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Review
By:
Nick
Arvites |
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Developer: |
EA Sports |
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Publisher: |
EA |
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# of Players: |
1-4 |
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Genre: |
Sports |
| ESRB: |
Everyone |
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Online Play: |
Yes |
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Accessories: |
Xbox
Live, HDTV 480p, In-game Dolby Digital, Custom Soundtracks |
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Date Posted: |
11-28-04 |
Every fall, millions of people across the country pay their
fifty-dollar admission price to get the newest edition of EA Sports’
John Madden Football. While the franchise has proven to be a
steady top seller, Xbox gamers were not as enthusiastic about the
Madden series because of the lack of online support. However, at E3
2004, Microsoft and EA dropped a bombshell that reverberated through
the Xbox community: Xbox Live would now be supported by EA titles.
Madden is the second EA-Live game (first being NCAA
Football 2005). How does this much-anticipated Xbox Live title
measure up to the high standards of the almost two year old
community?

The Madden formula is time-proven to work from a business
standpoint. All EA really does is tinker with certain aspects of the
Madden experience with each updates, and people rush out to buy the
product. Some updates are more drastic, such as last year’s
franchise mode, while some updates are just polish. This is a year
of polishing for the Madden series. Finally, EA has addressed the
constant torn ACL of the series: the defense. Even up to last year’s
edition, which boasted a much-improved offense, defensive players
simply were not there. Safeties were useless, corners made the
occasional interception but did little else, linebackers were
horribly inept, and linemen were only useful in rushing the passer
(assuming the O-line let you through). If your opponent picked the
Falcons, you really couldn’t defend against the Vick-and-Dunn attack
(scrambling with Vick, tossing short-outs to Dunn, or bombing it).
Defensive teams like Baltimore and Miami were useless, while teams
like Atlanta and Philly were disgustingly good because of the fast
paced offense.
The defensive changes have completely changed the aspect of the
game. Aspiring defensive coordinators can now make pre-snap audibles,
change individual defensive assignments, and change coverages on the
fly before the snap. This gives an entirely new dimension to the
Madden system. This allows for defenses to match up against the
opposing offense and prevent things like the Vick-and-Dunn combo.
Defenders as a whole are actually intelligent, linebackers react
correctly and are extremely effective, and D-backs actually do
something other than tackle the wideout that beat them. The
“hit-stick” is new to this year’s edition. If you want to bring the
pain and completely annihilate that pesky offensive superstar, just
tap the right analog stick and your defender (preferably cover-boy
Ray Lewis or some other mean linebacker) will perform a hard-hitting
tackle that has a chance to knock the ball loose or injure the
player. There is a drawback…you will miss this if you do not time it
perfectly. However, the hit-stick’s true value is when it is used to
punish wide-outs with your safeties. Players like Denver’s John
Lynch are actually very effective in slamming a receiver and turning
a potential catch into an incomplete (or an interception depending
on your other defensive backs). Yes, defense is back.
Offense is still more of the same. If you’ve played Madden in this
generation, you know what to expect. It’s practically the same thing
as last year’s game with two additions. First, that useless hurdle
button has been discarded in favor of a protect ball button. If you
see a nasty defender about to slam you, jam on the protect ball
button and the ball is less likely to fly out of your hands. The
second change is the inclusion of formation shifting. Ever watch a
Colts game and notice how Payton Manning will start micromanaging
his offense and change the entire formation? You can do that. This
allows you to bring in protection if you’re running, or throw off
the defense by confusing them. However, this inclusion had some
serious online problems, which I’ll address later. My biggest
complaint with the offense is the running game. This game does not
allow for power running. You cannot drag opponents behind you, and
breaking tackles is not really a reality in the world of Madden. If
you’re using a back like Tiki Barber or an equally speedy finesse
back, this isn’t a problem. However, if you’re using any of the
top-tier backs (Jamal Lewis, Priest Holmes, L.T.), you cannot bowl
over defenders and you will often find yourself unrealistically
stopped.
The bread-and-butter of the Madden series is the Franchise Mode.
This year, Madden 2005 expands on the Owner mode from 2004.
Now, players experience “story-lines” told through the USA Today and
local newspapers (including quite a number of real papers) as well
as the “Tony Bruno EA Sports Radio Show” that is playing in the
background during the menu. Would-be owners can once again build new
stadiums, move their team to a number of real-life cities (including
Los Angeles), and change the uniforms. There are a few problems that
will likely be addressed in subsequent versions of Madden. While the
Franchise Mode now allows for players to become disgruntled, you
STILL do not see the same amount of bitterness presented by some of
the players in real life. While I’m not expecting something like
“Player X retires to smoke marijuana ala Ricky Williams,” I do
expect egos to make it somewhat difficult to build up a powerhouse
team. As it stands, it is far too easy to retain players. If this
were a simulation of what it was like before free agency, which
would be fine. However, this is not the case in reality. The CPU is
a horrible GM. They rarely make trades, and if they do, they’re
either nonsensical or rip-off deals (worse than the Jerry Rice for a
conditional 7th rounder). On a more nit-picking note, the
headlines and stories from the newspapers look as if an illiterate
3rd grade dropout wrote them. The stories are rarely grammatically
correct, and in general lack a personal feel.
