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NCAA Football 09 Postmortem

It is the perfect time to revisit EA Sports' NCAA Football 09 and discuss the game in postmortem fashion. NCAA 09 did a lot of things right both on and off the field. I wanted to focus specifically on what 09 brought to the table this season, and how these features held up over the course of the 2008 college season. I know there are many of you out there still playing the game -- and many who will not agree with what I have to say -- but as of this week, I feel it is important to at least "officially" end our NCAA Football 09 discussion, and begin our NCAA Football 10 discussions.

Plus, it is always fun to take a look back at a title nearly seven months after release because, at this point, most people can speak more calmly about a title that is not so fresh in their minds. Is the honeymoon officially over? How did NCAA 09 withstand the test of time?


NCAA performed as good as Florida this year - there was a bump or two, but it was largely rather good.

Graphics/Presentation

Graphically, NCAA Football 09 was beautiful. The game was finally able to nail the look of the college athlete, and subtle details such as flak jackets, the corporate logo on visors, back bars and the different helmet options added a lot visually. The fields also looked great with EA's touted grass-rendering engine showing some unique differences at certain venues (Oregon, Boise State, The Coliseum). The authentic stadiums also looked great, and had enough small details to keep even the most rabid fans happy -- assuming, of course, their stadium made it into the game. Even the sidelines were a visual upgrade over NCAA 08, and had enough detail to create a sideline that was at least passable.

Visually, the only real sore spot would have to be the crowd graphics. It was yet another year of blocky, PS1-style fans and crowd interactions. This really is not that big of a deal considering how much the crowd actually plays into a game of NCAA 09, but after seeing some great looking crowds in games such as NHL 09 and NBA 2K9, this aspect certainly stands out more than ever.

From a presentation standpoint, NCAA 09 turned in yet another weak (or should I say, Notre Dame-like) performance. For the third straight year on next-gen consoles, gamers had to live without any type of pregame Gameday festivities, bowl patches, special bowl presentation, highlight shows of any type, pride stickers that actually equate to on-field performance, and many of the other small nuances that fans of the franchise took for granted during the last generation.

Gamers also did not witness any further integration of the ESPN license in NCAA 09 -- other than the ESPN Radio updates and ESPN Motion capabilities within a separate menu.

Retrospective Review Score for Graphics/Presentation: B

 


The graphics were certainly a step up in NCAA Football 09.

Gameplay

Here is a category that caused some of the biggest forum uproar of 2008. Before NCAA 09 even released, there was a firestorm of criticism about the game's higher than average CPU completion percentage, broken gameplay sliders, broken special teams coverage, and a lack of CPU/human pass rush.

Eventually, two patches (one and two) were released that helped address some issues on defense, fixed special teams coverage, and fixed the sliders. However, there was never an official confirmation from EA that the patches corrected the high completion percentages and lack of a pass rush. Some gamers reported the problems had been fixed, while others reported never seeing a difference between pre- and post-patch gameplay.

My personal experience with the gameplay was very positive. I did have issues with the CPU completion percentage when I first purchased the game, but I slowly began to learn how to combat this by tricking the programming. Early on, it seemed that if you played a man-to-man defense you were able to magically start shutting down the CPU's pass game, no matter what play the A.I. ran. I also had a difficult time generating any type of pressure on the CPU pre-patch. While both of these issues were frustrating early on, I still did enjoy the wide-open gameplay and college football pacing. Once the second patch was released, however, the gameplay really hit a high for me.

I was one of the gamers who felt the patch did fix zone coverage enough to lower the CPU completion percentage. In other words, the patch made my players engage in better coverage. This in turn, allowed me to generate more pressure on the CPU QB, and I began seeing myself get 3-5 sacks per game with powerhouses like USC and Florida, and 1-2 sacks per game with weaker schools like Purdue and Baylor. To me these were realistic enough numbers, especially when you consider the fact that you really do not see that many sacks in your average NCAA game -- now imagine a real NCAA game where only five minute quarters are played.

NCAA 09 was the first NCAA game since NCAA 04 that really made me pay attention to defense post-patch. I found that I really had to mix my coverages up this season, pay attention to offensive adjustments, and even hot route my defensive players to combat mismatches recognized at the line. Completion percentages could still be high, depending on the strength of your defense as a whole. Nevertheless, when I look at Tim Tebow, Colt McCoy, Sam Bradford, Grahm Herrill and even Nate Davis's completion percentages this season, NCAA did not produce passing percentages that were as unrealistic as a number of gamers have complained about.

