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Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Thursday, August 5, 2010

THE INSIDE STORY OF HOW "MADDEN NFL FOOTBALL" BECAME A VIDEO GAME DYNASTY!

THE FRANCHISE: THE INSIDE STORY OF HOW "MADDEN FOOTBALL" BECAME A VIDEO GAME DYNASTY!
BY: Patrick Hruby

A truly awesome article on Madden Football the Video Game. Espn did an OTL episode on this and it is one of the best shows especially if you like videogames and Madden Football. You will enjoy this article, I promise!!!




In the beginning, there was the word. And that word was no. On a cloudy morning in 1984, three men met in an Amtrak dining car winding through the Rocky Mountains, en route from Denver to Oakland, Calif. The first was Trip Hawkins, a closet "Strat-O-Matic Football" junkie and founder of video game maker Electronic Arts (which has a relationship with ESPN to integrate content into its games). The second was Joe Ybarra, Hawkins' lieutenant, a high school chess champ turned pigskin fanatic. The third was John Madden, the former Super Bowl-winning coach, hardware store pitchman, televised NFL evangelist and poet laureate of interior line play.
Boom! He'll remember that number!
See how "Madden NFL" has evolved through the years.
Then, as now, Madden had no use for airplanes. He was nearly as leery of computers. This was before Google, PlayStation or the Internet. People didn't carry credit card-thin smart phones in their pockets, and video games were quarter-eating diversions for nerdy boys. Madden was a football guy. Intelligent as hell, sure. Unafraid of the telestrator. Once taught an X's and O's class at Berkeley. Yet was totally unmoved by "Pac-Man fever." Honestly didn't know what the heck a PC did. Booming and boisterous, an alpha male to the core, Madden brandished a cigar throughout the meeting -- one nearly a foot long with the diameter of a quarter; a veritable kraken of Cohibas to be gazed upon with despair. A chew toy.
Spittle-splattered but unbowed, Hawkins made his pitch, the same one he previously had delivered in a fast-food parking lot outside Madden's Bay Area office: Help me build a game. Lend your expertise. I'll put your name on the box.
Madden was intrigued. Maybe, he thought, this could become a coaching tool. Pick a play, run it on a machine, see if it works. No need to scrimmage.
If it's not 11-on-11, it's not real football. That was a deal breaker. If it was going to be me, and going to be pro football, it had to have 22 guys on the screen. If we couldn't have that, we couldn't have a game.
He sketched formations on paper, lines branching in every direction -- little masterworks of unintentional abstract art that Hawkins would later frame.
The one-time Oakland Raiders coach talked philosophy: Where's my playing field? Below sea level and it rains a lot? Then give me Gene Upshaw. Put the defense on skis and push them all day long.
Hawkins listened. Ybarra took notes. The duo promised they would create as sophisticated a simulation as home computers would allow. Real football, with seven players to a side …
Right there, Madden balked -- even though he was technically under contract with EA to endorse a football game. "If it's not 11-on-11," he said, "it's not real football."
"That was a deal breaker," Madden recalled. "If it was going to be me and going to be pro football, it had to have 22 guys on the screen. If we couldn't have that, we couldn't have a game."
John Madden discusses the early development of the "Madden" video game.
The consummate video game 1982
Harvard grad and former Apple employee Trip Hawkins founds video game maker Electronic Arts, in part to create a football game; one year later, the company releases “One-on-One: Dr. J vs. Larry Bird,” the first game to feature licensed sports celebrities. Art imitates life.
Everyone knows how the story ends. "Madden" uber alles. Twenty-two guys on the screen? Try a 22-year-old pop culture phenomenon, a video game once immortalized in a television commercial featuring the apocalyptic strains of "O Fortuna" from the "Carmina Burana" cantata -- and the effect was only slightly over-the-top.
Trip Hawkins dreamed of starting a game based on realistic football simulations.You can measure the impact of "Madden" through its sales: as many as 2 million copies in a single week, 85 million copies since the game's inception and more than $3 billion in total revenue. You can chart the game's ascent, shoulder to shoulder, alongside the $20 billion-a-year video game industry, which is either co-opting Hollywood (see "Tomb Raider" and "Prince of Persia") or topping it (opening-week gross of "Call of Duty: Modern Warfare 2": $550 million; "The Dark Knight": $204 million).
You can witness the cultural power of "Madden": grown men lining up outside Walmarts for the game's annual midnight release; rock bands, such as Good Charlotte, going mainstream via inclusion on the "Madden" soundtrack; a pokerlike underground circuit of cash tournaments; the black-cat mojo of the "Madden" cover curse superseding the Sports Illustrated cover jinx; Madden himself being recognized less for his Hall of Fame coaching and broadcasting career than for a game that beat him into Canton.
Alternately, you can listen to Cleveland Browns kick returner Josh Cribbs.
"I used to play 'Madden' all the time with [former teammate] Kellen Winslow [Jr.]," he said. "When Kellen got married, he did it at his house. After the ceremony, he went to play 'Madden'! He just got married. His wife is sitting there. And he's playing. We all made fun of him."
It's a "Madden," "Madden," "Madden" world. We're all just playing in it. How did this happen? That's the story you don't know. … And it's a story that could have starred Joe Montana.
Dreaming of Joe Cool 1983-84
Hawkins approaches former Oakland Raiders coach and NFL television analyst John Madden to endorse a football game. Madden agrees, but insists on realistic game play with 22 on-screen players, a daunting technical challenge.
They wanted Montana. Wouldn't anybody? Think about it: You're Hawkins; a pigskin game is your lifelong dream. As a child, he played wingback on a flag-football squad. He also fell in love with the 1967 edition of "Strat-O-Matic Football," a paper-and-dice pigskin game that was, in a rudimentary way, the "Madden" of its era.
A bright and precocious teenager, Hawkins created a "Strat-O-Matic" knockoff and attempted to start a business. His next-door neighbor in La Jolla, Calif., was former AFL president Milt Woodard, which gave Hawkins the opportunity to send a proposal to Kansas City Chiefs owner Lamar Hunt. Hunt wrote back. Beat it, kid.
No matter. Hawkins ordered parts. Set up an assembly line in his family's living room. Borrowed $5,000 from his father and took out ads in NFL game programs.
He lost every penny.
The flop was a slap in the face. How could a great football simulation not sell? Around the same time, he got his first computer and, with it, an answer. "Strat-O-Matic" was too hard. Players had to crunch too many numbers, obliterating the necessary suspension of disbelief. Solution? Put the math inside the computer. Let the machine do the work.
Joe Montana was the No. 1 target to serve as the face of Hawkins' video game.While attending Harvard, Hawkins created his own major in game design. He programmed his first football simulation on a PDP-11 computer, a metal cabinet with flashing lights and tape-reel data storage that spanned two rooms. In 1975, he determined it would take exactly seven years for enough computers to reach homes to support a gaming business.
Eight years later, he was right on schedule. Hawkins was Employee No. 68 at Apple Computer. They called him "junior Steve Jobs." He codified the company's unique, oft-imitated startup culture. Made millions in stock options, then cashed out. Started Electronic Arts out of his own pocket from a home office, then moved to his first real workspace in San Mateo, Calif., just north of Silicon Valley. In January 1984, Time magazine named the personal computer its "Machine of the Year"; about 20 miles south in Cupertino, Apple was putting the finishing touches on a beige plastic box called Macintosh.
Meanwhile, Hawkins had just shipped his first games, packaged in stylish boxes that looked like album jackets because that's what EA was all about: the artists and the creators. The anonymous guys coding Atari 2600 cartridges were finally getting their rock-star due. Before founding EA, Hawkins went to Los Angeles to study at the feet of record mogul Jerry Moss. What's wrong with a little Hollywood?
Take EA's early basketball game: "One-on-One: Dr. J vs. Larry Bird." The real guys -- sports celebrities -- on the box. On the screen, too. Controlled by a joystick. No one had ever done that before. Julius Erving even came to Hawkins' studio and hung out for a day. Shot hoops with Hawkins at a local YMCA. So awesome. Only he was not Hawkins' hero. Not like Montana. Montana was God. Not a god. The God. Montana played football, as Hawkins briefly did at Harvard but better. Way better, which is kind of the point. He had already won a Super Bowl for the San Francisco 49ers. Montana-to-Clark. The Catch.
Hawkins was about to make a football game to make up for his failed high school project and show the world everything he had learned. When his dream was ready, when it was coded and debugged and sitting on a store shelf in a stylish box that resembled the cover of, say, Def Leppard's "Pyromania," it was going to need a face. A mug to move the product, for sure, but also to represent the creators.
Montana. Gotta be Joe Cool. Seriously, who else would even be worth considering?


