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NFL QB Club 2002
Features
Gameplay The game's lack of a franchise mode is hardly its biggest issue, though. The core gameplay of NFL QB Club 2002 just feels sloppy in comparison to the tight experience offered up by Madden NFL 2002. Football software often delivers two types of control: simulation and arcade. Usually arcade just feels a lot faster and most of what goes on seems less plausible, whereas simulation tends to feel slower and, of course, more realistic. QB Club 2002 is somewhere in between the two, but is overall more weighted towards an arcade feel. You'll be able to take sharp turns, spin in quick 360s, and a number of other moves that aren't really affected by momentum and real-world physics. However, there's something about it all that just doesn't seem to come together well. With a full NFL license and team statistics weighted by the real-world teams, you can't help but want a more true-to-life experience. As a "football simulation with arcade controls", QB Club 2002 isn't all that bad. With the ball you can do stiff arms, spins and jukes, but they seem to be a lot less effective than just using your skills with the control stick (such as old-school jukes where you actually move the player and not have a button do it for you). The control is very responsive and you'll rarely be put into a situation where you'll feel that the onscreen player did something that you didn't want him to do. However, even if you end up liking the control mechanics, the way the game plays out just feels flimsy. The advanced defensive play calling is one of the features Acclaim had been touting, as you can pick the formation of the coverage and the play, the overall calling setup is a bit clumsy. You are only able to see one play on offense and defense at a time, so regardless of the fact that you can see the names of three plays, you can only see an illustration of one of them. Once you learn your play book it's not so bad, but it does little to make calling efficient or even intuitive. Furthermore, the difference in offensive plays isn't particularly noticeable from team to team, which takes away from the idea of choosing certain teams. NFL Quarterback Club 2002's biggest advantage is its exclusive right to use the real NFL QB Club license. This is the only game on the market to feature the Quarterback Challenge, which is a bit like a training mode or set of mini-games. It features all four real events: Speed and Mobility, Accuracy Event, Long Distance Throw, and Read and Recognition. The mode can be pretty entertaining when played with some of your friends and even alone. However, the entertainment value it offers up is certainly not enough to warrant the purchase of the game. The QB Challenge should have been something that put NFL Quarterback Club 2002 ahead of the competition, but without a good on-field experience to compliment it, it pales in comparison to a game like Madden 2002. Graphics Animations, though motion captured, are equally choppy. Nothing flows seamlessly, and even though a few of the animations flow somewhat smoothly, it's only momentary as they don't lead well into the next animation. As well, due to the increased speed of the game, many of the animations lose any fluidity they might have had. Again, compared to Madden NFL 2002 there can be little debate which features better animations. The visuals aren't all bad, though. The developers have scanned the faces of more than 350 starting NFL players and most of them accurately depict their real-life counterparts. There are also a lot of nice little touches like blinking eyes, emotion shown by the players through their facial expressions, cool footprints that will fade away in the snow, and helmets that will get knocked off. Overall, it's acceptable, but if you've experienced EA's Madden 2002, expect to be very let down. Videophiles won't have the availability of a progressive scan or 16:9 mode either. Sound As far as the sound effects are concerned, it's quite reminiscent of what you'd hear in an old Madden game on the 16-bit systems. The crunches and hits have a very arcade-ish smack sound to them and the general football noises aren't something that one would describe as being realistic. The crowd noises are, again, standard with what you'd expect from a football game. Nothing obnoxiously bad, but nothing really special that makes it stand out or improve upon this area in comparison to past games.
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