 


The gameplay had some drawbacks but was largely good.

All of the defensive strategies mentioned above are techniques I never had to employ before, because it seemed like the past four iterations in the series have allowed you to play lazy defense (i.e. you pick a play and your CPU teammates do all the work for you). Post-patch defense was really a lot of fun to play, and it was extremely rewarding to sack a QB or make a big play all because of an adjustment you made at the line. There are still times when I will run into an impenetrable CPU-controlled offensive line, but this happens perhaps 1-2 plays per game to me now post-patch, as opposed to all game pre-patch.

On the offensive side of the ball, NCAA played great. New left-stick juke movements made a world of difference, allowing you to effectively hit your holes in the ground game and evade tacklers in the open field. Offense was a lot of fun this year and more wide open than in past years. Some people really liked this, myself included, but some despised this change. Personally, I felt the game conveyed the offensive-style of college football better than it had during the past few years. After observing this year's 2008 college football season, I could not help but think that NCAA 09's offense nailed college offenses spot on.

The NCAA in real life is becoming more of a wide-open league offensively, and I think NCAA 09 did a great job of conveying that sense of explosive offense. Face it people, NCAA 09 allowed you to set your offense up as a Florida/Texas Tech spread attack, a USC pro-style rushing/aerial attack, or even as an Alabama pound-the-rock-on-the-ground attack. You could run the style of offense that best suited your play style in NCAA 09, and there was no better feeling in Dynasty mode than recruiting kids that would fit into your style of offense.

The main downside of NCAA 09's offense was that once your team's offense was rated an A- or higher, you could pick apart pretty much any team not rated an A on defense. However, this is hardly a game-breaker, as it would be like not rooting for Florida or USC because their offenses are too efficient. I know gamers want a challenge, but there just comes a certain time when you build a monster of a program. You cannot be upset if you are dominant at that point; you just have to move on to a weaker school.

The gameplay of NCAA 09 took a ton of heat, and is still being scrutinized by many gamers out there. To me, this criticism is widely unwarranted, especially after the second patch. As I said before, NCAA 09 is the type of game where you need to adjust strategy manually, and cannot just rely on your CPU teammates to make every big play for you. I realize many in the sim and 2K camps are going to have a field day with this statement, but I feel NCAA 09's gameplay was the pinnacle of the series. It is not perfect, but it is the best we have seen so far.

Retrospective Review Score for Gameplay: A

 


The pinnacle of awesomeness in college football.

Online Options

NCAA 09 gave us one of the greatest online modes in sports-gaming history: Online Dynasty mode. Not only could you compete in a full-fledged dynasty with your buddies online, but the game allowed the CPU to take full control over teams that were not user controlled. This was a first for online leagues on consoles, and drastically extended the replay factor within the mode. Another first for console online leagues was the fact that everything that could be done in an offline dynasty could be done in an online dynasty.

Until NCAA 09, it seemed like an online league feature would always have a set of limitations that differentiated online from offline franchises (no trades, no stat tracking, and so forth).

Online Dynasty is incredibly addictive, and it is one of the best online features we have ever seen.

Outside of the Online Dynasty mode, NCAA 09 offered us the first mostly lag-free online versus mode I have ever experienced in the series. Gaming with a buddy across the country was no different than if he/she was sitting in the same room as you -- this was a huge plus in my eyes as recent years have been a test of patience due to lag. The addition of the "Online Game of the Week" lobby was also a huge winner in my book, as it kept the weekly matchups fresh, and kept me coming back weekly to create my own history.

Retrospective Review Score for Online Options: A+

 


There is something to be said about the Online Options in NCAA - some of the best out there.

Feature Set

The final aspect of NCAA 09 I wanted to touch on was the feature set. NCAA 09 included one of the more robust feature sets that we have seen in the series. We were given a nice set of mini-games, a full-featured four year Campus Legend mode, a silly Mascot Game option and your run of the mill Practice modes.

The mini-games and mascot challenge are time wasters. They are not revolutionary, but I am not going to complain that they were added. Now, if you told me that the reason NCAA 09 was missing bowl patches was because of these modes being included, I would have a beef with the game. Assuming that is not the case, I am cool with the modes being in the game, and give Tiburon some credit for giving us more game, vs less game as has been the norm the past few years.

