Football fans around the world can rejoice now that NFL Football
Pro 99 has made its way to store shelves. Or can they? It’s been a
few years since Sierra has given their acclaimed football series a
face lift, but this year’s edition boasts a number of new features
including a brand new 3D-arcade engine, 3D polygonal players
and stadium, complete financial model for team management and
a whole lot more. Unfortunately for the end user, the game was
clearly rushed out the door so we’re faced with a game with an
ungodly amount of bugs and other critters.
It’s a shame that Sierra Sports pushed to release this title so soon.
In past years, Front Page Sports Football Pro has been far and
away the best football simulation available on the market. Nobody
else comes close to giving a realistic feel for football both on and
off the field. Madden 99 pails in comparison as EA Sports
continues, year after year, to ignore any kind of league play,
focusing solely on arcade action. NFL Football Pro 99 had the
potential to become the ultimate football game available today,
instead we’re stuck with one of the biggest letdowns of the year
hoping that one day, out of the blue, a patch will be made
available that’ll make our mouths drool for football again.
NFL 99 features a brand new 3D-arcade engine including 3D
polygonal players and stadiums. In the past, Sierra hasn’t really
focused on the arcade aspect of football, preferring to create an all
around football experience. Football enthusiasts looking for great
arcade action are usually turned off by Sierra’s football series, but
this year promised to be different. Unfortunately we’re treated to
the same old song.
The graphics are really quite nice. At full detail, it even rivals
Madden 99. The stadiums are really well done and each one is
unique in it’s dimensions and atmosphere. The players themselves
aren’t that bad either. The main problem here is the system
requirements. As I read the box, I see that a Pentium 200 is the
minimum requirement and believe me when I say that’s the BARE
minimum. However, if you don’t own a Pentium 2-266 with a
second generation 3D card, I have a hard time recommending you
start playing this puppy. Luckily you can basically edit just about
every detail there is in the game, so there are several ways to
speed up the gameplay. Speaking of gameplay, I think the
Broncos are about to take on the Jets. Let’s watch this one shall
we?
It’s a sunny, Sunday afternoon as the Denver Broncos take to the
field to face the hometown New York Jets (that would be the team
I’m controlling) at the Meadowlands. The stadium is full to capacity
and we’re ready for kickoff. The Jets will be kicking to the Broncos
to start the first quarter. John Hall really wallops the ball, as the
Broncos field the kickoff at their 40 yard line? (This brings me to
the first bug. Your kicker can kick the ball at full strength, yet it
only travels 30 yards? A tad confusing, but let’s continue with the
game)
The Broncos have the ball at their own 45 yard line. John Elway
calls the play and steps up behind the center. "45 Blue, 32 Red,
Hut! Hut! Hut!". Elway drops back a few steps and hands the ball off
to Terrell Davis, one of the best running backs in the game. Davis
just stands there, clearly baffled by the Jets defense which has yet
to break the offensive line? (Bug #2 rears it’s ugly head.
Sometimes opposing running backs, upon receiving the hand
off/pitch, will just stand there and not move. At other times,
quarterbacks will drop to a knee on first down?!? My, my, Sierra
has some issues to work out)
It’s four and out for the Broncos, as they couldn’t muster a single
yard on offense in their first possession. They’re forced to punt the
ball to the Jets. The punt travels 45 yards and the Jets return the
punt and now have the ball on their own 30 yard line. Vinny
Testaverde calls a running play, up the middle, for Curtis Martin.
"Hut!" Vinny drops back and attempts to hand off the ball to Martin,
who misses the hand off completely? (Bug #3 rears it’s ugly head.
Running backs are prone to fumbling the ball. In some games I
fumbled the ball a half dozen times on hand offs alone!)
Second and 10 for the Jets who call a passing play. It’s a slant that
is intended for Keyshawn Johnson. For some reason, the Broncos
are baffled by the play calling because nobody lines up to cover
Keyshawn on the outside. Easy pickings as the snap is made and
Vinny drops back to make the pass to his receiver. Keyshawn is
completely open and will easily score a touchdown on this play,
but he drops the ball? (Bug #4 is upon us. Is that butter on the
receiver’s hands? Why do they drop so many passes? Even when
completely left open, receivers will drop 2 out of every 5 catchable
passes, leaving even the best QBs in the league with horrible pass
completion percentage. On another note, cornerbacks are horrible
at covering receivers, especially tackling them after they’ve caught
the ball).
