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GC

North America

NFL Quarterback Club 2002

by Billy Berghammer - February 3, 2002, 12:46 am EST

3.5

Acclaim Sports returns to the gridiron once again. If you’re going to pick up this game, visit the beer guy at least 486593563945 times before you play. It may help the game look and play better.

The Quarterback Club series has been around for a while and it’s had its downs and ups…well mostly downs. Graphically with the N64, it was superior, but its gameplay was generally lacking, and the early games had single-play-win strategies. Now it’s GameCube time, and Acclaim has brought QBC back to the huddle in the form of NFL QB Club 2002. Unfortunately, it’s not any better than its N64 predecessors.

NFL QB Club’s gameplay could easily be summed up as being clumsy. The running game is the best part of the offense. Following your blocks and breaking through lines is easy if you keep your eyes peeled for openings. Yet, it may be too easy. The passing game is very frustrating. Your outs will run their routes, but getting them to catch the ball is the big problem. If your receiver has a defensive player or two covering him, due to issues with collision detection, they could get pushed out of the way of the ball. Some may call that a program error, but a referee would call that pass interference. Unfortunately the latter doesn’t happen. Say you’re down by 3 points, have the ball, and there’s less than two minutes left on the clock. Obviously you’ll try to throw deep and close to the sidelines. Here’s a problem. For some reason when you catch the ball and get tackled out of bounds, the clock doesn’t always stop. You’ll be forced many times to use your timeouts when the clock should already be stopped. Very frustrating when you are under a 2-minute situation and you need to utilize all of the time remaining on the clock.

Visually QB Club has to be the least impressive of all GameCube games. The in-game graphics are horrid. There’s plenty of slowdown from the second the ball is kicked off until the end of the game. Animations are extremely choppy, but do actually convey what they are supposed to. Framerate bounces from 10 to 15 frames per second, to maybe 20-25 frames per second. If there’s a lot of action going on the screen, expect plenty of stutter. The TV camera-style replays in the game also have plenty of graphical flaws...players disappearing and reappearing, collision issues, even players going through each other. I don’t understand how these types of things can survive the testing process.

The play-by-play announcers are pretty good, but don’t say a whole lot. Due to the fact that there is little talking, synching to what’s happening on the field isn’t too difficult. The crowd is boring, and lackluster. You’d think you’re hometown crowd would be very loud and excited. Just static, dull cheering. Even inside domes it’s not any louder.

One of the exclusive additions to QB Club is the Quarterback Challenge mode. This is a four event series that happens every year around the Pro-Bowl in Hawaii. The different events are Speed and Mobility, Accuracy Event, Long Distance Throw, and Read and Recognition.. It’s an interesting addition, and fun with some friends, but the difficulty of the targeting events may frustrate you. It’s almost like the cannon shooting in Pilotwings for the N64: lots of trial and error. Personally, I didn’t really have the patience for it, and its fun wore off after just a few plays.

I have played most of the QBC titles for the N64, and every year the series falls short. It’s frustrating to me why Quarterback Club keeps coming out, yet each new one sees no major improvement over its predecessors. Obviously this game was rushed, and could have benefited with a couple months of additional work. Acclaim Sports has released their first two titles very prematurely. If Acclaim decides to release another Quarterback Club title on the GameCube, they’ve got a lot of work to do to make it a contender.

Score

Graphics Sound Control Gameplay Lastability Final
3 3 5 4 4 3.5
Graphics
3

Poor animation. Frame rate is not only jerky in the game, but the intro movie even stutters. Players barely look like their counterparts. Pixelization on a GameCube game? What? Yeah, it boggles my mind too. The camera post-play is atrocious. Pop-up, disappearing and reappearing players. The crowd animation? Tim and Jim Cardboard and 5 of his relatives.

Sound
3

A monotonous and unexcited crowd with very little commentary is QBC’s aural backdrop. Don’t expect to be blown away by anything.

Control
5

Control is mediocre. It’s not as responsive as I’d like, and feels a little loose. One touch passing will be easy for beginners to pick up, yet it’s nothing special.

Gameplay
4

Shoddy AI. If the weather conditions are bad, it’s way too easy to force a fumble or an interception.

Lastability
4

No extra history teams, or anything like an all-QBC team or anything like that. You can’t choose a team to play in the Playoff mode; they are all predetermined. The Quarterback Challenge mode may be fun a couple of times, but its frustration factor with the target-passing could make you throw in the towel early. Multiplayer is decent, but your friends won’t want to play this game.

Final
3.5

With all the flaws that NFL QB Club 2002 has, it’s very hard to recommend this game to anyone. If Brett Favre were to play this game, he’d ask you to pass him the painkillers. Be happy, buy Madden.

Summary

Pros
  • Commentary is decent
  • Control scheme is easy to pick up
Cons
  • Ho-hum gameplay
  • Plenty of poor graphical issues
  • You'll wish you were playing "The other GameCube football game"
Review Page 2: Conclusion

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Genre Sports
Developer Acclaim
Players1 - 4

Worldwide Releases

na: NFL Quarterback Club 2002
Release Dec 14, 2001
PublisherAcclaim
RatingEveryone
jpn: NFL Quarterback Club 2002
Release TBA
PublisherAcclaim
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