Campus Legend mode is not necessarily the strongest feature in the game, but it was solid enough to keep you busy for at least a little bit. The A.I. of your teammates was awful, and the mode got repetitive quick, but at least the mode was included for those who are big fans of the "Be a Pro" formula. I will not complain too much about a feature that works relatively well and provides entertainment for some.

Overall, I was pretty impressed with the feature set in NCAA 09. It added to the overall package of the game, and extended replay value for more casual players.

Retrospective Review Score for Feature Set: B+

 


Next year, hopefully NCAA Football 10 performs better than the Big 12 South in Bowls.


NCAA 09 has provided me with hours upon hours of gameplay over the last seven months. As a big fan of the series who had been letdown by NCAA 07 and NCAA 08, this year's game made me believe that the franchise is once again headed back towards its last-generation greatness. NCAA 09 was not perfect and needs some work -- many would say more work than I think it needs -- but at the very least, NCAA Football 09 was finally a reinvention of the franchise for the current-gen consoles.

The Christian McLeod Postmortem Review Score for NCAA Football 09: A-


NCAA Football 09 Videos
Member Comments
# 1 fistofrage @ 01/13/09 12:20 PM
Quote:
Originally Posted by MMChrisS
It is the perfect time to revisit EA Sports' NCAA Football 09 and discuss the game in postmortem fashion. NCAA 09 did a lot of things right both on and off the field. I wanted to focus specifically on what 09 brought to the table this season, and how these features held up over the course of the 2008 college season. I know there are many of you out there still playing the game -- and many who will not agree with what I have to say -- but as of this week, I feel it is important to at least "officially" end our NCAA Football 09 discussion, and begin our NCAA Football 10 discussions.

Plus, it is always fun to take a look back at a title nearly seven months after release because, at this point, most people can speak more calmly about a title that is not so fresh in their minds. Is the honeymoon officially over? How did NCAA 09 withstand the test of time?

Read More - NCAA Football 09 Postmortem
Speed Kills, thats all I can say about the 2009 version. Nothing else mattered. Take a team of 2* speedy recruits and you'll easily have a national title. Doesn't matter if they are rated D- in every category but speed. You could even line up 5 punters as your O-line. As long as you had speed at the skill positions, you win. period.
 
# 2 jkra0512 @ 01/13/09 01:13 PM
I have to agree with you fists. In my online dynasty with my friend, I let him be Miami while I picked Wake Forest. I recruited a WR who was a 2-star but had a 4.20 40-yard dash. I put him in the slot and I could rack up 200-yard games with him on a whim. I hardly threw to my outside WRs because I knew I could give this guy a crossing a route, complete it, and outrun the defense.

From then on I recruited speed only, RBs, CBs, WRs, QBs, all were recruited for their speed regardless of their ratings in other categories. I was winning NCs left and right....just didn't seem right, but I got to brag because I beat him in the ACC Championship Game every season.
 
# 3 Bumble14 @ 01/13/09 03:01 PM
Quote:
Originally Posted by jkra0512
I have to agree with you fists. In my online dynasty with my friend, I let him be Miami while I picked Wake Forest. I recruited a WR who was a 2-star but had a 4.20 40-yard dash. I put him in the slot and I could rack up 200-yard games with him on a whim. I hardly threw to my outside WRs because I knew I could give this guy a crossing a route, complete it, and outrun the defense.

From then on I recruited speed only, RBs, CBs, WRs, QBs, all were recruited for their speed regardless of their ratings in other categories. I was winning NCs left and right....just didn't seem right, but I got to brag because I beat him in the ACC Championship Game every season.

I agree with you guys that speed was a major emphasis in this game-but not as drastic as Fists is trying to make it out to be.

To play devil's advocate here- aren't the fastest teams the best teams in real life as well? You can't teach speed, but you can pretty much teach everything else in football. Look at your National Champion as a prime example.
 
# 4 desertdevil88 @ 01/13/09 03:07 PM
I think the real issue was the lack of disparity in the other skills. For example, a LB with good speed and marginal tackling/coverage was far better than one with marginal speed and good tackling/coverage. What's the difference between C+ catching and D+ catching for a CB? One, two drops a season? It really simplified the recruiting process in a negative way.
 
