|
Madden 2001 (PSX) ReviewRelease Date: August 14, 2000 Background Info
What football lovers should expect is typical Madden. Unlike the 2000 version
which seemed to have some major overhauls in areas, Madden 2001 attempts to
improve the series in subtle ways. For the most part, the game plays similarly
to last year's version. But is that such a bad thing?
Presentation/Graphics : 95
On the field, players have unique shapes and sizes, so safeties are small
compared to offensive linemen. Even linemen have various builds. Madden 2001
keeps track of the heights and weights of the players in the game and sizes
them on the field accordingly. Besides the sizes of the players, each player
can have a particular set of uniform extras. Players sport arm bands, elbow
pads, and long sleeves. In fact, when you create a player, you are given
total flexibility on how the player looks, down to the type of face mask. And
believe or not, you can see these changes on the field of play.
The uniforms are clearly readable. Team logos are fairly crisp, and there
will be no mistaking one team for another. Player numbers are easily seen,
but names on the backs of jerseys are hard to read. After plays, the camera
switches to a close up view of the players walking back to the huddle and at
this point the detail in each player takes a step up.
Likewise, there will be no mistaking where you are playing. If you are
familiar with a particular stadium, you will find it is modeled with meticulous
detail. At the Pro Bowl, Aloha Stadium had all of the skywalks which reach
across the stands. Field goal nets are pulled up for field goals and extra
points and quickly drop to the ground after the kick. About the only complaint
one could ever find with the stadiums is that they are all based on the modern
era. It is a little odd to play as the 1970 Vikings in the Metrodome instead
of the old Metropolitan in nearby Bloomington. On the positive side, for night
games, the sky turns from a deep blue or purple to black. Also, if it snows
during a game, the field has a cloudy look to it, and as players run across
the turf, the impressions from their shoes are left behind. The shape quickly
dissolves as more snow falls.
Perhaps the best area of Madden 2001 is the animation department. Player
animations are stunning. Tackles have an incredible number of frames of
animation; you can feel the struggle involved in getting a player to the
ground. Running backs twist as they attempt to escape the clutches of
defenders, and players can even break out of wrap tackles. The animations
involved with receivers making cuts actually aids in the timing of passes.
Presentation/Audio : 75
The crowd sometimes does not know how to act at a football game. A case in
point is during the AFC Championship during my second Franchise Mode season
as the Broncos. Playing at Indy, I intercepted a pass and ran it back for a
touchdown. During my extra point, the crowd started chanting "Defense." This
happened on more than one occasion, and after a play like this, I would expect
the crowd to throw a few boos to the field or at least shut up. The player
sounds are the saving grace. The QB barks out the play, and tackles sound
painful. But honestly, after a few games the sound was so insignificant that
I put my headphones on and listened to some music. You would think the Madden
team would take a page out of the NCAA book and invest some time in the audio
department. Please EA, make the game's atmosphere more realistic - at least
throw in some stadium music.
Interface/Options : 92
In Franchise mode, you control a team for up to 30 seasons. You control the
team from the top down, which includes managing player personnel as well as
your coach. The Franchise mode is virtually identical to last year's version.
You can renegotiate contracts during the season, and an agent acts on behalf
of the player. And those players are certainly greedy. They always seemed to
ask for at least double their current salary. Of course, you have to
manage your finances wisely as the league does impose a salary cap. At the
end of a season, you are given a status on what players have decided to
retire. Next, you can sign or release any unsigned players and then begin the
free agent signing period, a process that lasts over 40 virtual days. You
compete for players who may receive offers from other teams. Once the free
agent period is over, trades can be suggested with other teams which involve
your current roster or some of your upcoming draft picks. Next, the
seven-round draft takes place, and you must sign or release your draft picks.
During the entire player personnel process, the CPU lets you know where you
need to add players. If you sign too few players for a position, you will
have to pick up a free agent from the few remaining players.
The statistical engine does not reflect the actual play on the field. If you
check a team's stats before playing them, you may find they have a stud running
back. Once on the field, however, the back does nothing more than block or
receive passes in the flats. AI offense is so pass-oriented that they all but
abandon the running game. Playing with 5-minute quarters, my offensive team
stats were anemic compared to the rest of the league. I was near the bottom
in passing and rushing, despite the fact I rushed over 100 yards each game and
my opponents rushed under 50. Injuries are another problem. Despite the tons
of options in Madden, injuries are either on or off. Playing with injuries,
I had two players injured in two seasons. If I looked around the league, many
teams dealt with multiple injuries during the season.
