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The
play-by-play duo of John Madden and Al Michaels is pretty mediocre.
Madden offers his normal insight to the game, but Michaels isn't
that much of a step above Pat Summerall.
It has been said for years that the play-by-play has been the
downfall of the Madden series. When
Summerall was replaced with Michaels an audio revolution was supposed to
happen. Unfortunately, I
didn't hear much of a change. The
duo just doesn't have the pizzazz of its NCAA game or the chemistry of
NFL 2k3. Are the two
accurate? Yes.
But are the two entertaining?
I'm afraid the answer is no.
They don't really add any element to the game.
Madden's
game play feels completely different from its college football cousin,
NCAA Football. The main
difference I notice is in the passing game and the ability to stop the
CPU offense.
I
love Madden's passing system. You
have so much more control over where you pass the ball compared to NCAA.
When I throw a pass in NCAA I sometimes have to guess where the
ball will be thrown. A
receiver streaking down the sidelines on a "go" route in NCAA
might break off his route and either come back or cut back to the middle
of the field (which most time makes no sense because he runs right into
the teeth of the defense) whereas in Madden they don't.
I'm not saying that receivers in Madden don't come back to the
ball if you escape the pocket, but the first three or four seconds of
the play the receivers stay pretty disciplined to their routes.
Route based passing, which throws the ball to the route
regardless of where the receiver is, also helps in having ample control.
I
noticed the biggest difference in throwing the deep ball and all the
passes over the middle of the field.
Because of the unpredictability of NCAA, it feels like I am
really slinging the ball when I throw a hook route or an in route.
Madden on the other hand, has the best interior passing I have
ever seen in a video game.
This
is not to say that the passing system doesn't have problems.
There are a few money routes that almost always work in the game.
The corner routes and the drag routes work 80-95% of the time,
depending on what your personnel is.
There is a minor trade-off as you never, and I mean never, are
able to hit a receiver in stride. Because
Madden places such a high emphasis on their player momentum, you can
never simply throw a deep ball to a receiver and watch him run under it
in stride and run for a touchdown.
Even if the throw is right on the mark and your receiver wide
open, for some reason the receiver will feel the urge to jump for the
ball, which in effect wastes valuable steps and seconds.
I
also noticed that receivers have almost no sideline awareness.
There were far too many instances where I would have a receiver
wide open on an out route and gasp as my guy would take two giant
strides out of bounds where one giant stride and one normal one would do
just fine. You see
receivers every Sunday tip toe the sidelines to make catches and it
frustrates me to see my guys be so dumbfounded.
The
other main difference I see from NCAA is the inability to play defense.
It seems that almost every game I play, whether it be on rookie
or all-madden, that you will routinely give up at least 28 points a
game. The main culprit of
this is the crappy defensive back AI.
For whatever reason, the cornerbacks and safeties don't feel the
need to ever turn and find a pass in the air.
I routinely get my ass kicked by quality passing teams because
the DB's refuse to break on the ball or do it smartly.
I
love to play defense and to see every team get taken behind the woodshed
is a little disheartening. The
lack of DB AI is exposed even more when you play against a human
opponent. I already stated
above that I thought pinpointing your passes were easy enough, but throw
in defensive backs with the smarts of a chimp, and it's open season.
There
are plenty of things to like about Madden, however.
One of my complaints, the high scoring of the games, really is
entertaining when playing human opponents.
Hell, scoring a lot of points is also a lot of fun in the single
player experience. The
majority of gamers don't want to play a 6-3 defensive battle.
Because there is a lot of scoring, the fun factor always is high.
Another
thing I liked was that trick plays could actually be run.
The speed of a reverse or the halfback option pass is refreshing.
In all the other football games it takes too long for the play to
develop and they usually result in lost yards.
Also
new to Madden are side-arm throws.
This really comes in handy when you are on the run because the
side-armed throws take much less time to complete than a regular throw.
This inclusion only makes a Donovan McNabb or a Michael Vick that
much better.
One
more advantage of Madden's fast game play is the effectiveness of the
juke and spin moves. If I
get in the open field with Faulk I like my chances against a linebacker.
The effectiveness of the moves isn't as distinct in the other
games.
Other
than that, you can pretty much expect the same style of game play seen
in previous Madden games. If
you are a fan of the series, you'll easily be able to pick up on all the
controls.
The
replay value of Madden is well worth the $50.
If you can get a Franchise started with a bunch of friends, that
is the way to go because the game is tailor-made for multi-player.
If not, there are still plenty of enjoyable single player options
and online play.
Madden
2003 has its pitfalls, but it still is the top NFL game on the market.
I prefer NCAA to Madden because of its college atmosphere and
more realistic game play, but you can't go wrong with this game.
-
Tim Martin
(September
30, 2002)
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