Plenty of pain equals plenty of gain 1988-90
EA releases the first Madden football game for the Apple II home computer; a subsequent Sega Genesis home console port blends the Apple II game's realism with control pad-heavy, arcade-style action, becoming a smash hit.
The playbook belonged to the Oakland Raiders, 1980 vintage. There were no pass plays inside, and there were hardly any plays at all. There were calls about formations, blocking schemes and play-action. There were play names, which weren't actually names but rather alphanumeric combinations indicating pass routes or maybe a particular number telling a particular running back to hit a particular hole. Everything read like programming language -- all jargon and technical gibberish.
The playbook came from Madden. One day in the mid-1980s, it arrived at the desk of Ybarra, the EA producer tasked with turning Hawkins' vision into an actual working game.
"I start flipping through," Ybarra said, "and I think to myself, 'These poor people -- how the hell do they ever play football if they have to know all this crap?'"
Montana was out. Already had an endorsement deal with video game console maker Atari. Also out was Cal football coach Joe Kapp, Hawkins' second choice, who wanted royalties.
Enter Madden, who was impressed by Hawkins' pedigree and signed on.
"If this guy went to Harvard and made up his own major in games," the former coach said, "I figured he must be a computer genius."
Also enter 22 players on the screen, Ybarra's professional death march. The erstwhile high school chess champ became an office masochist, logging 18-hour days, helming as many as 17 games at the same time. That was doable, par for EA's startup years. But the Madden-endorsed product was torture.
"All my memories," Ybarra said, "are of pain."
Some of the pain was technical: making a game on a computer, the Apple II, that didn't have enough memory, pixels or disk storage. No sound chip, either, and only one joystick port. The machine could produce four colors, sure, but only if a programmer knew all the dirty tricks. Anything beyond seven-on-seven football caused the on-screen action to slow to a crawl.
"We were trying to model NFL football," Ybarra said, "on a computer with less horsepower than your watch."
Some of the pain was financial. Just as EA brought its first games to market in 1983, the home video game industry imploded. In a two-year span, Coleco abandoned the business, Intellivision went from 1,200 employees to five and Atari infamously dumped thousands of unsold game cartridges into a New Mexico landfill. Toy retailers bailed, concluding that video games were a Cabbage Patch-style fad. Even at EA -- a hot home computer startup -- continued solvency was hardly assured.
"It was like being the newest superhero on a planet that is falling apart and into the sun," former EA producer Don Daglow said. "We didn't know if our superpowers would be enough to defeat those market conditions."
The biggest pain was conceptual: What was a football simulation supposed to look like? How should it play? "Football" on the Atari 2600 console featured three-man teams composed of players who resembled and moved like ambulatory kitchen appliances. Everything was new: play-calling boxes; an "oomph" (read: turbo) button. Ybarra tried a TV-style camera angle. Finding holes at the line of scrimmage proved impossible. He switched to the god's-eye, end zone perspective still used in today's games. The game played better, but it still looked like bleeding Lego blocks.
During the two-day Amtrak ride with Madden, Hawkins and Ybarra quizzed the former coach from dawn to midnight, breaking down passing trees and line stunts and digesting game plans. Ybarra disembarked with blurry eyes, a splitting headache and a legal pad full of notes.
An entire generation of fans might not realize that John Madden was a Super Bowl-winning coach in 1977."We spent hours just learning blocking schemes," he said. "By the third year of the project, I could watch pro football on TV and tell you what was going to happen when the players were still lining up."
Development dragged. A single programmer, Robin Antonick, slaved away on the code. Six months became three years. At the time, the average game took 15 months to make. More than once, Madden himself figured EA had simply given up. An anxious Hawkins flirted with having an outside developer, Bethesda Softworks, build the game. A short-lived business deal ended in a $7 million lawsuit, later settled for $7,500.
"It was like Herbert Hoover," Hawkins said. "Prosperity is just around the corner."
Around EA's offices -- a jock-friendly environment, home to Nerf ball fights, weekday golf outings and the occasional shoving match -- the "Madden" project earned a nickname: Trip's Folly.
"Most games that went as late as 'Madden' and had that many struggles," Daglow said, "they'd take them out behind the barn and do the honorable thing."
Hawkins pressed on. Madden introduced him to Frank Cooney, a football beat writer for the San Francisco Examiner. Cooney and Madden went way back, having attended Bay Area high schools just five miles apart. Although the coach was a decade older than the scribe, the two had formed a friendship during Madden's time in Oakland. At heart, both were football nerds. As a side project, Cooney regularly attended the draft combine -- unheard of in those days -- and supplied scouting reports on college players to NFL and USFL teams. He also designed a figurine-based board game, "Grid-Grid," that functioned like electric football, only with numeric skill ratings determining the outcome of player interactions.
"I had an idea," Cooney said, "that was waiting for the technology to catch up with it."
In "Madden," Cooney found his tech. Although the game didn't have an NFL license -- San Francisco's gold-helmeted digital quarterback was named "Joe Idaho" -- it did feature players rated in 10 categories. Thanks to Cooney, Idaho's passing arm had pinpoint accuracy. And that wasn't all.
MORE ON "MADDEN"
The Life has more coverage of "Madden NFL 2011," which will be released Tuesday.
"For our playbooks, I would say to Frank, 'Go find out what a team's five signature plays are,'" Hawkins said. "He would go up to the assistant coaches, hand them paper. And they would draw up plays! We collected a huge amount of plays that way."
In 1988, "John Madden Football" was released for the Apple II computer and became a modest commercial success. Ybarra had already left the project to make adventure games. Burned out, he didn't watch real-life pro football for an entire season. Meanwhile, a jubilant Hawkins approached Madden.
Hawkins: "You stayed with me. EA is about to have an IPO [initial public offering]. You can have as much stock as you want."
Madden: "What do you mean by 'have'?"
Hawkins: "Well, you have to buy it -- at the IPO price."
"Hell, I'm just a football coach," Madden says now. "I pointed with my finger, all knowing, and said, 'I gave you my time. I'm not giving you my money.' I showed him!"
From 1989 to 1999, EA's share price went from $7.50 to $70. Madden laughs. "That was the dumbest thing I ever did in my life."



