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Lee Corso's impact felt far beyond 'College GameDay' audience
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Lee Corso’s impact felt far beyond ‘College GameDay’ audience

by admin August 28, 2025


  • Ryan McGeeAug 28, 2025, 07:00 AM ET

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    • Senior writer for ESPN The Magazine and ESPN.com
    • 2-time Sports Emmy winner
    • 2010, 2014 NMPA Writer of the Year

“Appreciate you, young man.”

With all due respect to “Not so fast, my friend,” those aren’t the words that first come to my mind when I think of Lee Corso, who will be making his final “College GameDay” appearance Saturday at Ohio State. Instead, it’s that first sentence. Because those are the first words I ever heard from Coach. Well, the first I heard in person.

By the time he said that to me, on Saturday, Oct. 1, 1994, I had already heard him say so many words, but always through a television speaker. I had been watching him on ESPN for seven years. When “College GameDay” debuted Sept. 5, 1987, I was a high school student living in a college-football-crazed house in Greenville, South Carolina. My father was an ACC football official, and my role at the house was to get up Saturday mornings and make sure the VCR was rolling on Dad’s game that day so he could break down the film when we got home from church on Sunday.

Then, what to my wondering eyes did appear but a new ESPN studio show, previewing all of the day’s college football games, including wherever Pops might be with his whistle. It was called “College GameDay,” and that night in the same studio, the crew was back with highlights of all those games. It was hosted by Tim Brando, whom we knew from “SportsCenter,” with analysis provided by human college football computer Beano Cook and … wait … was that the guy who used to coach at Indiana? The last time we saw him, wasn’t he coaching the Orlando Renegades to a 5-13 record during the dying days of the USFL?

ESPN Illustration

Brando tells the story of Corso’s ESPN audition, how the then-52-year-old looked at his would-be broadcast partner and said, “Sweetheart, I’m here for the duration. This show is going to be the trigger for your career and my career. I’m going to be the Dick Vitale of college football. Football doesn’t have one. And this show is going to be my vehicle.”

That vehicle shifted into drive and stayed there, even as “College GameDay” remained parked in Bristol, Connecticut. Eventually, Brando moved on and wunderkind Chris Fowler took over as host. They were joined by former running back Craig James, who was nicknamed the “Pony Patriot” because of his college tenure at SMU and his NFL stint in New England. But that’s not what Coach called him. He addressed James as “Mustang Breath.”

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That was the formative years “GameDay” lineup I consumed so hungrily during my college days in Knoxville, Tennessee. My roommates and I rose groggily on Saturday mornings to see whether Corso picked our Vols to win that day before stumbling out the dorm doors to grab a cheeseburger and head to the Neyland Stadium student section. If he said Tennessee was going to win, we declared him a genius. If he said the Vols were going to lose, we would scream, “What the hell do you know?! You only lasted one year at Northern Illinois!” That night, pizza in hand, we would watch him on the scoreboard show and again shout at the television. It was either “Spot on, Coach!” or “Hey, Coach, not so fast, my friend!”

Those were the autumns of the early 1990s. Just as Coach had predicted, “College GameDay” had indeed been a trigger. And he indeed was becoming the face of the sport he loved so much. At home, we could feel that love because we recognized it. We loved college football, too. Whether Corso picked your team or not, his passion for the sport was indisputable. That created a connection. Like seeing the same friends every Saturday, the ones whose season tickets have always been next to yours. Or the tailgater who has always parked in the spot next to you, offering up a beer and a rack of ribs. Or the guy you happen to meet as you are both bellied up to a sports bar on Saturday to watch college football games. All of them.

ESPN Illustration

In a business full of phony, Lee Corso has always been the genuine article. And in a world full of awful, Lee Corso has always been fun. All at once so irresistibly relatable but also larger than life.

So, now, imagine my through-the-looking-glass moment of that first time I heard him speak to me directly. That October Saturday in 1994. I was an entry-level ESPN production assistant, barely one year out from those dorm days at Tennessee. I was also barely five years from bowls of cereal back in our Greenville family room, labeling a VHS tape for my father while watching Corso break down what he thought might happen in Dad’s game.

“Appreciate you, young man.”

