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NFL Fever 2000 (PC) ReviewRelease Date: August 1999 Background Info
There can be no question that the most-esteemed football booth is comprised
of Madden and Summerall. Year after year the two can be counted on for a
solid, even exceptional, football telecast. Much in the same way, year
after year we gamers have come to rely on that same pairing as found in
EA's Madden series for solid gameplay and numerous added features. Plain
and simple, Madden has usually brought more to the table and is the
industry standard, to be sure.
Essentially, what we have with Microsoft's new entry into the PC Pro
Football wars, NFL Fever 2000, is a competent all-around performer that has
a lot going for it but still manages to fall short of the lofty standards
set by the Madden games. Think of it as the number-two of football games
and you'll get an idea of where the game stands.
In short, wonderful visuals, top-notch detail and accurate gameplay make
for a fine football game that still has some glaring deficiencies that keep
it from the coveted top spot.
Let's break it down.
Presentation/Graphics : 97
As for the graphical representation of the action, kudos are earned here as
well. Defensive players flinch and twitch, linemen point out coverage to
teammates, the quarterback blares out audibles with an accompanying
stomping of the foot. Needless to say, the details are covered. And this is
BEFORE a play actually is run.
In terms of the plays themselves, realism is the key word. Just look at the
tackling alone. We've all seen a healthy smattering of the various tackles
in other games, but Fever takes the cake with veritable tons of tackling
combinations, all well done. Some of the best tackles are the gang tackles
that will occur after an overmatched corner tries to wrap up a bulky tight
end or fullback. As the ball carrier struggles with the defensive attacker
hanging on for dear life, the big boys come in and finish off the job. You
also have your usual tackles, of course, ranging from an occasional
end-over-end job and a few instances where the runner gets his legs cut out
from under him and spins helplessly to the turf. A nice bonus in the detail
department is how players will slowly roll over after being ransacked.
Of course, tackling certainly isn't the bulk of the game. Obviously we want
to see a good representation of running, passing and the like, and those
facets are well done in Fever as well. Running is solid, save for some
awkward arm movement when you don't have the ball. Let's face it, there
aren't a whole lot of NFL players who run around the field with their arms
flailing in the wind as if detached from their bodies. Granted, this is
somewhat ticky-tack, but with everything else looking so good it seems that
something could have been done about the windmill arms.
But at the same time, your running back will blast through holes and slip
out of tackles, an unhappy quarterback will cover his face with his hands,
and heroic receivers will do a little dance in the end zone after their
33-yard breakaway. In other words, this game just looks good. And all of
this plays out wonderfully when you get to view instant replays. These are
the best replays in the business, bar none.
Presentation/Audio : 88
If you recognize that there is absolutely no way that a computer
commentator can adequately call a game, then there is no problem, of
course. Just ignore the usual redundancies and painfully out-of-place
criticism that might pop up as you, for some crazy reason, try to go for it
on fourth down late in the fourth quarter and down by four. Oh, and don't
play your game in front of the kids, at least if you want to discourage
violence. On almost every single dropped pass, Millen pipes up with, "If I
were the quarterback I'd hit that guy with a 2x4."
Another issue here is with regard to sponsorship. Now we all know that the
college Sugar Bowl is henceforth to be known as the thunder-stealing Nokia
Sugar Bowl and that all other bowl games are in the same boat these days
(and don't even mention the Heisman Trophy!). But can it possibly be true
that the Superbowl is no longer the Superbowl? Sure enough, if you complete
a season in Fever and make it to the big game, or if you elect to play
through a playoff series and make it, you are heartily welcomed by Dick
Stockton to the "Microsoft NFL Fever 2000 Superbowl." Then again, EA Sports
hasn't always been saintly in its name-dropping tendencies throughout some
of its titles, so who's to complain?
But enough bashing of the audio, already. High marks are earned with the
game's on-the-field audio. Especially nice is the cadence barked by a
quarterback. Notable also are the crunching hits and the grunts that go
along with them. The crowd, meanwhile, is a lively backdrop and is quick to
get on the home team when things aren't going too well. In a game where
Philadelphia was in Mile-High Denver and drubbing the Broncos by a 46-9
count in the fourth quarter, the crowd was absolutely livid. The boos even
seemed to run over some Stockton announcing. How was Bubby Brister fairing?