Eschewing the literal for the hyperreal 1995
EA cancels the release of "Madden NFL '96" for Sony's new PlayStation console after programming house Visual Concepts struggles with technical problems and is unable to produce a satisfactory game. EA gives the Madden franchise to Tiburon Studios, which has made "Madden NFL" ever since.
The stakes were high for a pair of upstart game makers, with a career-making opportunity and a $100,000 development contract on the line. In early 1990, Troy Lyndon and Mike Knox of San Diego-based Park Place Productions met with Hawkins to discuss building a "Madden" game for Sega's upcoming home video game console, the Genesis. Near the end of the meeting, Hawkins popped a surprise question to the duo: "Are you going to build the game I want to make or the game you want to make?"
"My answer might have been, 'Whatever you want,'" said Lyndon, now head of Left Behind Games, a Christian video game maker. "But before I could open my mouth, Mike says, 'The game I want to make.' I was like, 'Dude, I hope that was the right answer!'"
It was. Because the game that made "Madden" a phenomenon wasn't the initial Apple II release, it was the Genesis follow-up, a surprise smash spawned by an entirely different mindset. Hawkins wanted "Madden" to play out like the NFL. Equivalent stats. Similar play charts. Real football.
By contrast, Lyndon and Knox previously had made a well-received "Monday Night Football" title featuring arcade-style, action-heavy game play. That clicked with Genesis "Madden" producer Rich Hilleman, whose top design priority was fun -- a game with more sacks, more bombs, more tackles in the backfield and more 60-yard runs than real-life NFL football. Something akin to an episode of "The Hills," or what philosopher/author Umberto Eco dubbed the "hyperreal" -- seemingly authentic, yet more entertaining than the genuine article.
"I came to the game from making flight simulations," said Hilleman, who is now EA's chief creative officer. "If you make an F-16 fighter simulation and it's very accurate, to fire a single missile takes like 20 procedures. Only that's not people's perception of being a pilot. People's perception is Tom Cruise. Push a button and blow something up. With Genesis 'Madden,' we wanted to emphasize what makes football exciting, not perfectly replicate the brutality of a 3.1-yard-per-carry running game."
By 1989, EA had established itself in the home computer market, which was largely a realm of adult hobbyists and $2,000 machines. Game consoles were another story. Thanks to its wildly popular NES system -- home to "Super Mario Bros." and "The Legend of Zelda" -- Japanese game maker Nintendo enjoyed a near monopoly on American living rooms, using that clout to treat companies producing NES games like feudal serfs, controlling game content, delivery, packaging and profit distribution.
Hawkins didn't want to play along. But he craved a piece of the $2 billion home console market. Sega, Nintendo's rival in Japan, was preparing to launch the Genesis. Industry consensus held that Nintendo's eventual NES successor would crush the Genesis the same way the NES had swamped Sega's earlier Master System. Hawkins believed otherwise. The Genesis was the future machine: great graphics, fast processor and two joystick ports. Perfect for sports games.
Secretly, Hawkins assembled a team to reverse engineer the console -- that is, figure out a way to make EA's games run on Sega's hardware without its technology or approval as a way to avoid licensing fees altogether. Publicly, he began negotiations with Sega, once meeting with the company's executives while the reverse-engineering project went on in a nearby room. The gambit was risky: Once Sega caught wind of EA's plan, it likely would sue -- in part to discourage other software companies from following EA's lead, in part because reverse engineering without copyright infringement is technologically vexing. Hawkins' team, however, managed to pull it off.
To help write the Genesis "Madden" code, Lyndon hired high school friend Jim Simmons. Formerly a sound programmer, Simmons approached Hilleman with a far-fetched idea: What if "Madden" had a pseudo 3-D field?
The EA producer laughed. "Great. So how are you going to do that?"
Simmons turned on a television set. "Kind of like this."
The field was a breakthrough. So was replacing the clumsy Apple II passing interface -- on-screen action would freeze -- with a still-standard system linking each receiver to the press of a button. The game Ybarra could hardly stand became the game Hilleman couldn't put down. He took "Madden" home. He took it on vacation. He was hooked.