# 5 fistofrage @ 01/13/09 03:26 PM
Quote:
Originally Posted by Bumble14
I agree with you guys that speed was a major emphasis in this game-but not as drastic as Fists is trying to make it out to be.

To play devil's advocate here- aren't the fastest teams the best teams in real life as well? You can't teach speed, but you can pretty much teach everything else in football. Look at your National Champion as a prime example.
My point is no other stat matters besides speed. And there is an overabundance of offensive skill speed guys. Many of them ranked 2 & 3*'s. I don't mind having a few elite burners in the game. How many Percy Harvin's are there in the NCAA? But make them 5* prospects so everyone recruits them.

But it is WAAAAAAAAAAYYYYYYY too easy to recruit 2 & 3* 99 speed guys that just blow the defense out of the water.

And if you are citing the national champions, yes they have speed on offense, but look at the final score too, a good defense can keep them in check. I could recruit just 2* speed and beat Florida on the toughest Heisman sliders, probably even roll the scoreboard.
 
# 6 Trini G1aDiaToR @ 01/13/09 03:34 PM
Quote:
Originally Posted by Bumble14
I agree with you guys that speed was a major emphasis in this game-but not as drastic as Fists is trying to make it out to be.

To play devil's advocate here- aren't the fastest teams the best teams in real life as well? You can't teach speed, but you can pretty much teach everything else in football. Look at your National Champion as a prime example.
You mean Utah right? This years true National Champion!
 
# 7 stoncold32 @ 01/13/09 04:17 PM
This game was dead to me by October.

The demo was better than the retail version.
 
# 8 youALREADYknow @ 01/13/09 04:25 PM
NCAA 2009:

The game with 20 irrelevant player ratings, broken gameplay sliders, broken BCS formula logic, stumbling defenders, terrible kick coverage, boom or bust passing offense, no CPU deep passing, warping players, superjumping defenders, and a plethora of online dynasty bugs.

Oh yea, and the addition of a great mode in Online Dynasty.

Online Dynasty will be the only positive memory from NCAA 09.
 
# 9 sportyguyfl31 @ 01/13/09 05:00 PM
I have no clue what game this guy was playing.

This game was an abomination in every way, and a slap in the face to anyone who really loves the game of football
 
# 10 Bumble14 @ 01/13/09 05:40 PM
Quote:
Originally Posted by sportyguyfl31
I have no clue what game this guy was playing.

This game was an abomination in every way, and a slap in the face to anyone who really loves the game of football
Really?

Don't you think this is a little overly dramatic?
 
# 11 mercalnd @ 01/13/09 05:53 PM
Quote:
This in turn, allowed me to generate more pressure on the CPU QB, and I began seeing myself get 3-5 sacks per game with powerhouses like USC and Florida, and 1-2 sacks per game with weaker schools like Purdue and Baylor. To me these were realistic enough numbers, especially when you consider the fact that you really do not see that many sacks in your average NCAA game
Yet another person who assumes pass rush only means sacks. While it's realistic to get 3-5 sacks in a game with a great defense, if the opposing QB has all day to throw on the 25 to 35 other passing attempts in that game then there is still a major pass rush problem. A good pass rush has a major impact in the game that is not necessarily visible by looking at the stats. It forces quicker throws, bad decisions, shorter passes, etc. You may have been getting a realistic number of sacks but I highly doubt you got a realistic pass rush.
 
# 12 rudyjuly2 @ 01/13/09 05:55 PM
I agree that NCAA 09 was pretty darn good and that many people over exagerrated the problems with the game. However, the biggest problem I had with the game was the horrible cpu rushing game. It was just too weak on every difficulty level and the sliders were so watered down that it was impossible to fix.

The cpu running game has traditionally been garbage on default levels but I had always been able to tweak it to something realistic until this year. That problem alone caused me to stop playing the game in December. Pick up games are still fun but I'll enjoy playing basketball and baseball games for the most part until the next release.
 
# 13 TrevJo @ 01/13/09 06:54 PM
I only bought this game for Online Dynasty. While waiting for the right people to come along with an OD to join, I played some Campus Legend. It was pretty fun. I joined the OD and experienced major issues with online play. Turned out to be an issue with my cable modem dropping packets for a few seconds at a time at an average interval of about 15 minutes. Still frustrating though that what wasn't bad enough to kick me off Xbox Live was bad enough to kick me off the EA servers. And, there was no option in Online Dynasty games for the other user to invite me back in. So season 1 of Online Dynasty was ruined by connection problems. Season 2 was pretty good, and then in the offseason we ran into the Online Dynasty Players Leaving glitch. Right now we are all pretty pissed off.

