. Madden’s first entry on the console was a rushed disappointment, but the franchise was redeemed to a certain degree with this year’s release. NBA Live was another atrocious first run, and is still limping along behind the 2K series. NHL 07 absolutely exploded onto the console, greatly exceeding most hockey fans’ expectations in terms of depth and fun. So with March Madness appearing for the first time, it was far from clear how the game would perform. NBA Live certainly didn’t provide a clear precedent, but I’ve always felt the college game had a bit of an advantage, and this is reflected in NCAA March Madness 07’s marginal improvement over the Live formula.

The biggest draw that college basketball has always had over the pros is the enthusiasm and intensity demonstrated by its fans and the players on the court. These aren’t millionaire hot shots just showing up for another day at work for whoever will sign their paycheck; the college game is about energy and heart. To this end, EA has really tried to emulate the college experience. The stands are jam-packed with people wearing the home colors, the cheerleaders and mascots are doing crazy dances at either end of the court, and every big play is met with some intense reaction. When players hit big shots or make important plays, they react with passion. The game includes a composure bar which shows when a player is really starting to feel into the game. Fill it up far enough and you can pump up the crowd and your teammates, or get in your opponent’s face for some demoralizing trash talk. When things are going well, the game really starts to pop.

The shine doesn’t last forever however, and as you play more the game begins to show a lot of flaws. March Madness is laughably easy on the default difficulty settings, and turns into a scoring-fest when another player picks up the other controller. The game sports a nice lockdown feature, where you can square up to the player and make it difficult for them to make a play, but the defensive AI leaves holes aplenty, so there’s rarely any problem with just shuffling the ball around until an opening appears in the paint. There’s a handy feature where you can call plays on the fly with the D-Pad, but its effectiveness on defense is muted quite a bit by the fact that defensive fouls are almost an inevitability, to the point where they’re called when no actual contact is made between players. It’s discouraging, and really puts a damper on the multiplayer component.

There are other nagging flaws that, while not quite as pronounced, are still a nuisance. For example, the game doesn’t appear to have any discernible physics system. The ball teleports, clips through players, and moves sideways in very jarring and unsettling ways. Playing as a big guy in the paint isn’t terribly much fun, because rebounds seem to be as much a consequence of luck as anything else. And while I am probably one of few that actually gets a kick out of Dick Vitale, the commentary is dreadfully repetitive, and often functions completely independently of the game. It just reinforces the notion that the game was sloppily put together.

March Madness features the usual array of gameplay modes, from tournaments, to simple multiplayer over Xbox Live, to a fairly run of the mill Dynasty mode. While the role-playing and team-building facets of the Dynasty mode are actually pretty interesting, it’s a bit disappointing that they didn’t include the actual team schedules for the current season. As a consequence, there isn’t much emphasis put on big rivalries or key games. The EA games have also really suffered for a lack of stat tracking in across their franchise modes, and March Madness is no different. There’s very little reward for improving players through the careers – quite the opposite in fact. You can lose player early to the NBA draft, just like in real life. Not that it matters of course, because individual player performance really has little to do with team success, inaccurate as that may be relative to the real game.

EA should seriously reconsider scrapping this game like they did with the NHL and Madden series and build it from the ground up again. The flaws that March Madness suffers from are just too thoroughly ingrained in the core of the game that I can’t really seem the series getting any better with just a new can of paint. It’s definitely not a terrible game, but it’s never going to rise to the level of some of EA’s other sports titles unless it’s put under the microscope and seriously reexamined. I wouldn’t hold my breath for it at this point. With 2K Sports already putting out a better college hoops game several months ago, March Madness is nothing really but an afterthought.

Overall Score: 71%

Bionicle Heroes

December 17, 2006

Product tie-ins, and brand spin-offs are nothing new in the world of games. Everybody from the Seven-Up Spot to the creepy Burger King has had their due in some form. The tastefulness they display while communicating their brand message usually goes a long way towards delivering a satisfying gameplay experience. If the player feels like he’s being beaten over the head with an extra value meal, chances are he’s going to view the game for the advertisement that it is and discard it. On the other hand, if the branding exists merely as the base from which the rest of the game is designed, there’s a potential for success there. Lego games have traditionally enjoyed the good fortune of falling into that second category; utilizing the unique heritage those little blocks have had in rearing generations of young boys. Bionicle Heroes is careful to tow this line, and it gives the game an edge over other, similar offerings. For those unfamiliar, Bionicles are a series of gun-toting humanoid robots that have helped underscore Lego’s effort to woo the hearts and wallets of young boys (and men, let’s be honest here). Bionicle Heroes puts the player on an island where he is tasked with blasting his way through six levels of block-busting madness to recover six elemental masks from the evil Paraka, and get back the Mask of Light. The narrative itself leaves quite a bit to be desired, especially considering none of the game’s characters are capable of speech, but it sets the stage reasonably well for the action that’s to follow.