My assignment that day was to cut and script a highlight of my alma mater as the Vols hosted No. 19 Washington State. The headliner play was a long touchdown run by wideout Nilo Silvan on a reverse pitch from some kid named Peyton Manning. But the quiet play that really handed the Vols the upset was a fourth-down conversion early in the fourth quarter, when a 1-yard Manning run earned the first down by barely an inch, all while still in Tennessee territory. That set up a field goal that ended up sealing the 10-9 win.

Back then, every ESPN highlight was produced in a converted basement room crammed with tape machines and filled with the noise of 20-somethings like me, scrambling in and out of the edit rooms that lined what we called “screening.” When you were done piecing together your one-minute tape and scribbling out a handwritten script, you ran out of that edit room and down the hallway to the tape room and TV studio to deliver it all.

ESPN Illustration

As we were about to pop my Tennessee-Wazzu tape for the delivery dash, the door to our edit suite opened. It was Lee Corso. Without us knowing it, he had been watching through the window to see what plays we had included in our highlight. Without saying a word, he pointed at my script — called a “shot sheet” — and motioned for me to hand it to him. He read it, flipped it around so it was facing me and used his finger to tap the box describing that decidedly nonsexy fourth-quarter fourth-down conversion.

“Appreciate you, young man.”

Then he continued.

“I came down here to make sure you had this play in there. That was the play of the game. If we hadn’t had that play in this highlight for me to talk about, then I would have looked like a dummy. And I don’t need any help in that department, do I?”

He squeezed the shoulders of my editor, the guy at the wheel of the machinery.

“I appreciate you, too.”

ESPN Illustration

Then he walked out into the furious racket of screening and shouted through the aroma cloud of sweat and pizza, “How we doing, troops!”

Someone shouted back, “How was Nebraska, Coach?” A reminder that this was the first year that “College GameDay” had hit the road. They went out once in 1993, to Notre Dame, as a test. It went well, so they were headed out six times in 1994. Just two weeks earlier, they had gone to Lincoln, the show’s third-ever road trip.

He replied: “Lot of corn and big corn-fed dudes!”

Another shout: “You excited about going to Florida State-Miami next week, Coach?”

“Let’s hope it goes better than when I played there!” A reminder that the Florida State defensive back they called the “Sunshine Scooter,” who held the FSU record for career interceptions (14) for decades, was a career 0-2 against the Hurricanes in Miami.

Before Coach scooted back down the hall to the studio, he said it again. This time to the entire room of kids desperately trying to find their way in the TV sports business.

“I appreciate y’all!”

ESPN Illustration

That was more than three decades ago. And whenever I recall that story, it is echoed back to me by every single person who was in that screening room with me back in the day. And the people who first went out on the road with “College GameDay” in the mid-1990s. And the people who are out there with the show today.

In so many cases, it’s the same people. Jim Gaiero, the current producer of “GameDay,” was also down in screening back in the day. The group that produced the incredible “Not So Fast, My Friend” ESPN documentary was led by a handful of Emmy Award-winning feature producers who also were down in the pit, and also were recipients of so many “appreciate you”s.

It is impossible to measure the impact of someone like Corso, the face of his sport, taking those moments to encourage, to mentor, and to, yes, coach. That’s not common. But neither is he.

On the morning of the 2024 Rose Bowl, the College Football Playoff semifinal between Alabama and Michigan, I was sitting with Coach just before he headed out to the “GameDay” set. I shared with him that story from 1994 and told him how much it had always meant to me. He replied: “Winning games is great. But any real coach will tell you that isn’t the best part of the job. It’s watching those that you coached up as kids, seeing them grow into adults, have great jobs and raise great families. That’s why you do it.”

ESPN Illustration

Lee Corso spends every Saturday surrounded by those he has coached. And that’s why it has been and will be so hard to say goodbye. It’s why there was never an icicle’s chance in Phoenix that Corso was going to be off the show after he suffered a stroke. It’s why he was still part of the show in 2020, when COVID-19 had him stuck at home in Florida as the rest of the crew was back on the road. It’s why he has been on the show ever since it was born, even as it has grown from a few guys in a studio to a few dozen fans behind the stage on the road to the rock concert circus caravan that it is today. Exactly what Coach believed it could be when he showed up for that first audition 38 years ago.

