![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
||||||||||
|
Front Office Football 2 (PC) ReviewBackground Info
FOF2 is a football management simulation. The game makes very little effort
at being anything else other than what it sets out to be, and does a very good
job at that!
FOF2 casts you in the role of an owner of a (American-style) football
franchise. Your objective is to manage your team from season to season,
juggling the team's payroll and the costs of the stadium against the revenues
your team brings in. Sounds simple enough, but FOF2 brings such a wealth of
options and attention to detail that managing a winning team year after year while
staying in the black is quite a challenge. How much of a challenge? Read on.
Presentation
FOF2 is a standard Windows desktop application. It installs just like any
other utility or application you may have installed. As it is distributed over the Internet,
FOF2 does not come with a manual. However, FOF2 does have a help system that does a
good job of explaining each of the menu items and dialogs in the game.
After the game installs, double-click the FOF2 icon and you're set to manage your
very own football team!
Interface/Options : 75
There is no sound in FOF2, nor much in the way of graphical flair. The interface
is effective, but if you're new to the FOF series it does take a little while to
figure out what's what and what's where. Traversing from dialog to dialog does take
a fair bit of mouse-clicking, as it did with the original FOF. You're often
forced to exit one dialog (the trading screen, for example) in order to get to
another (like the team roster dialog). It sounds like a small point, but in FOF2
you're always hopping around from screen to screen and mouse-clicking is endless. It
would have been nice if a pop-up menu or multiple toolbars were made available to
aid in navigation.
Once you get used to the interface though, the fun-factor begins to take hold.
So let's get to the meat of the game and see how FOF2 handles your managerial chores.
Gameplay : 85
A game of FOF2 starts off with you selecting a franchise to control. You can start
off with a strong team such as the Minnesota Vikings (actually called the Norsemen
due to a lack of an NFL license, but franchise names can be easily changed from within
the game), or you can choose a struggling team such as the New Orleans Saints. All
games begin at the start of the 1999 pre-season. FOF2 sports three difficulty levels,
which determine how difficult it is to generate revenue (and thus how much money
stadium features generate and how much money must be offered to sign free agents).
After choosing a team, you'll spend quite a bit of time poring through your roster,
coaching and scouting staff to determine the strengths and weaknesses of your team.
Although FOF2 doesn't have an NFL license, it does have an NFLPA license, so all
the NFL players are present and on the right team.
Coaches and scouts are rated according to their ability to assess talent at various
positions, such as quarterbacks, receivers, defensive line, etc. Hiring the best
coaching and scouting talent available is essential to developing young talent into
franchise players. However you can't juggle your coaching staff until after you've
completed your first season.
To get through a season involves playing through the regular season games and, if you're
lucky enough, playoff games leading to the Super Bowl. It is this aspect of FOF2 that,
in a limited way, allows you to suspend your GM duties in favor of taking up the
task of coaching your team to victory.
Every team has an offensive and defensive game plan, which consists of a set of parameters
that influence how often you run, how often your throw and how far, and on what downs.
You are free to modify this to your liking, though FOF2 is pretty adept at setting
your offensive and defensive game plans to match your teams strengths.
You can also modify your depth chart prior to a game, though again FOF2 is smart enough
to place the best player in a given position at the top of the depth chart. The AI
does tend to keep injured players playing though, so it is a good idea to keep tabs on
the depth chart in case you want to give a less experienced player some playing time and rest
the players nursing injuries.
Once you have your depth charts set and your game plan finalized, you're ready to tackle
playing another team. You have several choices in deciding how to have FOF2 play
your games. You can either let the computer handle the game, calling plays according
to your game plans, or you can call the plays yourself. This is as close to coaching as
you can get in FOF2.
There's nothing fancy to either means of playing a game. If you choose to let the computer
handle your play calling, you can sit back and watch the play of your team from your
luxury box. You can also adjust how quickly each play is executed, resulting in a game
that can take as little as a handful of seconds to complete. This is the option I choose.
Or, if you choose to call your own plays, you can setup what type of play you want your
offense or defense to execute. A small graphical display shows your team's formation
based upon the play you call. The outcome using either option is the same - a concise
paragraph describing the events of the play.
The AI play-calling is quite intelligent, and I often find myself staring attentively at
the screen, cheering on my offense or defense to make the big plays. The AI will call
timeouts to stop the clock near half-time and end-of-game. The AI also makes intelligent
use of 2-point conversions, weather conditions have a distinct effect on play outcomes
(players slip, fumbles increase, field goals spray wide left or right more often). All
told, FOF2 makes for a compelling game of gamepad-less football.
If you only want to get many seasons under your belt in a hurry, you can have a week
or even an entire season's worth of games played. Availing yourself of this option
is less than satisfying however, as all you'll see is a final score put up beside
each week's games.
However, in FOF2 the play is definitely not the thing. It's a game of management after all -
of juggling your roster as injuries pile up over the season, of trading your high-priced
veterans for promising young rookies so you stay under the salary cap, of trying to keep the
right balance of personnel on the field so fans keep filling the stadium. It's about
the bottom line.
It's the period in between the seasons that'll keep you most preoccupied, and this is where
FOF2 is the most fun (at least for me it is). It's after a season is completed that you
get to assess your team's performance, view team and league records (which are all very
realistic by the way - no bizarre statistics that'll leave you scratching your head), and
determine how popular a draw your football team was in your market.
It's after a season has been completed, after veterans have retired and players become
free agents, that you must assess the strengths and weaknesses of your team. Is next year
the year you go to the Super Bowl, or do you shed yourself of your high-priced talent and
enter a rebuilding period? It's entirely up to you.
In the second and subsequent seasons, you can hire a new coaching and scouting staff, go through
free agency signing, draft college players, and then take your team through training camp.
FOF2 assesses your team's strengths and weaknesses at various positions for you, identifying
what areas you need to improve on. This is one of the strengths of FOF2, the sheer amount of
data that the game offers on virtually every facet of your team. While the interface
can be cumbersome at times, you'll never find yourself wanting for information.
Replay Value : 90
Seasonal outcomes do appear to be quite random too. In one season St. Louis made it to the Super Bowl
in 1999 against Cincinnati; in another it was Atlanta vs. Buffalo and St. Louis went 3-13.
FOF2 does have a few snags though. It is possible to take advantage of the AI's weakness in
contract re-negotiations. Consequently, it's possible to backload your player contracts -
offering very little up front while offering scads of money in year 3, 4 and beyond of a long-term
contract. When those years come up, you can dump those players at minimal cost. Of course, you
can simply choose not to engage in such behavior in the first place, but this is an area of FOF2
that could use some shoring up.
The trading algorithm also seems to be a bit askew. If you offer a player to trade for some draft picks
and are reported to be extremely close to closing the deal, offering up a draft pick of your own to sweeten
the pot tends to put you worse off in the negotiations.
The MVP awards that get handed out after each week's set of games seem out of whack. Too many linemen
are awarded an offensive or defensive MVP award while QBs that throw for over 300 yards and
several touchdowns are overlooked.
I also wish that FOF2 modeled player personalities to a certain degree. As it stands now, a player's
abilities are fairly static for the duration of his career. It would be more interesting to see some
dynamic created between the coaching staff and the players whereby certain players responded to a coach,
either negatively or positively, resulting in a change in a player's abilities or a demand to be traded,
etc.
There aren't any significant shortcomings of FOF2, however. Its magnificent depth will keep you coming
back for more, each and every season.
Overall : 85
© 1998-2006 Sports Gaming Network. Entire legal statement. Feedback
Other Links: |
![]()
|
||||||||||
![]() |
![]() |
![]() |