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Review
By: Nick Arvites |
| Developer: |
Microsoft |
| Publisher: |
Microsoft |
| #
of Players: |
1-4 |
| Genre: |
Football |
| ESRB: |
Everyone |
| Online: |
No |
| Accessories: |
Memory
Card |
| Date
Posted: |
1-12-02 |
If the name NFL:
Fever sounds familiar, you may have heard it a few years ago in the
PC gaming world. Microsoft burst onto the scene a few years ago with
the Fever series and managed to actually top yearly powerhouse John
Madden’s Football. However, since EA has decided that the
"only update the graphics and not put anything new in the
games" theory was costing them sales, Microsoft won’t have an
easy time attempting to compete with multiplatform series that are
established, like the NFL2K series or the Madden series. So how does
Microsoft’s first attempt at console sport games compare to the
competition? Can Microsoft pull a Cinderella season like the Bears
had this year? Lets put it this way: tie game, Microsoft’s ball,
they kick for the game-winning field goal, and miss wide left.

The first thing
one notices about NFL: Fever is the graphical power. Fever has a
major advantage over Madden and NFL2k as its developed strictly for
one set of hardware. We see the Xbox’s potential shine in this
game. Stadiums look excellent, and the field itself is detailed. The
player models look great and are by far the best looking in the
video game world. You can see the mesh on the jerseys, you can see
the reflections in the helmets, and you can even see the wear and
tear on the uniforms. The wear and tear effect is done well, as your
150 yard and 2 TD running back’s uniform will be covered in mud,
dirt, and grass stains but your kicker and punter’s uniform will
look pretty much clean as they haven’t taken that many hits. If
eye-candy is the only thing that matters to you, you need this game.
The in-game
commentary is fairly good. It doesn’t suffer from the awkward
periods of silence as seen in Madden and isn’t filled with idiotic
inside jokes like NFL2k2. The announcers do a good job calling the
play by play and provide adequate color comments, but they do suffer
from sounding too artificial. The best way to describe it is to
imagine someone saying "GANNON! Throws-to-RICE!
For-a-15-yard-gain." In general, it doesn’t flow nearly as
well as the other games, which contributes to giving Fever a rushed
feeling. However, just the fact that there’s constant chatter
makes it worth it. The in-game music is excellent, from the techno
and base beats from the opening menu and in-game stadium music to
the NFL films orchestra tracks that are played in the dynasty mode
(think to those team yearbooks ESPN shows during the off-season).
The area other
than graphics where Fever shines is in the presentation of the game.
In the actual game, there’s only one camera view (basically the
default view for every other game). While that may seem boring at
first glance, Fever bombards us with an array of television style
shots before every play. To name a few, sometimes you’ll see from
behind the QB as the huddle breaks, sometimes you’ll see a ground
level at the line of scrimmage, or sometimes you’ll follow the
linebacker. The replays are done with angles closer to the ones seen
on the weekly TV games and don’t look like something out of the
Matrix like Madden’s did. For example, my receiver caught the ball
on the sidelines and got slammed out of bounds by a Defensive Back.
The replay showed my receiver being slammed into the cameraman who
was filming the replay. The player of the game feature is actually
done well. Unlike the competition, Fever’s actually goes by
players who made key plays and not raw production numbers. If your
DB makes an interception and runs it back for a 40-yard game winning
TD, chances are he’ll get it over your running backs. One of my
defensive linemen received the honors because he recovered a fumble
when the Packers were trying a 4th quarter comeback.
Comparing this to 2k2 or Madden’s theory, where almost every time
the player of the game is your QB, RB, or top WR (whichever has the
overall better performance stat-wise). The only glaring flaw I see
here is the lack of an instant-replay challenge.
No football game
would be complete without a Dynasty mode anymore. Fever does away
with the single season option and gives you a choice to go in a
fantasy season to unlock secret teams or to go into Dynasty mode.
The Dynasty mode has some innovative bells and whistles that put its
competition to shame. First, player stats improve from game to game.
