this mechanic can rip you out of the reality of the
game by giving you an upperhand, you can use it to great
benefit once you begin to recognize the pitches with
has retained the feel of previous MVP games and involves
more hands on control than other baseball games. You'll
need to choose a pitch as well as its location, then
stop one meter for effectiveness and another for accuracy.
With this much control over pitching, you'll marvel
at how sweet it is to strike out someone and know
that it was your skills that accomplished it.
has also been upgraded to take advantage of the R
analog stick. In previous baseball games of the past,
throwing to the bases required a simply face button
press to the corresponding base. Since most controller
face buttons are mapped in a diamond shape, it made
sense to represent the bases in this manner. Fielding
in NCAA MVP 06 therefore is the games weakest point
due to this unfortunately for a couple of reasons.
The first is that analog sticks can be quite touchy
in terms of a precise directional command. For example
pressing 'left' might register left/up which in this
game causes you to blow your throw. EA also thought
it would be a good idea to allow a power up zone to
register onscreen before you release your throw. While
this increases the gameplay factor, it tends to lose
a little something in actual execution. Secondly,
since this is a college league the AI has been created
to play a less than stellar game in comparison to
the pros. So expect your throws to miss more than
often than they did in MVP 05. I'm not knocking the
game for what it is; it's great that there is a forced
reality here which makes the players make more rookie
mistakes than the major leagues, but after awhile
you want these guys to learn how to catch a simple
throw. Is that too much to ask? In any event, I discovered
a plethora of sliders to manipulate 'backstage' which
will have positive effects on your players abilities
given that you can adjust their accuracy, speed et
al. You can also alter the configuration and return
to button mapped fielding if you desire.
actual college players will be disappointed that their
likenesses haven't been captured for the game, spending
time in the robust Create A Player zone should remedy
the situation quickly. I don't imagine it would take
anyone too long to create a decent representation
of themselves, given that EA has been finetuning this
feature for years now. Ballparks can also be created
and while this mode isn't as detailed as what you
would have found in an official MLB licensed product,
it should definitely do the trick. Since I'm not familiar
with college parks, I can't tell you what level of
accuracy you'll be able to achieve but I'm sure it
will be satisfactory. Of course the game will also
allow you to create your own team as well. This will
all come into play in Dynasty Mode.
Dynasty Mode is exactly what the doctor ordered for
purists, although a quick game can be started at anytime,
offline or online. The key to NCAA's Dynasty Mode
is recruitment. During a season you'll be given a
list of the top high school players. From here you'll
have to decide whom to go after. You'll have to get
into the minute details of shmoozing with these players
by sending out letters, emails, visits and phonecalls.
The more your team wins throughout the season, the
more impact this will have on your ability to recruit.
As well, wins and losses will play out favorably or
negatively with recruitees depending on your scorecard.
Frequent challenges will arise during a season that
if you succeed will net you some cool extras such
as new gear. This feature has been trimmed considerably
when compared to last years game, but it's still an
area that players will appreciate nonetheless.