Love. That’s why.

You see it in the eyes of those who work on the show. The way they look out for him. The way they still hang on every word he says. We all see it very publicly when we watch Kirk Herbstreit. It’s hard to remember when we see the current Herbie, the father-of-four statesman of the sport, but when he first joined “College GameDay” in 1996, he had just turned 27, less than four years out of Ohio State. When Kirk posts those early Saturday morning videos of Coach sharing a story or Coach pulling a prank or Coach cracking himself up as he tries to figure out how to navigate an overly complicated escalator, we all feel that. Just as we have felt that since the first countdown to the first “College GameDay” on Sept. 5, 1987.

Not so fast? It has gone by too fast. But what a friend.

Appreciate you, Coach.



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August 28, 2025 0 comments
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The obnoxious villains of Borderlands 3, pictured here being obnoxious
Product Reviews

Borderlands 3 ‘sometimes felt like parody’ of itself, say writers, but 4 aims to fix that: ‘If I tried to put a meme in the game, he would come to my house with a baseball bat’

by admin August 26, 2025



Borderlands 3’s story is… interesting. As someone who has played most of Gearbox’s loot’em shoot’ems, I agree with the general consensus that 3’s story is kinda the worst. Mind, I’ve never hopped into Pandora’s (or its associated moons’) deep narrative—but after hours of outdated memes, when a certain character sacrificed themselves to Beyonce’s “This Girl Is On Fire”, I straight-up laughed. Which is generally not a good sign.

Per a recent interview with IGN, that’s something the Borderlands 4 team is keen to fix: “I think that we had [our] own internal critiques about the tone and the level of humor present in Borderlands 3,” says narrative director Sam Winkler.

“[It’s] something that we already were starting to address in the DLCs for Borderlands 3, but we wanted to really make that a central point of Borderlands 4,” which Winkler explains involved a lot of self-reflection and question-asking: “‘Where is this? What does it mean? Why are we doing this next big, monolithic game with a 4 in its title?’ … ‘How are we also going to evolve the storytelling, the humor, and the characters, and what we want to do with them?’”


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Lead writer Taylor Clark puts it a little more bluntly: “When I was talking to Sam, the grounded tone was a priority. Grounding the humor in the world, he made it very clear that if I tried to put a meme in the game, he would come to my house with a baseball bat.”

Winkler’s quick to state, however, that he’s not “anti-meme”, and that “there’s a specific meme in this game, and I feel justified putting it in because I accidentally created it.” He plays it coy, but I’m almost 100% certain it’s Zanzibart, a stone-cold and accurate roast of FromSoftware’s storytelling, undercut by the fact he’d recently written, uh, Borderlands 3.

In fairness to Winkler, he later confirmed that “I WILL consume the Charnel Amulet in the Cathedral of the Dusk Knight to unlock the secret door into Zanzibart’s tomb so I can read the flavour text on his mouldering deathmask that says ‘… am I remembered?’ and then spend an hour on his Wiki Page”, so it was all in good fun. Anyway.

Lin Joyce, managing director of narrative properties, adds that the team is regularly “gut check”-ing itself: “‘Is this as funny to the characters and their lived experience as it is to the player? Can we do both?’ That situational comedy and context helped us also keep the tone grounded, and the comedy then has purpose.”

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Overall, Winkler talks as though he wants to strike a balance—goofy and whacky circumstances that sometimes produce jokes, with characters that take the situation seriously. He makes a comparison to Star Trek: Lower Decks: “[That show] works really well—it just won a Hugo Award—because it takes its characters seriously. It takes its circumstances seriously.

“It’s a project that is clearly made out of love for Star Trek and the characters in the story, rather than some sort of parody of it. I think that on Borderlands 3, in our worst hours, it sometimes felt like parody, and that is where we edged into a red line.” Winkler adds that the team intends to “balance both humor, levity, and authentic character storytelling that takes itself seriously.”

I’m tentatively hopeful. Again, I don’t need Borderlands 4 to win awards, but while I had a stupid amount of fun zipping around as movespeed Zane in BL3, the story nearly spoiled it all. But I’ve seen evidence that Gearbox has been cleaning up its act. The DLCs were downright fine, and while BL4’s character trailers haven’t been mind-blowing, they’ve left me genuinely curious as to whether ol’ Gearbox can pull it off. Also apparently Claptrap will make you cry or something. I’ll believe it when I see it.