"Get him outta there!" give you an indication?
Interface/Options : 93
Not over-designed or cluttered, you'll find it simple clicking your way
through the various features and setup screens. There can be no question
that this game hits the mark in its general look and feel.
Gameplay : 89
Like so many other football games, the running attack is tough. On all
three skill levels, you'll be lucky to tear off any big gains, and nearly
all of those are going to come when the defense is COMPLETELY none for the
wiser. Jamming up the middle is pretty much your best bet, with holes
opening clearly. You can run your back through a hole, gain a few and hit
the turf. But running outside is no easy proposition. You'd better have
perfected your available moves or you're in for a long day of passing,
passing and more passing if you want to have any chance of winning a
ballgame.
Run Barry Sanders 20-25 times in a game set on All-Pro and watch as he
spins, jukes, leaps and plows forward for a whopping 24 yards. Point is,
what you get in NFL Fever is more of the same in the running game. While
you might gain eight yards on one or two runs, you're just as likely to get
trapped in the backfield for a loss of four.
Then there is the issue with fumbles. For some reason, NFL Fever seems
somewhat fumble happy. In a game with plenty of jarring hits, there always
seems to be a number of slippery balls that compound the situation. Whereas
in most games there might seem to be a couple of interceptions for each
fumble that occurs, in Fever that ratio is just the opposite.
Maneuvering your offensive and defensive players is a snap, with the usual
controller setup as found on other football games present here. Passing is
still a matter of hitting one button to snap the ball and then hitting your
receiver by tapping the corresponding button. An unfortunate aspect of the
passing game, however, is the tendency for balls to be dropped by even the
surest-handed receiver. In a game where I took control of the Bears, I
counted four dropped balls by Curtis Conway alone! Clearly this is
Microsoft's way of controlling statistics to an extent, since most passes
clearly hit their intended target. Of course, stats aren't even a real
feature in this game, but more on that later.
Running on offense offers the same speed burst, spin move, juke options,
etc. One quirk can be found on defense, however, when it comes to switching
to the nearest defender. Unfortunately, hitting the correct button doesn't
always switch you to the pursuing player you'd most like it to.
Kicking is one part of this game that is a clear departure from the rest of
the group. When you line up for a punt or kick, an arrow appears that is
supposed to accurately reflect where you place the ball. This takes some
getting used to, to say the least. Time after time in the first few games
that most gamers will play you're bound to find yourself lining the arrow
up exactly only to find that you miss the uprights by several feet.
The AI portion of the gameplay is rather routine, with the three skill
levels ranging from Rookie to All-Pro. Running, as mentioned, is a chore,
and passing tends to be a simpler affair. The computer always seems to have
its bases covered no matter what running stunt you try to pull. It does a
lesser job in blanketing your receiver corps.
Clock management is fairly well done. Late in games where the computer has
the lead, the compucoach will let the play clock run down. Two-minute
drills administered by the computer's offense are well done, with some
clock-stopping passes thrown directly into the turf. There also aren't any
noticeable quirks where the computer, down by 6 with 23 seconds to go,
elects to punt. Thankfully, common sense reigns here. Just don't tell that
to Matt Millen.
Replay Value : 80
Fact is, if you were to track the performance of some of your players in a
given game, you'd find that your QB might amass some 250 yards on 15 of 27
passing while your backfield might run up a few yards. Sure, the running
totals might not be too terribly accurate, but you can run into the same
problem on a whole host of football games that still manage to track stats.
Plain and simple, stat tracking and a career mode are features that are to
be expected these days. When a game doesn't offer them, it not only is
peculiar, it smacks of plain laziness.
Overall : 90
It's actually quite simple, really. If you're looking for a pleasant,
impressive-looking game that will do an admirable job of entertaining you
while keeping your football mind stimulated enough to last you during the
NFL's off days, this game is it. The presentation is superb and the
gameplay is certainly adequate. However, if you're looking for a feature
-laden game that delivers on all levels, from graphics to complete-sim
details, then this game is a must-pass. It all comes down to what you want
out of your football title of choice.
© 1998-2006 Sports Gaming Network. Entire legal statement. Feedback
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