Say your rookie WR has 3 straight 150+ yard receiving games with 5
TD’s. More than likely his stats will jump up. Now say your 3rd
year QB starts performing like Ryan Leaf. His ratings will drop
quicker than a botched pass. The off-season draft throws in a timer
mode, like in real life. It works to streamline the draft process,
and this is helpful especially if there are more than one users
playing in the Dynasty. The really awesome feature lies in the hall
of fame. NFL: Fever recognizes the top of the top group of players
by allowing them to pass on to the heaven of football, the NFL hall
of fame. You can look back and see the stats of everyone who’s in
the hall. Also, Fever has every record imaginable stored (so you can
break it). Want to try to break Mario’s all time yardage mark? Go
for it. Want to shatter Rice’s all-time receiving yards? Good
luck! To make it even better, having their numbers retired forever
memorializes standout players. It really amazes me that no game has
put these features in as fluidly as Fever has. The only major flaw
in the Dynasty mode is the time setting. You can only run 5-minute
quarters (though this may actually be a good thing considering the
gameplay).

While Fever may
sound like it’s a great game, the largest flaw is in its gameplay.
Simply, the game has an overall rushed feel to it. The controls take
a while to get used to. The configuration borrows from the other
games, but re-arranges everything. The passing controls obviously
aren’t polished. Instead of getting a bullet off to my open
receiver, the QB decides to randomly lob the ball as high as he can
throw it, allowing every DB and LB that dropped back to surround my
WR. The standing theory on the net is that Microsoft put an emphasis
on the larger than life plays. That’s great every so often, but
every 3 or 4 passes is just plain annoying. The running game is
based too heavily on the speed back and doesn’t give enough credit
to the power backs like Alstot. Its very strange to see the Bills’
Travis Henry sprint for a 30 yard game untouched from pure speed,
but see Tampa Bay’s Mike Alstot get jammed after 2-5 yards by the
first hit. The shoulder charges don’t work that great unless you
time them perfectly. The stiff-arm is ok, but is nowhere nearly as
effective as it should be. Jukes are a joke. Basically, running
consists of jamming the turbo and running a circle around everyone.
The Defensive controls take a while to get the timing down. They
seem to be operating on a different game. The defense seems more
sim-based, but it doesn’t flow with the arcade style offense. The
multiplayer fun factor is good if your buddies can get over the
controls. Because there are enough arcade elements, this game should
be extremely good if you have gaming parties or live in a dorm.
Fever doesn’t
know what kind of game it wants to be. This glaring flaw makes it
seem very unpolished, as it contains major simulation elements and
decides to couple them with major, glaring arcade elements. The
Blitz-like turbo doesn’t pair well with the realistic animations.
The larger than life emphasis can really destroy the game as it
takes away clear touchdowns and turns them into interceptions. The
fact that every game turns into a shootout or a complete blowout
really irks me. I thrive on defensive teams, yet defense isn’t
worth a damn if every game turns into a shootout. Microsoft needs to
seriously add some polish, especially to the passing game. All in
all, they need to take a step back and figure out where they want
this series to go and concentrate on getting it there. This hybrid
theory does not work and Microsoft needs to give it up after the
first try.
Highs:
-
Graphics
-
Hall of Fame, Retired Jerseys, records
-
In-game presentation
-
Multiplayer
Lows:
-
Controls take too long to get used to
-
Actual gameplay is trying to be both simulation and arcade
-
Feels unpolished
Final
Verdict:
Don’t let the
decent rating fool you. This game is definitely not for everyone and
I heavily recommend that you RENT before you buy. I cannot stress
that point enough. If you can’t stand NFL2k2’s style of play, I
seriously doubt you’ll even like this. The only game I can think
of to compare it to would be the revered classic Tecmo Super Bowl.
Blending arcade football with simulation football may seem like it
can work, but NFL Fever seems to have bobbled that idea. Microsoft
may have missed a game-winning field goal with this game, but if
they can do some serious training (meaning IMPROVEMENTS) this series
has the potential to explode.
Overall
Score: 7.8
Additional
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