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madden 2005

Total Pro Basketball 2005

Platform: PC
Updated: November 13, 2004

Background Info


Screens(6)

After first launching into the genre last year, Total Pro Basketball 2005 makes a return appearance, albeit one with some major changes. SGN has obtained a beta version of the copy, and I have been playing two different models over the last couple of weeks. The release date is set for Nov. 1. The game does not have NBA or player's association licensing, but roster and team logo patches are easily found. That said, the fictional teams and players have striking resemblances with the real-life ones (there's a 30-something behemoth on the Miami Burn; an uber-talented guard for the Los Angeles Waves; a 7-foot-5 Chinese center for the Houston Blast. You get the point.

The largest change is found with the graphical interface. There is more color than last year's dull dark blue and gray, incorporating splashes or orange and pewter. You also have more information and control. Last year, you could set the energy levels you wanted certain players to sub in and out, but this year there is a much useful substitution matrix, which lays out in two-minute increments who would be in the game. You can also set your subs for overtime or blowouts.

There are also more quick buttons, to your roster, finances, etc., although it is a little confusing because there are two bars - one for the league and one for your specific team. You can sim games from one schedule screen, but you can't from the other. The interface, as is the case with all successful all-text games, takes a while to learn and grasp. That's part of the deal with all-text games: you must invest time.

That said, I still found the interface overall to be too multi-lateral, a problem that existed in last year's game. For example, during the off-season when you are hiring coaches and compiling scouting reports, you have to maneuver through your e-mail system. I would have liked to see a system where you could click on a "current event" button where it would take me to my most urgent action, whether it's signing free agents, releasing players or preparing for the pre-season. Instead, I have to access my e-mail, open the e-mail, then click on the corresponding button tab. Is this a crippling problem? No. But when you want to see your statistics over the last week, while seeing your win-loss record, you have to toggle among different menus. It can be a pain.

But overall, the game packs a wealth of improvements. I liked the off-season grade for your work as a GM. The pre-draft scouting evaluations have also improved, as you get to invite 15 players to your team. You get information that came automatically last year, mainly dealing with a player's personality (work ethic, etc.), but you also get more accurate grades of a player's skills and potential. As another example of the graphic oomph, the draft interface has a 2-D television analyst providing comments on each pick. I'm not sure if he's accurate in predicting whether a player will be a boom or bust, but it's a nice touch.

The sim engine also improved, especially with player development. The current and potential overall ratings are better mapped out, and playing time dramatically affects a player's improvement. Last year, improvements were subtle, but this year a player will realize or ignore their potential based on PT.

But if those other changes didn't amount to a lot, the actual ownership of the company also changed. Last year, the game was released under .400 Software Studios, but developer Gary Gorski took his game to Grey Dog Software, a announcement made in early September.

The game appears to be a strong improvement over last year. I did encounter some run-time errors while trying to play some games, but I would imagine those would be fixed by the release date.

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