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Madden 99 (N64) ReviewRelease Date: Summer 1998 Background Info
Presentation/Graphics : 90
High resolution graphics rule the day for players. Uniforms are
sharp and usually accurate (although the 49ers still have their white
pants, and all players use identical face masks); thigh and shoulder
pads and even cleats are easily visible, as are the players' muscled
arms (even for kickers!). One can easily make out uniform numbers
from most camera angles. Historical teams wear the correct
uniforms, for those who want to return to the days of the Broncos'
orange jerseys or the white horns on the helmets of the 1966 Rams
(all the players on historical teams are dark-skinned, which
apparently has disturbed some players). However bad the weather,
the players remain spotless, eager to show off those arms in their
short-sleeved jerseys--even when playing on the frozen tundra of
Lambeau Field. Oh, well, you can't have everything. At least rain
splashes on the ground, in comparison to the gentle falling snow
that looks as if it was stripped from a Christmas movie.
Player animations are detailed and varied, adding to the game's
visual presence. Receivers look over their shoulders to catch
passes, tackers wrap their arms around ballcarriers, defensive backs
backpedal as they read and react, and quarterbacks fade back
realistically, set up to pass, and writhe as they are sacked. Even the
little things are worth a second look. Players intercepting balls in
the end zone drop to one knee, defensive linemen turn their heads
as they await the snap, and downed ballcarriers and their tacklers
struggle to get to their feet. All of this is achieved within the
confines of an adequate (if sometimes slow) frame rate, and the
action looks realistic enough.
Each stadium is in the game, although careful observers may notice
some flawed details. The fields of play reflect variations between
turf and grass, with the latter undergoing wear and tear during the
course of a game (sorry, no baseball infields). Each field is
bordered by banners appropriate to the home team. Sideline crews
mark the progress of drives and occasionally carry the chains across
the field to measure for first downs. I was disappointed to learn
that I cannot open or close the doors at Giants Stadium to alter
wind patterns or use a snowplow to clear off the surface for my
kicker; those players who like watching cheerleaders had better
stick to Gameday.
Not everything is a visual treat. Players (and officials) walk
through each other at the conclusion of plays. Some individual
stadia are also off: for example, the sun and shadow effect created
by the open roof at Texas Stadium is not represented in the game
(indeed, it's hard to distinguish day from night there), and
apparently the earth does not rotate during games, for there is no
sign of the ever-lengthening shadows of a fall afternoon. There is
no representation of sideline activity aside from the sideline crew,
which detracts from the impact of representing each stadium.
Although many of these touches are to be found in the PC version
of Madden 99, it is probably asking too much to see them in the
N64 version. What is there is impressive enough.
Presentation/Audio : 70
Not all is lost, however. The game does a good job of recreating
the sounds of play on the field, from breaking the huddle and
quarterbacks at the line of scrimmage to the grunts and popping
pads that come with blocking and tackling. You can even hear the
ball as it is being snapped, kicked, or bounces off the turf, and the
referee's PA announcements about penalties (complete with hand
signals) and first downs do the job.
Interface : 75
Normally one might let these matters pass without comment, for
once one spends some time with the game it becomes easier (if
never exactly pleasant) to navigate the menus. However, other EA
games have far superior interfaces that make the time-consuming
and sometimes tedious selection of options, player creation and
transactions, and so on, easier to perform, which in turn enhances
the actual playing experience.
Far more debatable is the demand this game places on memory card
budgets. Be prepared to spring for more than one card. It might be
helpful in the future to allow players to save rosters separately, as in
NHL 99. And, finally, as with some other EA games, the
instruction booklet is as interesting for what it leaves out as for
what it includes. No wonder there is a support e-mail address.
Players may search the net for various passwords to add new teams
and stadia; it may be time to consider whether it would be better to
simply include these alternatives without having to go through the
charade of "discovering" codes.
Options
Player may choose to play an exhibition game (using current or
historical teams, as well as several other lineups available through
passwords), hold practices (better than learning on the job), or
participate in a tournament, a season, or in the much-ballyhooed
franchise option, in which the player becomes a coach/general
manager who drafts players, signs free agents and oversees other
personnel matters while taking a franchise through multiple seasons.
The latter feature threatens to turn the actual playing of games on
the field into a sideshow or even a distraction should a team
experience a lean year. Watch as your favorite players retire; no
word yet about the possibility of player strikes, suspensions for
off-the-field activities, or the chance to improve one's financial position
by moving a franchise or demanding a new stadium. After all, if it's
in the game, it should be in the game, right?
If some players can't wait to build their own dynasties in franchise
mode--or find themselves sharing the fate of the playoff-challenged
Arizona Cardinals--a group of friends may prefer to play a
tournament with teams selected through a fantasy draft. One may
also want to play commissioner and construct a custom season,
with realigned conferences, divisions, and even the return of classic
teams of the past--although Joe Namath's Jets will have to settle for
the Meadowlands instead of the swirling winds at Shea. Finally, of
course, there are the familiar opportunities to trade players and
create new ones (for single season play), with the choice of
subjecting yourself to the limitations imposed by a salary cap.
Equally compelling are the new options for play on the field. You
can use the practice mode to hone your skills or to implement new
plays--for Madden 99 includes a play editor that allows you to draw
up six offensive and six defensive plays. The editor itself is easy to
use, with a selection of pass routes, blocking options, and so on for
each position. You may save these plays to your custom playbook--each
team has its own--and you may change playbooks so that you
can see if the Giants can run the West Coast offense (creating new
players is strongly advised). Players may also use user profiles to
save career records, audibles, and depth charts.