Meanwhile, Hawkins revealed his reverse-engineering project to Sega and offered a deal. Let's team up against Nintendo. Share the glory. You can sue, but we did the tech fair and square and have great lawyers. So make us an official licensee. And give us a reduced rate. Sega normally charged an $8 to $10 fee per game cartridge. Hawkins asked for $2 per game and a $2 million cap. Negotiations stalled.
"Only two times at EA did everyone in my management team pull me into a room and say, 'We all disagree with you,'" Hawkins said. "The first time was about not having private offices. The other time was this."
He stuck to his guns. Ten days later, on the eve of a major consumer electronics show in Chicago, Sega relented, afraid EA would sell its reverse-engineering knowledge to other software companies and torpedo the Genesis' entire business model.
"Over three years," Hawkins said, "that $2 million cap saved us $35 million."
The popularity of the Sega Genesis helped usher in a boom for "Madden."By the late summer of 1990, Genesis "Madden" was almost finished. Hawkins felt it would be EA's big break: right time, right market, right platform, right game. Meanwhile, Sega was in trouble. The company, like Atari before it, had signed Joe Montana as its North American spokesman but realized it wouldn't be able to complete a planned Montana game in time for the lucrative holiday retail season.
Hawkins received a phone call from Sega's Japanese president, Hayao Nakayama. It was his turn to make an offer: Trip, you should sacrifice "Madden." Give it to us to call it "Joe Montana Football." This will save Christmas. We'll both be better off. Bing Gordon, EA's top marketer, urged his good friend Hawkins to make the deal.
"I said, 'Are you crazy?'" Hawkins recalled. "This is the freaking franchise! This is the turning point. This is everything for us. Then I realized: Why don't we do both?"
What followed became one of the biggest secrets in video game history: EA built a "Montana" game for Sega that was designed to compete with "Madden." Sort of.
"We made sure it was totally inferior," Hawkins said.
Working from the "Madden" code base, EA removed the 3-D field, slashed the pro-style playbook from 113 plays to 13 and added cartoony, big-headed player graphics.
"Joe Montana Football" was a hit, but "John Madden Football" was an industry game-changer, spawning yearly sequels and creating a lucrative revenue model that still persists. Robust sales helped Sega pull neck and neck with Nintendo, triggering a second gaming boom -- this time around, retailers concluded gaming was here to stay. In 1990, EA had a market cap of about $60 million; three years later, that number swelled to $2 billion.
More crucially, video games were suddenly cool, the province of older teens and college kids, young men who loved competition and talking smack. Escaping the geek world, gaming set course for the center of the pop culture sun.
Before 'Madden,' jocks did not play video games. Somebody playing games was more likely to get made fun of on ESPN than get featured on there.
For Madden (the man), the new world order dawned abruptly. Six weeks after the release of the Genesis game, he arrived in New York to broadcast a Jets game. In a pregame meeting with the team, an agitated New York wide receiver confronted the former coach.
"Three?" the player asked. "Three, old man? You want to see what a 3 looks like? I'll take you out on the field and show you a 3!"
"John had no idea what the guy was talking about," Hilleman said. "We wanted John to rate the players, even gave him a chart. But we added him late to the project. He didn't get it done. So [associate producer] Michael Brook and I sat down and rated them ourselves. Right away, we get a call from John's agent. All he says is, 'John will be doing the ratings next year.'"
Atlanta Falcons quarterback Michael Vick appears on the cover of "Madden NFL 2004," then breaks his leg in a preseason game, prompting widespread talk of a "Madden" cover curse.
En route from gaming hit to pop culture juggernaut, the "Madden" franchise has tackled external competition -- rival titles such as the "NFL 2K" series and "Mike Ditka Power Football" -- and the internal division that accompanies any big-money enterprise, with various production studios winning and losing the right to make the game.
"Madden's" secret weapon? A man named Sandy Sandoval. Officially, Sandoval is the director of athlete relations for EA Sports; unofficially, he's the game's answer to World Wide Wes and Winston Wolf -- part fixer, part bon vivant, the guy who helped give the game its inimitable pro football cachet.
Need an in-game ratings boost, what Madden (the man) calls "more juice"? Call Sandoval, as quarterback Byron Leftwich once did. Jonesing for an advance copy of the game? Call Sandoval, as Carson Palmer, Chad Ochocinco and dozens of other players have done. Need to drop a few pounds, albeit digital ones? Consider it done. Last year, Philadelphia Eagles coach Andy Reid asked Sandoval to slim down his in-game avatar, a little quid pro quo for introducing Sandoval to former "Madden" cover athlete Brett Favre.
"I just saw Andy at the owners meetings," Sandoval said. "He comes up to me and is like, 'Sandy, thanks for hooking me up. I saw myself in the game. My wife loves it. She loves looking at me skinny!'"
Sandoval came to EA from sports equipment maker Easton, where he canvassed clubhouses and locker rooms across the country, peddling batting gloves and hockey sticks. Each sale was a hard one. Athletes value comfort and familiarity over change. New gear was guilty until proven otherwise.
The Browns' Josh Cribbs says the cover of "Madden" is one of football's ultimate status symbols.The first time Sandoval walked into the 49ers locker room with an EA Sports bag, however, things were different. He no longer had to explain himself. Or his product.
"All the young guys were already playing 'Madden,'" he said.
Years earlier, a single insight led Hawkins to create "Madden": Let the machine do the work. To that, Sandoval added a game-selling corollary: Let the jocks do the work. His first week on the job, he signed endorsement deals with Barry Sanders and Alex Rodriguez and invited Jerry Rice to visit EA's offices. He then pushed for cover athletes. Madden didn't like the idea; after all, it was his name on the product. In 2000, though, the former coach was off the cover of "Madden NFL 2001," replaced by Tennessee Titans running back Eddie George.
Overnight, cover appearances became a status symbol, in pro football and beyond. When New Orleans quarterback Drew Brees landed on the cover of this year's title, he read a Top 10 list on "Letterman."
"Teams go on the Wheaties box," Cribbs said. "But individually, when you make the cover of 'Madden,' you've arrived."
Of course, not all publicity is good publicity: A string of injuries, performance dips and off-field trouble for cover athletes such as Michael Vick, Daunte Culpepper and Shaun Alexander have prompted widespread belief in a "Madden" cover curse. Sandoval scoffs at the notion. Arizona receiver Larry Fitzgerald does not. Last year's "Madden" cover featured Fitzgerald and Pittsburgh safety Troy Polamalu. When the latter sprained his knee in the first game of the season, the former freaked out.
"After that game, Larry must have texted me three times before calling me," Sandoval said. "He's the only athlete who has talked to me about the curse. Just getting him on the cover was like trying to get him to walk a tightrope. I texted him the entire season: 'Great game. You made it, dude.' Then one week I was in San Francisco, sitting next to Larry's dad in the press box. Larry's leg got caught underneath him on a catch. I'm like, 'Please, don't let this happen.' Fortunately, he came back into the game. So that doesn't count."