Audio commentary is akin to listening to glass shards being drug
across a chalkboard. Take the commentary track from 2004. Add in a
few more names and five new phrases. Pack it and ship it. The
commentary sounds distant and generic, and it often sounds worse
than the high school games they broadcast on the local access
channel. The game has JOHN MADDEN’s name plastered on the cover. WHY
IS THE COMMENTARY FOURTH RATE? The presentation doesn’t have a
broadcast feel. No half-time shows, no post-game wrap-up, no
highlight reels, and the overly generic commentary track makes this
feel more like “Joe Montana Sports Talk Football” from the Sega
Genesis than something that should be presented in the current
generation of console systems. John Madden should be embarrassed to
have his name attached to something that has such a sub par
presentation. EA is the largest third-party company in the world…why
can’t they pay the extra money to get a Monday Night Football
license or something to use the MNF logos, graphics, and other
things. Look at the competition…ESPN’s addition has added an
entirely new dimension to their A++ presentation.
One of the major problems that I found in the game was the actual
team ratings and play-styles. Thanks to salary cap and free agency,
the NFL has become a league of parity. In other words, while a small
handful of teams rise up to the status of elite, the vast majority
of the league is equal in terms of talent. However, Madden’s actual
play-style doesn’t mirror reality. There’s a definitive ladder
between teams, and certain teams that shouldn’t have been rated that
high (Redskins and their ineptitude or the Vikings and their lack of
D) are, while some teams (Browns) are rated disgustingly low.
So, how is the online portion of Madden? Well, if I had to sum it up
in one phrase, I’d have to say “DISAPPOINTMENT OF THE YEAR.” As a
(oft rabid) Xbox Live gamer, I’ve been waiting and complaining since
the launch of the service about the lack of EA support. EA, as the
largest 3rd party publishing company, has an obligation
to satisfy their customers. Well, when they announced they would
begin supporting the Xbox this year, gamers let out a cheer. Then,
the results came back, and they were painfully clear: EA Online is
terrible. Let me repeat this: EA IS TERRIBLE. I have NEVER
experienced this degree of gross incompetence from one of the major
players in the gaming industry, and I’ve dealt with SEGA and
NINTENDO before. The first noticeable problem is that the majority
of people take advantage of the lack of parity and only play as the
following teams: Pats, Panthers, Redskins, Eagles, Falcons and
Vikings. Needless to say that in real life, the chances of the
Redskins or injury plagued Panthers stomping an opponent is
slim-to-none. Less than a month after the game launched, it was soon
discovered that there was an online glitch. This glitch involved
using the formation shift audible rapidly, and it would drain the
stamina of the defense. This was dubbed the “quicksand” glitch since
your defenders moved so slow that it appeared they were stuck in the
field. EA’s response to this problem? Turn off fatigue for ranked
games. While that initially may not sound like a bad idea, the
actual practice of it is one of the worst things that happened to
the game. It demolished the idea of running the ball. Since defenses
never wear down, there’s no point in even trying to run since you’ll
never break a huge one unless the defense screws up badly. Defenders
can now bump-and-run your WRs, shutting down the pass game, and they
can blitz all day without ever tiring out. The one style that sums
this up is the extensive use of Quarters formation (3 DLs, 1 LB, the
rest DBs) to stop EVERY style of offense.

Offenses can regress to Madden 2002 and simply streak Moss/T.O./any
other high profile receiver and get enough long passes to stomp you
or simply run with a mobile QB without the risk of injuries. Flags
are never thrown unless they’re so obvious that a blind referee can
see them. Roster updates have been few, and as of this writing (late
Oct./early Nov.) they have yet to update it to include the
trade-deadline deals (so McKenzie is still on the Packers, McCardell
is still on the Bucs, Rice is still on the Raiders, etc). My online
record before they turned off fatigue: 25-14. After they disabled
fatigue, my record plummeted. The discovery of several other
glitches has practically made this game unplayable. These include DL
glitches that allow defenders to blow past the O-line, FG/Punt block
glitches that involve sprinting past the line by anticipating the
meter (since you can’t delay the kick), and an entire slew of
money-play slants. If you don’t like to cheese-play, Madden is not
playable online. While they promised league play, it wasn’t free and
required a credit card number to sign up. This feature, when it
launched a month behind schedule, was also marred with problems and
is barely playable, let alone user-friendly. Overall, EA’s online
report card gets an F- with additional points off for essentially
releasing abandonware.
Highs:
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Defense actually feels like it’s a part of the game
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Owner mode additions are cool, but could use some improvement
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More of the same mass-market appealing (easy multiplayer) game-play
Lows:
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Xbox-Live/Online support is a joke
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Horrible presentation
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No power running game
Final
Verdict:
Herein lies the problem: what to rate Madden? If I had never gone
online with the game, this would have been a fairly high rating. All
it does is improve from last year’s version, and even though it has
flaws, it isn’t bad in the least. However, the online portion kills
the entire game. I’ve become so disgusted with Madden because of the
online portion that I shelved it, cancelled my premium pass
subscription (which was free, but I want out), and plan on getting
rid of the title. I cannot recommend this title to anyone who plans
on going online because EA does not support it and they have
essentially cheapened a simulation football game to the level of
NFL Street or NFL Blitz. While Street and Blitz aren’t
bad titles in the least, they are not Madden. If I wanted NFL
Street, I would have bought NFL Street. To give an idea
of the major difference online makes in the rating, I give you my
rating for the game without online and the game with online
considered.
Overall
Score:
8.5
(Buying it for the online?: 5.5)
Additional
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