Once your team takes the field, you will have to choose whether to
stay with traditional control of your offense (A to snap, A to bring
up passing screen, then hit the button corresponding to the
receiver) or to experiment with two new options: directional
passing (tilt the control stick in the direction of the intended
receiver, then press A) and one-button passing (want to do
something? Press A--and leave the rest to the computer). Although
EA claims that the one-button option allows new players to pick up
and play the game, ultimately it is not satisfying, for the cpu selects
the receiver; I used it to play a quarter using the helmet cam with
mixed results. Players interested in using directional passing should
take to the practice field, for they will surrender the ability to pick a
receiver at a moment's notice, regardless of what their quarterback
may be doing; indeed, by limiting the quarterback's ability to throw
back across his body as he rolls out or scrambles, directional
passing may offer a better idea of what a quarterback can and
cannot do in such situations.
Finally, the game offers several other options, including weather,
time of day, stadium site, frequency of calls for different penalties,
toggles for injuries, commentary, and fatigue; it also allows players to
set length of quarters (in minute increments).
The richness of these options increases Madden 99's appeal. Now
fathers can drag their children over to the TV for a game with the
promise that they need press only one button. That the result
makes NFL Blitz look complex should give more experienced
players pause. However, they should rest content with the various
management, playbook, and season options, to say nothing of the
demands of franchise mode.
Gameplay : 93
Gameplay is the product of several distinct components, some of
which are mechanical, while others involve a sense of illusion.
First, does it feel like I'm playing a football game? Does the game
reward good playcalling, the proper framing and implementation of
a game plan, and allow me to exploit opportunities while making
sure that I cannot return to the same play or pattern of plays again
and again for guaranteed gains? Do I have to earn my victories?
On the whole, the answer is yes. The combination of CPU AI,
audibles, and created plays (see options) forces players to read
defenses, develop a good mix of running and passing plays, move
the ball around, and eschew reliance on a few select plays--at least
when playing in traditional style (also see options). True running
plays remain a challenge, and players are advised to hit the practice
field in order to perfect the skills necessary to mount a successful
ground attack. Secure a lead, and the cpu will soon take to the air
to get back in the contest--only to be thwarted (sometimes too
easily) with dime and nickel formations. The player in the role of
quarterback/offensive coordinator has a good choice of formations
and sets, although one sometimes longs for the apparently greater
diversity evident in the Gameday 99 offensive playbook.
Second, am I able to use the game controller to implement my
choices successfully? Are the controls straightforward or are they
confusing? Will my players respond to my use of the d-pad, control
stick, or buttons and triggers? Here one must note that while the
game itself is responsible to player input--especially when it comes
to special moves, such as jukes, stiff-arms, and speed bursts--few
N64 controllers are ideal for sports gameplay. It is disappointing to
discover that EA's own entry into the gamepad market is nothing
more than a blue version of a controller already on the market.
Sometimes the alignment of buttons leads to frustration, especially
in the passing game, although what EA now calls "Touch Passing"
(tap A to loft the ball, press down to fire a bullet) is successfully
implemented.
Nearly as important to player success is the choice of camera. As
tempting as it might be to zoom in on the gameplay in order to
appreciate the detailed graphics, those players who like to
pass will find the classic camera (no zoom) or even the blimp view
much more helpful, as much to read defenses as to spot receivers.
Game speed, on the other hand, allows players a reasonable
opportunity to spot holes or open receivers; quarterbacks who plant
themselves, even for a moment, appear to enjoy more success, but
don't wait too long. Practice, practice, practice is the order of the
day.
Finally, does the computer-controlled team put up a fair fight while
remaining a challenging opponent? Or are there one too many
miracle comebacks and a defense composed of rampaging linemen,
roving linebackers, and a secondary with access to radar in order to
converge around intended receivers and jet rockets to cut down
anyone who might otherwise score? If Madden 99 uses dirty
programming tricks to compensate for poor AI, it does not show.
Running is easier, passing is harder, but the cpu will still bite if you
pump fake (although pulling off a pump fake can take so much time
that the quarterback tastes turf before he can spot and hit a
receiver). Some may find too many sticky fingers in the secondary,
able to snare errant passes when normal human beings would have
to settle for deflecting them away or knocking them down.
Moreover, if you hold the ball too long in the pocket or scramble
before letting loose, don't be surprised if one of your linemen is
flagged for holding. On offense the computer does not waste time
calling plays, displays adequate (but sometimes erratic) clock
management skills, and relies somewhat too much on the pass when
behind, regardless of the game situation.
Finally, it is important to determine if the game as a whole plays in
such a way as to convince the player that the game is a realistic
representation of the sport in question. This is where illusion is
most important. All too often it does not matter whether in fact a
particular game accurately portrays the patterns of play in a sport,
but whether the player believes that it does. For example, NHL
98's superior environment and devastating combination of speed
bursts and shattering bodychecks convinced many players that it
was a wonderful hockey game, although more discerning players
(including those who had actually played the sport) treated such
claims with skepticism. Madden 99 succeeds in creating the
impression that it is a fairly realistic representation of football, and
that in order to be successful, the player must employ basic football
playcalling principles and possess the timing of a capable
quarterback, ballcarrier, or defender.
Difficulty : 94
Overall : 85
© 1998-2006 Sports Gaming Network. Entire legal statement. Feedback
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