Outsize success equals outsize expectations 2005
After a price war with the rival "NFL 2K" series -- produced, coincidentally, by former "Madden"-maker Visual Concepts -- EA signs an exclusive license with the NFL and the NFLPA, effectively eliminating football game competition.
Phil Frazier sighs. A senior producer at EA Tiburon and longtime "Madden" player, he would love to bring back the comic, still-revered ambulance from the game's 1991 edition -- a siren-wailing, red-cross-plastered white van that tore across the field to pick up injured quarterbacks, plowing through other players like bowling pins along the way.
There's just one roadblock.
"We've used the ambulance in presentations," Frazier said. "But with the NFL having to approve [in-game content], that's not the sort of thing we could slip past the goalie."
Football remains football, with 22 players on the screen. But for the current makers of "Madden" at EA Tiburon, everything else has changed. The suburban Orlando-based game-making studio took over "Madden" development in the mid-1990s and was acquired by EA shortly thereafter. In 2004, EA paid the NFL a reported $300 million-plus for five years of exclusive rights to teams and players. The deal was later extended to 2013. Just like that, competing games went kaput. The franchise stands alone, triumphant, increasingly encumbered by its outsize success.
Programming teams of two have swelled to 30. Offices that once contained a half-dozen game testers now house more than 100. A typical blockbuster game takes two or three years to program. "Madden" ships every 12 months, never mind that the effort required to approximate real football keeps rising. Digitally modeling Brees' head alone takes three to four days of work. A game spawned by the idiosyncratic vision of two men has become a popular institution. And, like any popular institution -- the federal government, for instance, or "American Idol" -- "Madden" belongs to anyone who expects something of it.
Which is to say, it belongs to just about everyone: an NFL that insists on protecting its brand; corporate suits who feel obligated to meddle with EA's signature title; a mass audience that expects each iteration of the game to be revolutionary, not evolutionary.
Behind the tinted windows of EA Tiburon's five-story office building, Jason Danahy does motion capture for "Madden," filming tosses and tackles, blocks and catches, all of which are performed by stuntmen wearing black bodysuits and bright, reflective balls. Generating a single big hit can require up to four takes; an average day encompasses a 100-move shot list. Stuntmen end up with bumps and bruises, sprains and torn Achilles tendons. Mo-cap actor Chris Robin once spent a week in a hospital after rupturing his spleen.
Before a hit or tackle ends up in the game, however, it requires NFL approval. Danahy walks a design tightrope: create violent collisions worthy of the game's "hit stick" control scheme. But keep those same encounters clean. "We send everything to the league," he says. "We have problems when the guys get too fired up and shove each other after the play, or jaw at each other."
Ian Cummings is the creative director for "Madden." If there's something amiss in the way the game plays, it's ultimately his fault. Mike Young is in charge of art. If the style of Pittsburgh's digital helmet numbers looks wrong, he's probably to blame. Cummings played his first game of "Madden" on the Apple II. Young grew up in St. Louis before the Rams arrived; as a child, "Madden" was his NFL. In a large corner office adorned with a University of Tennessee flag, the two work side by side, in part to better communicate, in part to commiserate, as in the following exchange:
Cummings: "Updating player gear is such a pain. Like a guy changing from a single wristband to a double. It never stops."
Young: "We have people that just catalog this stuff every week. A player will start wearing team-colored gloves. A team will put a special logo on the 20-yard line for Week 8. Another team won't wear a special patch. And if we don't have that, it ruins the game for some people."
Cummings: "'Madden' might have the hardest community to please. It's painful. It ruins weekends. I've been out to dinner with my wife, and I check my phone [for online fan feedback]. It's all, 'You suck; you're terrible; give up the NFL license.'"
Young: "The perception among some people is that the game doesn't change every year. But I'm here working 16-hour days and sleeping in the office. That perception hurts."
To function as its namesake intended, "Madden" has to invoke real football. To work as a video game, it has to transcend the brutality of three yards and a cloud of dust. Feel realer than real. Be fun. This always has been Madden's animating tension -- a debate between what avid gamers call "sim" (say, botched virtual long snaps) and "arcade" (say, throwing 60-yard laser-guided bombs while scrambling backward) -- a split NFL players might recognize as the difference between training camp tedium and Sunday afternoon's adrenalized rush.
Yet while the game itself grows ever more complex -- in-game playbooks that once came from Cooney's collected assistant-coach scribbles are now based on actual NFL coaching film -- finding a happy medium remains more art than science. Online data mining can tell Cummings that Madden gamers threw more than 7 million interceptions while playing as Favre. But stat tracking can't tell him whether those same gamers had a thrilling time doing so.
For "Madden NFL '06," EA Tiburon introduced the first major change to in-game passing since Hilleman's button-to-receiver mapping on the Genesis. They called it the passing cone. When gamers dropped back to throw the ball, they had to use an analog stick to steer an on-screen cone -- imagine light from a flashlight -- toward the receiver they wanted to target. The cone was intended to approximate the real-life difference between great quarterbacks and lousy ones: Peyton Manning's cone was nearly as wide as the entire field, Rex Grossman's as narrow as a laser beam. The system worked: The cone made playing QB hard. Gamers hated it, and it was gone by "Madden '09."
"Whenever a feature is that polarizing, it ends up being a failure in our eyes," Frazier said. "We have to develop stuff that is pretty much universally liked."
Can "Madden" itself remain universally liked? That's the larger question keeping EA Tiburon up at night. The franchise has surfed a pair of rising cultural tides: video games and pro football. But the ocean is shifting. "Madden" was once a disruptive product, a killer ambulance bowling over competitors. Now it's the status quo, established and entrenched, but possibly vulnerable. To wit: "Madden NFL '10" sales were lagging behind during the game's August release, usually a prime selling period. For the first time, EA Sports paid for significant television advertising in November and December. The spots helped, but launching into the teeth of a recession still kept overall sales flat. Still, current sales are less of a concern than future growth.
The game's consumers are loyal and legion, good for 6-7 million copies sold, year after year. The same gamers are aging, however, guys in their late 20s who are starting families and running out of the free time needed to set the price of hot dogs in franchise mode. Meanwhile, younger gamers have been weaned on "Halo" and "Call of Duty." First-person shooters -- not sports simulations -- are their default genre. Industry growth is being driven by simple, social gaming -- the runaway sales success of the swing-your-arm, even-Grandma-can-play Nintendo Wii; the reported 80 million users of the cartoony, point-and-click "Farmville" on Facebook.
Scott Orr helped design the original Genesis "Madden." He shepherded the franchise through the 1990s. After leaving EA in 2001, he stopped playing the game. He recently gave it a whirl.
"It was so complicated," he said. "It used to be you didn't have to be a video game expert or a football aficionado to have fun with the game. That's why it exploded and resonated. Three buttons. Everyone could pick up and play. Now, unless you practice and have time to devote to it, you'll get your butt kicked. I suspect that on Friday and Saturday nights, guys that used to play 'Madden' are playing Texas Hold 'em."
Jeremy Strauser started at EA in 1995, working for Orr as a game tester. Today, he's the executive producer for "Madden," the man in charge of the franchise. He wears a perpetual look of earnest concern. Nobody loves the game more; nobody at EA Tiburon knows Madden (the man) better. On a shelf in Strauser's office are copies of every "Madden" game he has worked on, neatly boxed and stacked, tangible points of pride and dread.
"There's a lot for us to live up to in terms of history, expectations, the legacy of the franchise," Strauser said. "We're in our 22nd year. I lose sleep over screwing it up."
Forgotten but not gone 2003
The Pro Football Hall of Fame opens a "Madden NFL" exhibit. Three years later, Madden himself is inducted into Canton.
Courtesy of Digital Chocolate
Hawkins now feels detached from the game that he helped turn into a phenomenon.The sun dips over a distant San Francisco skyline. Hawkins sits in the San Mateo office of his current company, Digital Chocolate, a mobile phone game maker. The place is mostly empty. Now 56, Hawkins still plays "Strat-O-Matic"; like Orr, he hardly plays "Madden" anymore. His memories are fond but tinged with regret. Hawkins left EA in the early 1990s to spearhead 3D0, an ill-fated console maker that became a doomed software house. An icy rift between the company and its founder ensued. Detached from the game, and the company, he created, he sometimes feels like the stepfather of his own children -- never more so than a decade ago, when he wasn't invited to a 10th-anniversary "Madden" party. Mention the old coach, however, and Hawkins smiles.
"John and I have a special shared feeling from what got created there, a mutual appreciation," he said. "It wouldn't have been created as well without the both of us. He could have thrown me under the rug. But he knows what we did."
Every Christmas, a gift arrives at Hawkins' office. A 3-pound box of chocolates. Regards, Virginia Madden. John's wife.
"At the anniversary party, I heard John kept asking, 'Where's Trip?'" Hawkins said with a sigh. "'Where's Trip?'"