Online Dynasty was a brilliant idea. Along with the revamped recruiting from NCAA 08, those are the only two features EA has added that made the game better. And they almost pulled it off. However leaving in a major clitch like the players leaving thing on online dynasty ruined that. They need to stop trying to add so many features and do a better job of perfecting the ones they have. But, everyone wants flashy new options in their game so it will never happen.
 
# 14 JAKEHB20 @ 01/13/09 08:03 PM
i absolutely love this game. yes there a few bugs and stuff but i havent played an ncaa this deep from launch day ever. Online dynastys are amazing. if you can find the right league with house rules and all that, its golden. I'll probably play this game until 2010 comes out.
 
# 15 JAYMO76 @ 01/14/09 12:19 AM
YOU GAVE PRESENTATION A B?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!? Are you kidding me? Hey I like NCAA 09 but a "B" for presentation?

DIRECT QUOTE:"From a presentation standpoint, NCAA 09 turned in yet another weak (or should I say, Notre Dame-like) performance. For the third straight year on next-gen consoles, gamers had to live without any type of pregame Gameday festivities, bowl patches, special bowl presentation, highlight shows of any type, pride stickers that actually equate to on-field performance, and many of the other small nuances that fans of the franchise took for granted during the last generation."

Does that caption above sound like a B to you?

Atmosphere in NCAA FOOTBALL 09 is a joke. Where is dynamic attendance? where is the pre-game? where are the cut scenes? where is the bowl game feel? The list is endless.
 
# 16 JAYMO76 @ 01/14/09 12:22 AM
163.2 PASSER RATING... that needs to be toned down. Oh by the way... that's not one game, that's the entire season!
 
# 17 youALREADYknow @ 01/14/09 12:32 AM
Just read the article... this made me laugh.

"Retrospective Review Score for Gameplay: A"

Great job undermining the legitimate complaints of the hundreds of people here in regards to the flimsy AI in this game.
 
# 18 stoncold32 @ 01/14/09 12:35 AM
Quote:
Originally Posted by rudyjuly2
I agree that NCAA 09 was pretty darn good and that many people over exagerrated the problems with the game. However, the biggest problem I had with the game was the horrible cpu rushing game. It was just too weak on every difficulty level and the sliders were so watered down that it was impossible to fix.

The cpu running game has traditionally been garbage on default levels but I had always been able to tweak it to something realistic until this year. That problem alone caused me to stop playing the game in December. Pick up games are still fun but I'll enjoy playing basketball and baseball games for the most part until the next release.
I gotta disagree dude. This game is borderline terrible if you've ever played the PS2/Xbox versions. You say the biggest problem is the CPU running game, but I think it's WAy more than that. What about the CPU never passing deep? I think I've counted a total of two pass plays where the ball traveled at least 30yds before the WR caught it....and both of those were in the same game.

-QB option/running is broken. I put in NCAA 2004 a couple months back and I had forgotten how good the QB's ran the option in that game. In '09, the QBs run like they are confused.

- Defense if just too slow. If a 80's speed TE get's a step on you, it's over, no matter who your DB is. Just put the controller down and get ready to go back on offense.
 
# 19 Rocky @ 01/14/09 10:59 AM
NCAA 2009 for the XBOX 360 featured the worst gameplay in the series....EVER

Yes.

EVER

Go back and play NCAA Football 2007 for the PS2 and you will see great gameplay crippled by terrible pursuit angles. That was the one flaw in otherwise a great game....and somehow NCAA 2009 for the 360 seemed to make them worse. And this is on top of a whole hosts of defensive problems.

The PS2 version is light years ahead of Next Gen in the gameplay department.
 
# 20 sportyguyfl31 @ 01/14/09 11:41 AM
somone else sid it earlier, the shining moment of the game is its visuals. It was artful.

Everything else just sucked on ice.

Pursuit angles, quicksand running when you tried to switch to a player to control yourself. Teams running qb keepers with clod footed pocketpassers, hitting 50+ yard FG with just about any kicker I want to...and on, and on, and on, and on.


This isnt just the worst NCAA football title ever, it is the second worst EA Football title on next gen, only beating Madden 06.
 

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