The game is basically composed of six separate zones, aligned with a specific element and accessible via a system of portals very reminiscent of Crash Bandicoot. Within each zone there are four sub-levels, each of which follows a familiar pattern leading to a fight against that zone’s evil Paraka. To get through each level, you have to collect a certain number of Lego pieces to put you into a A

Tom Clancy

December 5, 2006

Splinter Cell has really differentiated itself from the other games on the Tom Clancy label by being designed for and excelling the most at delivering a truly console-oriented experience. While people can and likely will continue debate the merits of console shooters as opposed to their PC cousins, it’s hard to strictly deny their heritage. Splinter Cell, by way of comparison, has always been a game that’s felt like it was designed to be played with a controller in hand. It’s done well enough on the PC since its inception, but it never gained nearly the response it did when it first appeared as a marquee title on the Xbox.

Double Agent is a departure in some ways for the Splinter Cell series, though less so than it may have originally appeared. The basic premise of the story is that Sam’ daughter, his only tie to the A

NBA Live 07

October 18, 2006

NBA Live 06 for the Xbox 360 was one of the games that suffered most glaringly from the drive to rush to meet launch lineup deadlines. As with Madden and a few other games, the next-gen version of Live fell glaringly short of gamers’ expectations. Though the game certainly looked like they had put some care into the graphics, the gameplay options were positively gutted, leaving some console owners wondering whether they wouldn’t be better off buying the more complete version for the original Xbox. EA took great strides and put considerable care into fleshing out this year’s next-gen version of Madden, but I’m sad to report that, though it appears they at least put in an effort, they didn’t succeed on the same level with NBA Live. It still doesn’t feel like a complete and polished final product, and is likely to disappoint.

At the very least, EA went back and filled in all the gameplay modes and intricate nuances that really flesh out the basketball experience. NBA Live 07’s Dynasty mode puts you in the shoes of an NBA GM, making you responsible for a whole slew of off the court activities that you can engage in at your leisure. You can do everything from tweak the practice routines of your players, to scout and recruit players for the following years’ NBA draft, and monitor your players’ health levels to ensure that they’re playing as well as they can. Truthfully, I have a hard time seeing anybody but the most dedicated hoops fans getting into these sorts of things, but it’s precisely the attention to detail and fleshing out of small gameplay bits that was missing from last year’s version, and it’s nice to know it’s there.

The controls in-game have finally been fleshed out as well, with the addition of the pseudo-gimmicky A

NHL 2K7

October 14, 2006

2K Games has long held a place in the hearts of hardcore gamers as the preeminent sports developer. Seen as the only really serious alternative to the EA juggernaut, gamers flock to 2K releases in droves, even when there’s not much new or different on the table. For the last generation, this dichotomy, where EA gobbled up the mainstream market and 2K cornered the hardcore market, was extremely healthy for the industry. Both companies were forced to push the most out of their respective franchises, and each ended up with healthy chunks of the market.

Over the last year or two, however, EA has grown increasingly aggressive with the sports market. The opening salvo, of course, was EA’s acquisition of exclusive rights to use the NFL trademarks, which has granted them dominance in the football market. With this year’s NHL 07 wowing just about everyone, it looks like their next stop is hockey, where 2K had remained the market leader for years. NHL 07 exceeded most peoples’ expectations for a next-generation hockey game, so how did NHL 2K7 fare this year?

Appearances have not deceived: NHL 2K7 has largely failed to mirror the big steps forward for the sport that NHL 07 hinges on. The gameplay feels like just another incremental upgrade, perhaps better suited to the last generation of consoles. 2K has failed to act on the complaints that their game is too arcade-y, and bares little resemblance to the sport its meant to portray. Even more than last year, scoring in NHL 2K7 is heavily reliant on the use of the one-timer, a maneuver that’s seldom executed with any success in the real world. Last year’s version had something of a problem where goalies were fairly easy to beat on breakaways, but that problem has been over-corrected to the point where it’s nigh impossible to put one between the pipes, even with an ace like Washington’s Ovechkin.

To 2K’s credit, the defensive end of the game actually benefits from being fast and furious, especially in comparison to NHL 07. The hitting in 2K7 is frequent and brutal, and above all extremely fun. Defensemen, particular those of the enforcer persuasion, are absolutely critical members of any team. Their ability to negate even the craftiest star players makes for a far more balanced game of hockey, especially when you’re up against human opponents. Still, big hits are only one aspect of the game, and arguably less important to a player’s sense of accomplishment than a rewarding way to score goals.

Another thing lagging in the 2K experience is the graphics. EA really went above and beyond the call of duty when developing NHL 07 this year; it’s easily one of the best looking games available for the 360 today. 2K opted instead to incrementally improve on the engine that they ported from the Xbox. Last year, this approach sufficed, if for no other reason than there was a complete lack of competition. But this year, 2K7 really is showing signs of age. While the framerate is consistently fast, a component vital to a good sports experience, the nuances of the graphics are pretty horrible. The models that are supposed to be accurate representations of players and coaches look instead like thick leather skins hung on bare skeletons. When the camera pans to the bench, the coach looks absolutely frightening with sunken, detached eyes and texture-less skin. It doesn’t look good.

At the very least, the presentation is suitable. Apparently the developers over at 2K wanted to make games more cinematic this year. The biggest change is the addition of a new low-level default camera angle. It helps you follow the on-ice action much more ably than the traditional A