En route to scoring a dramatic, game-winning touchdown against the Cincinnati Bengals, Denver Broncos receiver Brandon Stokley runs parallel to the goal line to kill clock. He subsequently tells Wired magazine that the move was "definitely" out of a video game. Life imitates art.
"I used to say, 'Damn it, you can't go for it on fourth down all the time,'" Madden laments. "But nobody in video games wants to give up the ball."
He is sitting at the far end of a marble-top conference table inside his Pleasanton, Calif., production studio, a short drive from his family home. There's plenty of food, divided into what Madden terms "floaters" (mixed green salad) and "sinkers" (baked ziti, meatballs the size of cue balls). Chowing down are Madden's son, Joe, who runs the studio's soundstage, and a handful of people from EA Tiburon: Strauser, playbook guru Anthony White and a few others. They're here to discuss the upcoming "Madden NFL '11." That is, when the former coach isn't holding court on gap control and overload blitzes.
"Let me ask," Madden said. "When we get into the spread, the quarterback in shotgun, do the linemen get in three-point stances?"
"In some sets," White said. "But largely in two-point."
"They should all be in two-point stances," Madden admonished.
Madden is 74, a grandfather and retired from broadcasting. Clad in a black tracksuit and a collared, button-down shirt, he seems smaller in person than on television -- voice less booming, movements more ginger. A few years ago, EA removed Madden from in-game color commentary duties. (When Strauser broke the news, Madden replied, "I feel that something is being taken away from me.") Sipping from a can of diet cola, his enormous cigars long gone, he remains an advocate for real football, for art imitating life.
White flips open a laptop. Using "all 11" Detroit Lions coaching film, shot from the same perspective as Madden's original pseudo-3-D field, he demonstrates new in-game blocking schemes. Madden nods his approval.
"The quarterback may fake," White said. "But the guards never lie."
Another nod.
"Anyway, running the ball wasn't Detroit's problem," White continued. "It was passing."
"Once they had Daunte Culpepper in [at quarterback], teams just dared him to pass," Strauser interjected. "He used to be so accurate. What happened to that guy?"
"Wasn't he on our cover one year?" White asked.
Everyone laughs. Madden gets serious. He breaks down upcoming rules changes. He brings up concussions, helmet-to-helmet hits and gimmick quarterbacks. A digression on how the Dome Patrol-era Saints used to frustrate Bill Walsh's 49ers teams with short linebacker drops becomes a lecture on the obsolescence of the fullback, which then morphs into a short aside on player character.
Who, Strauser asked, are the hardest players to coach?
"Single guys," Madden said. "Because they don't have anyone to report to."
When Madden left the Raiders, he took a job at the University of California, offering a course called "Football For Fans." Three decades later, he's still teaching. In a way, so is his game. Current Tampa Bay Buccaneers coach Raheem Morris told game producers that playing "Madden" has influenced the way he runs his team. Before scoring a game-winning touchdown last season, Denver Broncos receiver Brandon Stokley killed clock by running parallel to the goal line, an unconventional move familiar only to anyone who has ever picked up a control pad. Years ago, Madden wanted his namesake to resemble a television broadcast; by the late 1990s, network producers were flipping the script, deploying skycams and electronic first-down markers, peddling their own brand of hyperreal entertainment. Life imitating art.
Strauser mentions 3-D televisions and the movie "Avatar." A compatible version of "Madden," he said, is already in the works.
Talk turns back to real football. The Super Bowl. Indianapolis versus New Orleans. In the first half, Saints coach Sean Payton went for a touchdown on fourth-and-goal, eschewing a "gimme" field goal. He opened the second half with an onside kick. Madden watched the whole thing from his California studio, incredulous and oddly transfixed. Even now, two months later, the old coach knows exactly what he was seeing.
"I was thinking, 'S---,'" Madden marveled, "'this guy is playing a video game!'"
Patrick Hruby is a regular contributor to ESPN.com.