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August 26, 2025 0 comments
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At Gamescom, it felt like the industry now has a plan: make games quicker | Opinion
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At Gamescom, it felt like the industry now has a plan: make games quicker | Opinion

by admin August 22, 2025


Up in the enormous halls of the northern half of Koelnmesse, the crowds are still being wowed by glitzy stands and demos of the latest games, not least the long-awaited Hollow Knight: Silksong.

But in the southern half, the business-only section of the show is drawing to a close. And having spent the past four days dashing between appointments with CEOs and developers, there is one sentiment that has remained consistent among almost everyone I spoke to.

We need to make games quicker.

It’s refreshing to hear. After months and months of gloom and panic across the industry, as layoff announcements arrive as regularly as bad-news buses, it feels as if everyone has finally centred on a plan.

Shorter development times will of course mean lower costs

It’s a simple one. Rather than spending half a decade or more working endlessly on one title, the idea is to instead make games in one or two years, maybe three at max. And if they’re not quite polished enough for a full release by then, they can be popped into early access instead.

By far the biggest expense when making games is salaries, so shorter development times will of course mean lower costs – in theory. And that means not betting the farm on every single release.

If a game that’s been in development for two years fails to land at launch, it’s still a big blow. But it’s nothing like the existential crisis of launching a flop that’s been in the works for five, six, seven years.

There’s the advantage, too, that quickly made games can be adapted to suit current trends, avoiding the pain of, say, launching a live-service shooter years after the genre has been saturated.

Almost everyone at Gamescom thought games need to be made more quickly

Of course, it’s one thing to say you want to make games more quickly, and quite another to actually do it. More to the point, how do you do it?

One option is to make games that look worse. Given how super-detailed graphics seem to be far less important to a younger generation raised on Roblox and Minecraft, this would seem like a fair enough strategy.

Why bother spending days, weeks, or even months modelling super-realistic satsumas when your audience would be satisfied with a crude orange daub?

Yet there seemed to be little appetite for this strategy among the people I spoke to at Gamescom. Perhaps it’s an unwillingness to fly in the face of conventional wisdom in an industry where frame rates are often fetishised. Perhaps it’s more about simple pride in the craft.

So what’s the alternative? One option is to use AI to speed up the development process. And it’s an option that more and more studios are taking up.

AI is the games industry’s dirty little open secret – the majority of people I spoke to said they were using AI in some form or another.

Very few were employing AI to generate finished assets for a game, the kind that gets you that shameful little ‘AI Content’ label on Steam. But many were using it at some point in the development process.

AI is the games industry’s dirty little open secret

Utilising AI to generate snippets of code was a popular choice. In addition, a fair few people are using AI to generate concept art early in the process, letting them quickly iterate ideas.

Everyone was adamant that AI should be used as a helper tool, rather than as a replacement for human skills.

Some people were quite open about the use of AI in their games. Others were far more coy, going rigid when the dreaded word came up, as if worried their secret might come out.

They have reason to be afraid. The outrage caused by a snippet of AI-generated text being found in The Alters – along with the more serious problem of poorly AI-localised text – is one example of why developers are wary of talking openly about AI.

The Krafton booth at Gamescom – the company has been public about the use of generative AI in Inzoi

Yet the fact is that AI is already in widespread use across the games industry – and it seems absurd for developers to live in fear forever. What’s needed is an open discussion of how AI should be best used. What’s needed are agreed best-practice guidelines.

For example, should AI-generated art be off-limits in finished games? Or is it fine as long as the data set is trained on assets wholly owned by the studio? These are the kinds of questions that need to be discussed.

The next few years will entail a process of collectively deciding how to proceed. But love it or hate it, it’s quite clear that AI isn’t going away any time soon.

Whether AI actually enables games to be made more quickly, however, remains to be seen. I have my doubts – the temptation with effort-saving technology like this is always to do more, rather than do it quicker.

Maybe the goal of making games faster will take a while to achieve, and might well require a change in thinking. But at least everyone has agreed on a plan.



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August 22, 2025 0 comments
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