"That’s okay!" says the Jets coach. The hurry up offense is
employed as the Broncos seem unorganized on defense. Vinny
calls the same play for Keyshawn and for the second time in a
row, the all-pro receiver is left completely open. The pass is
completed this time, but the free safety has a bead on Johnson
and will easily make the tackle. Keyshawn uses a burst of speed
though followed by another, and another, and another. My
goodness, all of a sudden he’s 20 yards ahead of the pack?
(Keyshawn is fast, but not that fast, so here’s critter #1. Why is
there a SPEED/EXPLODE button in football? Ok, I suppose running
backs need to explode through the line of scrimmage when
running the ball, but if you’re going to incorporate a speed button,
you MUST make sure the opposing players use it too. Here, they
don’t. With speed button in hand, you should easily be able to
muster up 100 yards on the ground before half-time comes up,
even if you’re controlling the Chicago Bears)
And so the Jets take a 7-0 lead. I’ll spare you from hearing the rest
of the game as I’d like to keep this review under 100 pages. The
score ended up 40-7 for the Jets in case you were wondering. Was
there a point to all this babbling? Hopefully you came to the
conclusion that this game has a bug around every corner. The
gameplay is really an emotional roller coaster. There are some
great features and some horrible bugs/critters in there too. Here’s
a run-down of what else I found that I can remember:
Positives:
Nice play-calling interface
Great passing system. No more selecting receivers, just press
the button for the one you want. They are all pre-assigned with a
button according to primary/secondary/etc. receivers
Finally, defense that defends the pass rush
Loads of camera angles
Negatives:
Your blitzes work 90% of the time.
Speed button?
Receivers drop too many passes
Kickers can’t kick properly
AI of opposing team is laughable.
Referees are as bad as in real life. Don’t they call anything?!?
There’s so much more!!!!
Ok, but what about the team management options? I wish I could
fill you in, but simulating a season takes forever! Every game is
played out in full. Sierra has eliminated the FAST SIM mode and
therefore you literally have to wait an hour for the league to
advance ONE WEEK! Completely unacceptable not to mention the
fact that the stats are completely unrealistic. The Philadelphia
Eagle can finish 10-6 while the Vikings finish 5-11? I do want to
mention though that the number of features in the team
management area is outstanding. You basically have full control
over every single aspect of your football team. You can be
responsible for putting together a financial model for your team.
You can be responsible for signing free agents, drafting future
players, trading, signing current players to extensions, changing
your current roster, creating new plays for your team, and more!
It’s the most complete football simulation out there… but it’s buggy
as can be. You can literally rip any team off by trading them draft
picks for some of their best players. Injuries are also a problem. A
pulled hamstring can result in your player missing an entire year?
Don’t be pulling an Isaac Bruce on me now.
Before I put an end to this review, I do want to mention two more
areas. The sound in the game is average. The crowd effects are
nice as are the on field effects. They can also be adjusted if you
don’t like them. The play by play is done by Howard Davis, the
voice of the NFL on CBS radio. Unfortunately, he doesn’t
seem to know much about football. All he can say is "catch made by
number 12, who gets tackled by number 56". Excuse me sir, those
players have names. Please don’t refer to Brett Favre as a
number. I know it might be a little much to ask, but EA Sports puts
together an excellent play by play commentary using real names, I
think Sierra Sports should follow suit.
Finally, NFL Football Pro 99 does feature multiplayer options. I did
manage to play a couple of games but the results were much the
same. The game is very choppy on low end systems and
connections, and the result is once again, a dissapointment. I
suppose you don’t have to actually play the games, but rather just
concentrate on the league options. Until those bugs are cleared
out though, I think you’ll find you won’t be playing much
multiplayer with anybody on or off the field.
I could literally go on and on about NFL Football Pro 99. There is
so much potential, and at the same time, so much disaster. I am a
huge fan of Sierra’s football series (formerly known as FPS
Football) and I’ll eagerly await a patch or next year’s edition as
always. It never let me down in the past, but this year’s edition did
just that. It’s for that reason that I can’t recommend this game to
anybody out there, including die hard football fans. Sierra Sports
says that a patch is on the way, but I don’t know how soon that’ll
be, there’s so many bugs and critters in this year’s edition. It’s
unfortunate that they rushed this title out, it could have been the
pigskin of the year, but instead it’s a wound that needs some
serious healing.