Friday, October 16, 2009

NBA 2k10 Review and NBA Live 10 Review

NBA Live 10 vs. NBA 2K10 Videogame Reviews
Which game hits nothing but net, and which is juuuuuust a bit outside?
by Nate Ahearn, Jeff Haynes
October 6, 2009 - The world of professional basketball is full of great rivalries: the Celtics vs. the Knicks, the Bulls vs. the Pistons, Dennis Rodman vs. sanity and, of course, EA vs. 2K. We'll never be able to resolve the first three, but we definitely have something to say on the latter.

Which NBA game will be on your shelf?
This year we've seen the release of two powerhouse basketball games, NBA Live 10 from Electronic Arts and NBA 2K10 from 2K Sports. Traditionally, we've favored 2K's series, but EA wasn't about to sit on the bench and let the season pass it by. The good news is both NBA 2K and NBA Live have bumped their games to a very high quality to round out the decade. We haven't seen a matchup between the two series that's this close in several years, so strap on your Nikes and get ready to make the crucial decision of which title is worth your hard-earned green.
For this installment of the IGN Grudge Match, we've rounded up editors Nate Ahearn and Jeff Haynes, two of our biggest basketball fans, to debate the merits of both new installments. Can one be declared a clear winner? Keep reading to find out. And if you're an IGN Insider, you get first crack at the video version of our NBA Grudge Match. Just hit the image below to watch.


Nate Ahearn: In years past NBA Live has been more of an arcade-based basketball game with far too many dunks and ridiculously powerful offensive moves. Thankfully the designers at EA Canada did a wonderful job of instilling a new sense of defense in the gameplay so spinning your way into the lane and rising up to slam one home is no longer possible. There have also been a few notable offensive additions in the way of DNA quick plays and direct-player control, but they thankfully don't tip the scales too heavily in the offense's favor.
There are two big things that ultimately hold NBA Live 10 from being a stellar basketball title. The first is artificial intelligence. For whatever reason, other players on the court don't have a firm grasp on how to play effective basketball. Too often players line up out of bounds to receive a pass, dribble backcourt or they won't hit a wide open man standing under the hoop.
The next flaw that will bother many is the feature set. There really isn't that one big headlining mode in NBA Live 10 to move copies off of store shelves. There's Dynamic Season which combines real world games with the results that you produce in-game and there's Adidas Live Run which allows for ten players to join up and play online. They're both decent features, but they can't compare to what's in NBA 2K10.
This year 2K Sports added their first ever career mode to NBA 2K. It's called My Player and while it certainly has its fair share of issues, there's no question that it's heading in the right direction. Elsewhere you'll find the same super-deep Association mode and online options that have been powering the game for the last few seasons.
Couple all of that with the same stellar gameplay that b-ball fanatics have been enjoying for years and NBA 2K10 is able to edge out NBA Live 10 in my book. It's great to see NBA Live get back up off its feet, but it just didn't quite have the meaty features that gamers expect from their single basketball purchase.

Jeff Haynes: While NBA Live has made some significant strides this year in turning its fortunes around, NBA 2K10 is still the basketball game to beat, thanks to its vastly improved presentation (supported fully by one of its newest features, NBA Today), the inclusion of the My Player career feature and extras like the inclusion of the NBA's development league.
Let's start off with the presentation, which is easily the sharpest that it has been in the decade long history of the 2K Sports franchise. Harlan, Kellogg and Miller have some of the most natural commentary and banter going this year, and part of this is attributable to a portion of the NBA Today feature, which culls information from your Association play as well as real life NBA stats to present an informed and relevant perspective on any game you play.
Apart from the dialogue, the splash graphics, the dynamic crowd noise that rises to match the intensity of the play on the court and the new animations for all the players makes the game truly immersive.
From there, we can focus on the My Player career mode, one of the newer features included in this year's game that will truly become a series staple for years to come. From creating a player to building him up through summer league games and team workouts, the My Player mode provides a solid glimpse into fighting your way onto a squad and holding down your position as a role player on a team.



Whether that includes a stint in the developmental leagues or taking your spot on the court during a playoff run, My Player adds a perspective that has been missing from many basketball games. Sure, it's got some issues, but considering how solid that it is in the first year alone, this is a bright spot for 2K Sports fans. Besides, you can improve your player by this mode or playing in online pick up games or league play with your own crew, meaning that you are in full control when it comes to making your created player one of the greatest to ever play the game.
Since I brought up the developmental leagues, let's look at the added depth. Clearly, it winds up working well for the My Player feature, but it also allows you to supplement your franchise during The Association with raw talent and new faces that could potentially help build the future of your squad.
Now you can focus on grooming and calling up the best from these teams instead of having to rely solely on kids coming out of college for the draft, or fighting with rival teams for that prized free agent that would bust your budget.
Sure, it might not be perfect, and there may be a number of technical and older problems that still crop up, but as far as the depth and the quality of what's been included, 2K10 is the clear basketball winner this year.