The newest option in Madden 2001 is the Madden Card. During a game, if you
reach certain milestones you receive Madden tokens that can be used towards
the purchase of packs of Madden cards. Each pack costs 40 tokens, and you
earn more tokens as you increase the difficulty level of the game. The tests
are similar to the Madden Challenges of Madden 2000. When you buy a pack of
cards, the cards are similar in structure to modern day trading card issues.
Some cards are three-tiered, with a bronze, silver, and gold card. The cards
are divided amongst current players, retired players, cheats, teams, and
stadiums. In total, there are over 500 different cards, and your completion
status is based on how many of the 296 gold cards you have. Cards of current
players can be used once to improve the performance of a player. Improvements
range from 3 percent for the bronze to 15 percent for the gold card. The
cards of former players (such as Elway, Steve Tasker, 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. Besides playing the cards,
you can sell them for more Madden tokens (to buy more packs) or trade them to
another person. If you are a collector, you will really like this feature in
the game. While I do not use the cheats in the game, I certainly am driven
to play the game repeatedly on my quest to complete the set.
Of course, saving your Madden Cards requires you to save your status to the
memory card. Saving your franchise or game settings is simple. But your
Madden Cards are kept in a profile. You would think that saving your profile
would be under the Memory Card option. Nope. It took me a couple of days
of fishing through menus before I actually discovered how to save my profile.
You have to head to the Custom Options selection off of the main screen,
select your profile, and then save it. So if you are playing in the franchise
or season mode, you have to completely back out of the mode to save your
tokens. Nowhere is this documented in the manual.
Speaking of the manual, while it does a poor job at describing some of the
features in the game, it does a great job at outlining the control scheme. If
you are a Madden maniac, the basic control scheme has not changed a bit. If
you take advantage of some of the advanced controls, you will appreciate the
ability to flip the called play at the line of scrimmage with the square and
R2 button. Or, if you set up in a run defense and anticipate a pass play,
hit the triangle button followed by an up-press on the D-pad to invoke the
Read N React pass prevent. Conversely, you can anticipate the run with the
triangle and pressing down on the D-pad.
Gameplay : 83
I began my quest at the Pro level of difficulty (Rookie, Pro, All-Pro, and
All-Madden are the options), and the first thing I noticed was that this is
still a passing game. I have yet to find a single player football game that
actually resembles real football. Madden 2001 lets you adjust the AI of the
CPU, and I eventually moved the bias nearly completely to run. I even
increased the running back abilities and line blocking abilities. But even
weighting those parameters heavily towards the CPU, I could not get it to run
the ball realistically. The usual pattern would be the AI team would open
up the game with a few passes, run the ball a couple of times, and then toss
a run in every now and then. If you get a small lead, you might as well play
a nickle or dime package the rest of the game. During too many games I
defended pass plays exclusively in the second half. I did have a few games
that played realistically. In my second season, I had an overtime game against
the Raiders where the Raiders had 15 rushes for 71 yards and were 14 of 22
passing for 215 yards. I won the game 17-14 in overtime at the All-Pro level
in what could be my only realistic game in over 30 games of Madden 2001.
Thinking that the running problem was due to the running backs or offensive
line, I played against the Saints. With Ricky Williams in the back field, I
figured he would rattle off a few yards. When all was said and done, the Saints
ended the game with 5 rushes for 1 yard. I was pissed. I was even more pissed
when I switched teams and successfully ran the Saints up and down the field.
And where Madden 2001 falters in the CPU running game, fans of the running
game will love Madden 2001, especially at the All-Pro and lower levels.
Playing with the default camera view, the blocking animations and clear
graphics show holes open up in the line. If you call the same play multiple
times, the defense learns to stop it on the second or third try. However, I
was able to rush for over 100 yards each game (and sometimes 200) with just
3 or 4 run plays. Long gains over 20 yards were rare, but gains of 5 to 10
yards were too commonplace. On sweeps, receivers block so well it seems like
they are holding the cornerbacks (an aggravation for me on both sides of the
ball).
The cure to the effective running game on offense is the All-Madden level.
Running at this difficulty level is next to impossible, and reminds me of
running at the pro level in Sega's NFL2K. My rushing average dropped from a
healthy 5 yards plus to around 2. The only way to succeed at the highest
difficulty level is to utilize a run and shoot scheme and pass on every down.
While the running game is impossible (or nearly) at the All-Madden difficulty,
the passing game was remarkably easy. I was able to pick apart the AI
secondary with a mixture of short and medium passes. Throwing deep was saved
for single coverage situations. Despite my success at the passing game at
the highest difficulty level, I yearned for realism, so I spent the rest of
my time playing Madden 2001 at the All-Pro level, which seems like the sweet
spot for offensive play (note, there is no sweet spot on the defensive side).
