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Madden 2001 (PS2) ReviewBackground Info
Presentation/Graphics : 92
However, the scary eyes are not visible during the actual play. What is,
though, are the player animations. Animations are numerous. Players stumble
when hit, jukes take place at realistic paces, and players wrap their arms
around the ball carrier during tackles. The pace of the game is slower than
most are accustomed to, and the realistically paced animations give the game an
authentic feel. Despite fresh animations, the game can suffer from collision
detection problems. On more than one occasion I have seen a face mask penalty
called because a player tackles another player from behind. The tackler's arm
reaches through the torso of the ball carrier and brushes his face mask. Flag.
Likewise, on one play my lineman was being dragged by a running back. The back,
with the lineman attached to his waist, ran right through another lineman and
broke through the line.
Despite the collision detection problems, which are few and far between, the
game has an acute attention to detail. On grass fields, players may get up
with a chunk of the field stuck in their face mask. The officials holding
the down markers scatter when players approach the sidelines. Grass fields
show the wear and tear of football by game's end.
Presentation/Audio : 75
Once I flipped the commentary to off, I was left with a dull, lifeless sound
package. Sure you hear the crowd and players getting tackled, but there is
simply no atmosphere. The game sounds are flat and boring. The game needs to
borrow a page from NFL2K1 for the Dreamcast, where you hear players trash
talking and checking off during plays and a nice stadium announcer. Where
NFL2K1 and even EA's NCAA series create a realistic setting with the sound,
Madden fails miserably.
Interface/Options : 95
In Franchise mode, you control a team for multiple seasons from the top down,
which includes managing player personnel as well as your coach. You can
renegotiate contracts during the season, and an agent acts on behalf of the
player. While signing players, you have to manage your finances wisely as
the league does impose a salary cap. At the end of a season, you can sign or
release any unsigned players and then begin the free agent signing period.
Besides signing players, trades can be conducted between teams. Next, the
draft takes place, and after signing your draft picks, you hit the pre-season.
The Franchise mode in Madden 2001 continues to be the best experience of any
console football game.
The statistical engine seems to have had a quick tune up. I find that the
stats from week to week using 5 minute quarters are realistic. Passing
yardage and rushing averages league-wide have a firm foundation in reality.
What's more, the injuries from team to team vary wildly as they do in real
life.
Madden cards make their way to the PS2 version of Madden 2001. During a game,
if you reach certain milestones you receive coins that can be used towards
the purchase of packs of Madden cards. Each pack of 100 cards 100 coins, and
you earn more tokens as you increase the difficulty level of the game. Cards
come in bronze, silver, or gold and are similar in structure to modern day
trading cards. The cards are divided amongst current players, retired players,
cheats, teams, and stadiums. Cards of current players can be used once to
improve the performance of a player. The cards of former players (such as
Elway, Marino, and the like) can be played to bring the players into the free
agent pool. Cheats range from ultra-fast players to changing the scoring
system.
Saving your Madden Cards or your progress in the Franchise mode requires you
to save your status to the memory card. When I looked on the back of the
Madden case and noticed it required only 143 kilobytes of the 8 megabyte PS2
memory card I was ecstatic. But then I went to save. To save your settings,
profile, and progress, you need well over a megabyte. Fortunately Madden
doesn't fill your memory card as it does with the PlayStation version.
Saving the game is made easier with menus which are laid out well. The menus
are easily navigable, and you'll find an option for just about anything you
can think of. Aside from setting parameters for the audio and video
environment, there are plenty of options to tune the gameplay. Most of the
options are discussed in the manual, but a view key ones are undefined. For
example, I have a pretty good idea of what "awareness" does for the AI, but it
would be nice to know for sure.
Gameplay : 80
Knowing that Madden 2001 for the PlayStation lacked a decent balance between
the running and passing game, the first thing I did was set the run bias for
the AI up and the pass bias down. I was pleasantly surprised at the start of
the season. The CPU was actually running the ball! In fact, by tweaking the
settings just a bit, Madden 2001 plays remarkably balanced. However, although
the CPU does run the ball, it seems to cherish the middle of the line. Sweeps
by the AI controlled backs almost never occur.
My mastery of the running game is taking some time. In Madden 2001 for the
PS2, you have to hit the holes created by your blockers. If there isn't
enough of a gap, you'll bounce off a few linemen and quickly get tackled.
Depending on the back and offensive line, the running game can be a piece of
cake or pure torture. I've had backs with healthy 5 yard averages as well as
those with poor 3 yard rush averages. Overall the running game is shaping up
to be the best aspect of the game. It is highly realistic and truly wonderful.
The passing game is where the game breaks down. On defense, if you tend to
control the linemen you'll frustrate quickly. At the line, it seems like
the offense holds to no end. If you bull rush the line, your player gets
locked up and can't even move side-to-side (this is really bad when defending
the run). Swim moves are not too effective in escaping the grasp of the
lineman. This buys the QB plenty of time to find an open man. In fact, my
sack totals are pathetic.
On offense, you can really pick the AI secondary apart. Playing on All-Pro
(the second highest difficulty level out of four), I had a game where I racked
up 474 yards passing with 31 completions. I did nothing but pass the entire
game. To further prove a point, I chose the hapless Browns and played against
the Rams at the All-Pro level. I quit at the end of the half, after throwing
for 222 yards and 3 touchdowns. The real kicker, however, is that I repeated
the same exact play. I threw to the same receiver running the same route
play after play without the AI adjusting. I flipped the difficulty to
All-Madden and had similar success.
I then realized that by modifying some of the game's parameters I could force
the passing game to be more realistic. Bumping the defensive AI awareness up
improves the situation, but finding the sweet spot is simply a pain in the
butt. In its default configuration, Madden 2001 plays way too easily. If you
like a simulation of football, you literally have to spend hours tuning the
game. Even after tuning the features, I felt I never had to check off at the
line of scrimmage. Nor did I feel I could. Defenses rarely feature motion
before the snap. Compare this with NFL2K1 on the Dreamcast, where the
secondary adjusts to the receivers' locations at the line of scrimmage. On
blitzes, safeties and linebackers rarely approach the line before the snap like
they do in NFL2K1 (or disguise a blitz by cheating up to the line and backing
off at the snap as in NFL2K1). And I could still exploit the secondary at the
All-Madden level on short passes.
There are plenty of holes in Madden 2001. Money plays abound in the passing
game. While they aren't the big gainers, the short passing game is too
effective to make this game a classic. Sure Madden 2001 plays well, but it
falls short of being a true simulation. It needs a few tweaks here and there
to be the best. It's already there with the player control, which has been
substantially enhanced. You can no longer spin or juke on a dime. Moves have
to be planned in advance to be effective. Perhaps the friendly competition
of NFL2K1 will force the Madden team to go the final step into making the
Madden franchise a truly great series. It's almost there.
Replay Value : 82
Overall : 83
Related Link: Madden Mania
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