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Madden 99 (PSX) ReviewRelease Date: Summer 1998 Background Info
Presentation/Graphics : 87
As clear and sharp as the stadiums were in NCAA '99, Madden '99 disappoints
somewhat in this area. The stadiums are somewhat blocky up close.
Especially puzzling was the fact that the texture mapping for the football
fields were not especially sharp: it felt as though every game was played
on Astroturf in that the surfaces were basically smooth, unlike NCAA '99
where the field had grass textures. It is much easier to differentiate turf
and grass in NCAA '99; not so with Madden '99. Considering that Tiburon
(EA's partner for development) designed both games, it was puzzling to see
the difference in the stadium graphics.
All in all, the graphics are a definite upgrade and were even necessary
given Sony's dominance in this area last year.
Presentation/Audio : 96
The tackling sound effects are well done, as is the crowd noise. The crowd
seems to become louder or quieter, depending on who has the ball and the
situation. One minor gripe I had was that it was virtually impossible to
hear the QB say his standard "hut, hike," no matter what the game situation
was, and it was certain more difficult if the crowd was screaming loudly.
The menu music helps to pump up the adrenaline, however repetitive it
becomes after awhile.
Thankfully, there's a good deal of generic, "Did you see that? That guy almost had his head torn off!" quotes, because if you play long enough in Franchise Mode, the current NFLPA stars will fade away and retire.
Interface/Options : 90
One phrase: Franchise (Dynasty) Mode. Madden '99 features an enhanced dynasty
mode that allows you to play up to 15 seasons. While it pales in comparison
to the 255 seasons that you could possibly coach in NCAA '99's dynasty mode,
it is still a much-welcomed addition. Franchise mode allows you to select a
team and play one, none, or all of their games, or simply sim them and deal
with the results. Player ratings can change from season to season based on
age, performance, and injury. Players can also retire due to age or injury.
During the season in franchise mode, you have the ability to take over every
aspect of running the team, and that includes signing free agents, releasing
players, and trading players. During the season, you have access to
league-wide news, which gives a brief update on other franchises. If a coach
is in jeopardy of losing his job, you will read it in that section! There
is a coach's rating section, where you can view your overall record, your
current season record, your average points per game, etc., as well as a
brief comment about your team's performance or the status of your job by the
week. You can view the players of the week, including the current week and
every preceding week. Statistics can be viewed for either the individual or
team, and there are statistical breakdowns to see where your player or team
ranks with others in the league. Supposedly the trading AI has been much
improved so that CPU teams will trade with other CPU teams as well as make
offers to your team. This can occur during the season or during the offseason.
The fun, of course, occurs at the end of the season. At season's end in
franchise mode, players can retire. The next order of business is
re-signing your own free agents. Players are shown with their previous
season's salary and what their expected salary is. During your
negotiations, they will almost always refuse an offer that is lower than
their expected salary, and often times will reject a salary offer that
equals their expected salary. You must negotiate both an amount and for
how long you are willing to pay that amount in terms of years. I've found
that players will usually re-sign at a reasonable salary if you offer them
contracts of 2 or more years. Players can also be released outright at this
point. After this period of re-signing your own free agents, a pre-season
trading option appears. If you're offered any trades by other teams, it
will say so right here.
After the pre-season trading period, the free agent signing period begins.
The free agent signing period lasts 75 days (in Madden time, of course).
During this time, you can make an offer for free agents, and as time goes
by, if that player receives an offer, that offer will appear next to their
name. If you make an offer to the player that is higher than his current
offer (or if it's the first offer he's received), a red dot will appear next
to his name. If that free agent is offered a better contract, the red dot
will blink and you can offer him a bigger contract if you wish, or just wait
it out and withdraw from negotiations. As the signing period goes on,
players will sign with other teams. You can advanced the signing period by
one day at a time, or just forward to the end of the signing period from
wherever you're at. After the free-agent signing period, the NFL draft
occurs. The draft lasts 4 rounds, and you must negotiate contacts for each
of your draft picks. Remember, THERE IS a salary cap in franchise mode, and
you must keep this mind when making offers to your draft picks or free
agents. After the NFL draft, the next season starts.
There are other options in addition to Franchise Mode. There is Tournament
Mode, where you can take part in an 8 or 16 team single-elimination
tournament. There is a Fantasy Draft option where you can complete a 48
round NFL-style draft and then play a 4-, 8-, or 16-team tournament.
Finally, there's a practice mode, where you can hone your skills by running
any play in your teams' playbook against a defensive formation of your choice.
Madden '99 FINALLY includes adjustable quarter times. Long a feature
requested by gamers, EA implemented it and finally realistic statistics are
within reach.
Gameplay : 98
This year, EA put the needed effort into the gameplay, and I'm happy to say
it pays off. The running game has been completely overhauled, and like its
sister game NCAA '99, running is much easier to accomplish. Running is much
easier to do with one of the zoom camera angles, but overall, even with a
distant camera angle the holes are easier to see and to shoot through. In
most cases, when you're stopped for a loss, it's due to the offensive line
breaking more than your not picking your way through. The usual running
animations, such as spin moves, stiff arms, jumping over defenders, are
there, as well as the "juke move" (done by pressing "R2"), which is also included.
The juke move is effective in that it allows you to stutter-step sideways to
avoid would-be tacklers. Mixing up sweeps and traps inside are the most
effective means of gaining positive yardage. The stronger running backs
will drag tacklers with them, while shifty backs such as Barry Sanders will
juke and jive their way to touchdowns.
The passing game was refined in Madden '99 and adds to the overall challenge
of the game. No longer can gamers, especially in the more difficult All-Pro
and Madden levels, be able to heave the ball on every down and end up with
700 yards passing. Defenses are much tighter and your favorite targets will
often be double- and triple-teamed. Passing involves much more thought in
this version, as you need to make sure your receiver has enough separation
from the defensive player in order to catch the ball cleanly. Using the
R1/L1 shoulder buttons, you are able to check the location of each of your
receivers and what button/shoulder button that needs to be pushed to get the
ball to them. A feature in NCAA '99 functionality that allows you to see what
routes your offensive players will run was left out, and would have been a
welcome addition.
Playing defense in Madden '99 is almost as fun as offense. The tackling
animations are a joy to behold. There are wrap tackles, shoestring tackles,
tackles that can up-end the runner or receiver, and full body tackles. Most
tackles look simply vicious, and gamers will be pleased by the realism.
There are several standard formations to choose from, such as the 4-3, 3-4,
Nickel, Dime, and Special Teams, with each formation having several plays in
them. With the ability to "mirror" a defensive play by hitting R1, the
defensive playbooks are doubled. With the higher difficulty levels,
defending against the run and the pass become much more difficult,
especially against the pass. Often times QB's will be able to complete
passes in double- and triple-coverage. Most of the time if a team is
successful running the ball against you, it is because of the quality of
their running back.
The control of the players on both offense and defense is very "tight."
Gone are the days where players looked as though they were slipping and sliding
around: the movement animations, such as a linebacker moving laterally or a
running back doing a spin move, are simply outstanding. EA claims that the
computer AI adjusts to the player's skill level and reacts accordingly. At
the higher difficulty levels, this is certainly true.
Difficulty : 95
Overall : 95
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