Besides the lack of running by the AI, the AI has some plain kooky actions.
In almost every game where the CPU had the ball with under two minutes to go
in the first half, the CPU would run the ball to run the clock out. Then,
inexplicably, they would call a time out on third down deep in their own
territory. Often these will be the first rushes of the game for them.
While ahead late in the game, there were times I thought the CPU was cheating.
If playing a decent team, I could be assured the CPU would come back strong
with multiple scores. When coming from behind, the CPU tends to throw deep
rather than short or over the middle. In my first season, I was playing the
Colts for the AFC Championship and was up 14-7 with under a minute to go.
I played a dime prevent and 3-4 safe scheme, and the Colts rattled off four
consecutive passes for 93 yards by throwing into double and triple coverage.
Another sign of cheating comes with audibles. I was in an I-formation for a
run up the middle. I recognized a blitz coming and audibled a new play. Mind
you, this play used the exact same I-formation and no players went in motion.
With nothing letting on that I was moving to a pass play, the secondary shifted
back into pass coverage.
Another area where I thought the AI was cheating was on pass interference.
However, I think this is actually a case of poor interference detection. My
receivers were held or blocked on too many occasions as they went over the
middle. Even though I turned the pass interference sensitivity to the
maximum, I never had the CPU called for interference. On a 10-yard slant,
Brian Griese would throw the ball. While the ball is in the air, my receiver
was physically restrained from completing his pass route. No defenders were
going for the ball, so that should be a clear cut call. Nope. And if you use
the default settings for penalties, the only call the CPU ever gets is for a
false start. With the penalties set to the maximum, they added 5-yard face
masking penalties. Not once in over 30 games was the CPU called for holding,
roughing the passer, interference, or many other calls. I, on the other hand,
had several instances where I had a big gain called back for holding.
You can use the problematic AI to your advantage. On 3rd and 4th downs with
a yard or less to go, you would expect the defense to line up in a tight
package. Many times the CPU lines up in anything but a goal-line defense.
Heck, I had the ball 1st and goal on the 1-yard line and the CPU lined up in
a 4-3 defense. On a 3rd and 1 play, the CPU lined up in a goal-line defense.
He stopped me for no gain. I decide to go for it and use the exact same play.
The CPU decides this time to line up in a 4-3 scheme. First down. Even in a
playoff game it was 3rd and inches for me with under a minute to go and my
Broncos up 14-10. If there was ever a time for a tight defense, this was it.
Coaching 101 says QB sneak. The defense lined up in a 4-3 with two of the
linebackers parked out by the tight ends. First down.
On the positive side, Madden 2001 implements a tackling system based on the
abilities of the players. A player won't instantly drop to the ground on
contact. On several plays my backs and receivers wrestled away from the
tacklers. This bit of realism was appreciated, although the CPU tended to
abuse it on the All-Madden difficulty.
I may seem overly critical of the flaws in the game, but face it, Madden
represents the pinnacle in console football. Unfair or not, Madden is held to
a higher standard and should strive to be the best. In some areas, it clearly
is great. The offensive running game on most levels of difficulty is a step
in the right direction; the ease of the running game (and I tried with several
different teams with inferior backs and lines) needs to be scaled back. The
passing game is pretty good with the exception of receivers being held. The
secondary has reasonable closing speed when zone defenses are implemented. The
most work needs to be devoted to the offensive CPU AI. If I want a game with
nothing but passes, I'll seek out NFL Blitz.
Replay Value : 85
The Franchise mode is certainly the best feature of the game. The ability to
build a team from the basement or sustain a dynasty adds a tremendous amount of
replay to a game. Even the Two-Minute Drill mode offers a decent amount of
replay value.
Along the way, I became addicted to the Madden Cards feature in the game. I
am not a gamer who utilizes cheats, but I strive to finish off the card set,
cheats and all. The first thing I would do after each game would be to check
the number of tokens I possessed and hit the card shop.
Overall : 85
In the meantime, however, Madden 2001 on the PlayStation will keep you
satisfied. Even though there are some AI issues associated with CPU play
selection, I had fun playing the game. The Franchise mode is the best you
will find in any sports franchise, and it adds to the realism of the game.
The ability to run against the CPU, while a little too easy at times, was
definitely appreciated. Graphically, Madden 2001 shows the PlayStation at
its absolute best. The animation sequences are nothing short of perfection,
with pull-down tackles and wrap-around sacks utilizing many frames of
action. In the end, EA has released a solid, though not perfect, football
game.
Related Link: Madden Mania
© 1998-2006 Sports Gaming Network. Entire legal statement. Feedback
Other Links: |
|
||||||||||