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Madden
2005
I’ve
noticed something about a lot of the reviews I’ve seen for Madden
2005, none of them have been for the PC version.
Now
I realize that a lot more people actually play the game on
their PS2, XBox or even their Gamecube. But what these playas
don’t
realize is that they are missing out on the version that
allows the most customization among all the platforms. This
has always been the case with the PC version, and it is no
different this year.
When
we had our interview with Jeramy Strauser earier this year, he
had dropped a bombshell on us: we would not be able to use
created teams in franchise mode.
Needless
to say this was going to create some problems with a lot of
people, particularly those of us who run leagues or our own
team to promote a website (PCF Instigators and the forthcoming
BlideSideBlitz team). But by manipulating some files we would
be able to use them in Madden
2004 along with updated rosters.
But
as for Madden 2005
we would have to satisfied with the stock teams that were
available.
The
way that Madden 2005
looks and plays, that might not be as bad as we had thought.
There
is enough in the game to keep anyone of us occupied and
interested well into August of 2005 when Madden
2006 is due to
come out (allegedly).
Take the roster editor for instance. Now I know, the numbers
are not fully open up so that you can give any player any
number, but there is a way around that. If you use up all of
the numbers for that position you are trying to change, then
all the other numbers should be
opened up for that player. That’s assuming that the player
in question already has a number other than what the NFL says
he should. If not then you can always create that player
again, give him the correct number and release the other
player into the free agent pool.
I
know that you’re thinking that that will put a lot of blank
players into the free agent pool. Au contraire monfraire, if
you create a team
with the express purpose of putting those players onto its
roster so that you can delete it and then import that team
onto your roster file so you can do it several times over, you
won’t fill up your free agent pool. Now if you had created a
team, exported it, imported it, and then deleted it in Madden
2004, then the game would not let you import or export
files into
that roster file again as it somehow corrupted the file. This
does not happen in Madden 2005 as I have done this several times with no problems. I
guess they worked that bug out. Now mind you the minimum
number of players on each team is 45 this year as opposed to
the 49 last year. So you can get 10 unwanted players in there
before you have to delete that team, import it and start over
again.
Another
piece of good news is that your roster files and teams from Madden
2004 will work in Madden
2005! I don’t know how the gang
at Tiberon missed that as data files usually are incompatible
from year to year. But this year something must have slipped
through the cracks because it is possible to use 2004 files in
2005, and vice versa. I know because I have tried it both
ways.
Well
enough with all that, you might be saying, how does the
frigging game actually play?
In
a word…maaaavolous.
The
one thing that you will notice about this year’s game is
that EA Sport’s has lived up to their word. Indeed the
defense is much improved. So much so, that when you first
start playing the game, you will probably get frustrated very
quickly when the same money plays you ran last year suddenly
fail you. On the other hand, when you play defense you will
feel the exact opposite as your MLB sticks the opposing HB for
a loss on 3rd and inches when last year it was a
sure 1st down during the last 2-minutes of the
game.
Now
as far as how sliders effect the game take this piece of
advice: turn all of them up as high as you can in order to get
the most out of your players – especially on offense. Since
this year’s game is slanted towards the defense the offense
needs all the help it can get. Below is the Box
Score from a game I played with the All-Rams against the
All-Vikings. Take note of how high the sliders are and at the
stats for both teams, you will find that both teams played
very realisticly.
Now
as far as the new controls are concerned, it will take some
getting used to for those of you who used the right analog
stick to call a run or pass defense in Madden 2004. Unfortunatly that feature has been replaced by the
“hit stick”, which I haven’t gotten the occasion to use
very much. Neither have I used the options for individual
assignments, although I understand that they are a really cool
addition to the game. After all, I play 15 minute quarters
with an accelerated clock, so there is not a lot of time to
call out individual assignments like hot routes or blitz
packages. But this also forces you to think quickly before the
CPU
snaps the ball as to how you can stop your opponent. Usually
the defense will do a good enough job to where you don’t
have to call out any assignments. All in all the game plays
very well with just a few tweaks and is the closest we have
ever come to the actual action o we see every Sunday.
As
for graphics…wow! If you have a high end ATI or nVidia card
then you will not be disappointed. I started the game at 2:30
in the afternoon, and by the time the game was over the sky
was dark and the lights were on! Also, since we were playing
in a created Metropolitan Stadium, it would snow off and on
during the game adding to the realism. The sideline shots were
very well thought out as you actually have coaches talking to
players on the bench, and you even get a good view of some of
the fans in the stands.
Speaking
of the fans, the create-a-fan feature is kind of fun, as you
get to create your own brand of idiots to populate the front
row and get their painted mug on camera. Creating fans to
populate the Black Hole in
Oakland
is probably the most fun you will have with this game for a
while, but eventually you are going to want to see these guys
in action during franchise mode.
Now
franchise mode is more of the same like we saw last year. Owner
Mode is back, but there is a new twist. You now get access to
your local paper for stories on how your team is doing, who is
happy/unhappy, and so on. You also have a morale meter this
year to see how individual players are doing and weather they
need more playing time or not. If a certain player is unhappy
with his time you can always put him on
the trading block to try to change his attitude around (hey it
worked with Bill Meuller in MVP
Baseball 2004). New to this mode is the radio show hosted
by Tony Bruno, except that there is not much there to listen
to as the radio you hear is pretty generic and tends to repeat
itself.
The
thing that has really surprised me about this release besides
being able to use last year’s rosters, is the fact that
there was an update available on day one of its release. After
installing the game I figured “what the hell, what have I
got to lose?” as it turned out I gained a whole lot as the
system located an update and installed it. Another patch had
been released after that, and I wouldn’t be surprised if
more were released as more and more issues are brought to
light.
Bottom
line: this is a game that is woth picking up, playing, and
keeping in your library even after Madden
2006 comes out. The game looks and plays like the real
thing, even down to the weather effects. But if you want to
use created teams in a franchise, hold onto Madden 2004 as well.
On
a scale of 1 (worst) to 10 (best), Madden
2005 gets a 9.4.
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