|
color-blind, he was always able to select
a perfect defensive scheme to counter-balance your selected play just by
watching the television when you were making your play-call. It got to
be so bad playing games against human competition that we had to make a
house rule that the defending player HAD to look away from the
television until an offensive play was selected. That was the only fair
way we could play. The play selection screen should have been designed
similar in style to the old Tecmo Bowl interface. YOU knew what play you
chose, but it didn't go so far as to HIGHLIGHT it for your opponent.
Well, this year's version of the interface has been ALMOST completely
re-done, and for the better, although the color-recognition aspect is
still present in a lesser, more easily disguised form. If you want
a good tip for neutralizing your opponent's ability to see your plays,
first select a play, which he will probably be able to see. When you get
to the line, pull up the audible selection screen. Even if you keep the
same play, your opponent won't know if you audible out of the pass play
he saw you select for a run play or if you keep the play the same. Trust
me, it's very effective. Another feature you can use is the game's Bluff
Mode. Call a play then hold down the "A" button. You can then
continue to scroll through the play selection interface to confuse your
human opponent. Just release the "A" button to call the
originally selected play.

Updated
playbooks are suited to each team's strengths and weaknesses, and
especially on offense knowing what each team is and isn't good at doing
is a big help. Creating a winning game plan for the Pittsburgh Steelers,
for example, requires one strategy: load up the "Bus" (Jerome
Bettis) and motor through the defense. Don't worry if you are a NFL
novice (I'm talking to YOU, Omni!). Even if you don't have a firm grasp
on the difference between the "I" formation and the
"shotgun" formation, usually mixing a well-balanced offense of
fairly equal parts run and pass plays is the best way to launch a
seriously potent attack on your rival. Updated rosters reflecting player
movement in the off-season and team and player ratings based on last
year's production are naturally part of the NFL2K2 package.
NFL2K2's AI is smarter than in NFL2K1. Playing with the Giants, I ran a
long out pattern with my receiver, who was alone after clearing past the
cornerback covering him. However, the ball was thrown too quickly,
and it sailed over the receiver's head, just missing on a chance for a
long gain. Deciding to test out the AI by calling the same play, I hoped
perfecting my timing would give my team a touchdown. But the game's AI
adjusted its timing too. Although the ball was delivered on time,
instead of biting on my receiver's fake, the AI held its ground and
intercepted the pass.
Smoother, more fluid and realistic motion-captured player animations
give the game a more convincing real-life feel to it, although there
still is not much of a celebratory reaction when you score a
touchdown. Regardless, NFL2K2 is still a great looking and reacting
game. Running into the line used to produce a running back in a
treadmill effect. He would keep his legs churning, but his body wasn't
going anywhere. In NFLK2, the RB will actually attempt to sidestep the
defense and squeeze his way through any small crack that may appear in
the offensive line.
Stadium and player definition is better than last year's already
pleasing makeup, but only slightly. The stadiums look the same as they
did before, but the players are more pronounced in their size variation.
Now, big-boy defensive linemen like the Giants' Michael Strahan are
visibly larger than diminutive place-kickers like Martin "dramatica"
Gramatica of the Tampa Bay Buccaneers. This helps bring more realism
into the gameplay. I have briefly played the PS2 version of the game and
the visuals are definitely better and smoother, but not by much. Only
the Xbox NFL2K2 hasn't been released (scheduled for a January 2002
appearance). Based on the Dreamcast and PS2 versions, the Xbox NFL2K2
should be a visual treat.
Most obviously missing is the high-quality commentary of Madden 2002
from the best football-announcing tandem in the business, John Madden
and Pat Summerall. Announcers Terry McGovern as "Dan Stevens"
and Jay Styne as "Peter O'Keefe" return in NFL2K2, and do an
admirable job. In a nod to Monday Night Football's Dennis Miller,
"Stevens" and "O'Keefe" are a little edgier and more
critical in their commentary. One good comment could happen after your
player scores a touchdown. In NFL2K2, you might hear how the scorer is
experiencing the "joy of six". Even with the increased amount
of announcer commentary, if you play a few games the same remarks
eventually are heard repeating. Updated statistics popping up during the
game and the usual nice replay feature give the game a slick, television
presentation feel.
In terms of the actual gameplay, there are some differences in NFL2K2
from last year. Tackling can now seemingly cause more turnovers,
particularly on special teams. If you can line up an opponent without
being blocked on a kickoff, the impact of you hitting the kick returner
has a higher chance of causing a fumble than in the two previous NFL2K
games.
More turnovers, especially fumbles, occur during the normal course of
the game. Previously, causing a fumble was as likely as you suiting up
this Sunday for your
favorite team in the fourth quarter to throw the winning touchdown. It
takes place on a more realistic level in NFL2K2.
Penalties are more prevalent too, even when you aren't directly
controlling the offending player. This can be a little frustrating at
times, because it usually happens to me after I pull off a long run with
a running back under my control, like Duce Staley. Invariably a few
times the play gets called back because of offensive holding by one of
my CPU-controlled offensive linemen, (offensive holding? Are you kidding
me, you virtual zebra?!) which really NEVER (okay rarely) happened in
the previous titles.
Another change is to the running skills of quarterbacks. While his job
is to primarily throw the pigskin to his open receiving corps,
invariably a quarterback needs to run to evade an onrushing defender or
roll out of the pocket for some good play-action passing. It wasn't bad
in NFL2K1, but now it is completely easy to use your QB's feet to your
advantage. Running quarterbacks like Donovan "don't call me a
running quarterback" McNabb is closer in NFL2K2 to his real-life
counterpart. If the QB is a fast runner, like McNabb or Kordell Stewart,
so is his NFL2K2 doppelganger. Similarly, a slow-running pocket passer
in the mold of Kurt Warner has slow foot speed in NFL2K2, making taking
off on a quarterback draw an unwise decision.
All of the typical modes expected from the NFL2K series are included:
Season, Exhibition, Franchise, Franchise, Tourney, and Playoff. NFL2K2
contains all the NFL plus the Pro Bowl and custom alumni teams for
you to select from.
The Dreamcast version is the only one that has online play capability. I
haven't played any games online yet because I don't want to pay for a
SegaNet account just to play football, but if you so desire up to eight
players can clash at one time. The twist this year is that if you do
play online, you will be tracked and ranked based on wins, losses and
dropped connections. So no more of that "Oops, the internet
"accidentally" disconnected" when you are losing 35-zip
to an online competitor to keep your winning streak alive.
Visual Concepts continues to be the Super Bowl winner of football
videogames, especially on the Dreamcast, where there are no other real
contenders. Despite two strong challengers for the title, NFL Fever and
the newest Madden, NFL2K2 again delivers the best and most accurate
gridiron gaming experience available.
Lee Cieniawa
(December 8,
2001)
Search for Related
Topics:
...More
Dreamcast Game Reviews...
...More
Sports Game Reviews...
...More
Reviews of Games Developed by Visual Concepts...
...More
Reviews of Games Published by Sega... |