Monday, July 6, 2009

Tiger Woods PGA Tour 10 Review and Cheats





These reviews are for the PS3 version of the game from gamespot.com and ign.com

I have to admit this is a good game. I rented it because I was skeptical about it cause I did not care for the previous versions. I will be purchasing this when I take the rented one back. Excellent controls and if you don't like the new putting feature, you can switch back to the old version. If you can get online, then you will love this game. You can follow the pros scores and try to beat them during the same time as they are playing. Def. worth getting!!!!

Tiger Woods PGA Tour 10 Review
No matter what you're looking for in a golf game, Tiger Woods 10 almost certainly has you covered.
The GoodFeatures 16 of the world's best golf courses Four difficulty levels that cater to everyone Lots of different online and offline modes Great controls, especially the new precision putting. The BadCommentary is so bad you'll almost certainly mute it Not all difficulty levels are supported online.
Mark Twain once described golf as "a good walk ruined." Perhaps he'd have been a little more forgiving of the sport if he'd had an opportunity to spend some time with Tiger Woods PGA Tour 10. EA Sports' latest hit-the-ball-at-the-hole simulator doesn't reinvent the genre, nor does it represent a huge leap forward over its predecessor, but there are plenty of new features and refinements on its scorecard to make it a winner for newcomers and veterans alike.
Tiger Woods 10 is a golf game that seems designed to be all things for all people. For purists, there are 16 of the world's finest courses, club tuning options, US Golf Association rules, and a Tournament Challenge mode in which you can relive memorable achievements alongside pros. There are also live tournaments that take place alongside real-world events, such as the US Open, and let you compete with pros on the same leaderboard and in similar weather. For those whose knowledge of golf is limited to having seen Adam Sandler's Happy Gilmore, on the other hand, there are items of clothing that dramatically improve your attributes, an extremely forgiving default difficulty level, and wacky customization options that include a pink rabbit suit and a biker jacket. There are also laughable unlockable golfer animations and the ability to hit the ball significantly farther than any real-life pro--much like the hero of the aforementioned movie. Tiger Woods 10 is a game that anyone with even a passing interest in golf can enjoy, but it's unfortunate that its serious side and its Sandler side don't always play well together.

The game's biggest problem is that while new game-changing weather, the great new (optional) putting system, and the quality of your analog or three-click swing are factors that affect your performance on the course, all too often, it's your choice of golfer that has the biggest impact on how well you do. There are more than 30 pro and novelty golfers to choose from, but unless you're deliberately looking to handicap yourself, there's really no reason to play as anybody but Tiger Woods. There are a handful of characters with slightly better ratings for accuracy, but none that come close to matching Tiger's near-perfect ratings for all three of the remaining attributes: power, short game, and putting. None, save for the countless superhuman player-created golfers online who, after several hours of play, can make a trip to the pro shop and purchase a "max attributes" outfit.

Initially, creating and playing as a custom golfer can be very satisfying. You have the option to use digital photos uploaded to an EA Web site or your console's camera to put something vaguely resembling your face into the game; you play a few shots to determine your starting attributes; and, for a few rounds, you really have to play well to keep up with the pros. Your attributes will improve (or occasionally worsen) after every round based on your performance, and you're given opportunities to work on aspects of your game by replaying shots from your previous round in simple exercises presented by your in-game coach. That's all well and good, but your golfer improves so rapidly that by the time you reach your second or third Career mode tournament, it's relatively easy for you to win every competition thereafter--at least playing on the default difficulty.
Switching among Tiger 10's four difficulty modes doesn't impact which tees you play from or the inconsistent AI of the pro players. Rather, it determines how forgiving the controls are and which player aids you get to use. For example, on the default amateur difficulty, moving the analog stick down and then up to perform a swing determines the power of your shot but has very little impact on its direction. However, on pro difficulty, anything other than a perfectly vertical movement of the stick will result in a hook or a slice. If you ramp up the difficulty to the most challenging tour pro setting, you can no longer use power boosts, which you trigger by tapping a button during your swing; you can no longer add spin to the ball after striking it, which is done in much the same way; and, you don't get to use the putt preview, which gives you a second chance to line up shots on the green by showing you what your first attempt will look like without actually having to play it.
Given that the beginner and amateur difficulty settings are unrealistically easy (scores of 20 under par for a single round aren't uncommon) and that the tour pro difficulty is very challenging (expect scores closer to 20 over par to begin with), the pro difficulty is likely to be the sweet spot for anyone looking to realistically compete with the household name players. Unfortunately, the only time you can use pro difficulty online is when you're competing in one of the slickly implemented daily or weekly tournaments that force all players to use the same settings. Only the amateur and tour pro settings are available in the remaining multiplayer modes. While such games as best ball, four ball, and skins are great additions to the requisite stroke play and match play options, it's unfortunate and baffling that they only support two of the four difficulty settings. Regardless, online play is a lot of fun, and the Simultaneous Strokes mode in which four players take their shots at the same time and can see their opponents' efforts represented by ball-tracing colored lines is a great way to go head-to-head without having to sit and watch other players while waiting for your turn.
Even if you're not playing online, being connected to EA's servers improves the Tiger Woods 10 experience. You'll see a handful of advertisements that don't appear when you play offline, but the payoff is that you get to see news feeds of sports results and the like. You can also opt to play any course with "live" weather conditions courtesy of The Weather Channel. Weather is undoubtedly one of the most significant additions to this year's game because rain has just as big of an impact as wind, which has been a staple of golf games since day one, on how a course plays. GamerNet challenges are another benefit of playing while connected: Any time you play a particularly impressive shot, you have the option to upload it as a challenge for other players to beat during their regular play, and, of course, you can expect to be presented with plenty of them when you're playing yourself. It's possible to set up quite elaborate challenges, but for the most part, you're judged either on the length of your drive or how close you get to the hole with an approach shot. The latter are always possible to better, but the former are dependent on both your character's skills and the weather--being challenged to drive a ball almost 500 yards just isn't possible unless you're maxed out and have the wind at your back.

Other forms of player competition include a large selection of minigames and modes that use the mechanics of golf in some inventive ways. There are three modes that employ archery-style targets, including one titled Capture the Flag in which you can claim targets by hitting their bull's-eyes; you can play H.O.R.S.E., which here is known as T.I.G.E.R.; and if you're feeling extra competitive, you can challenge a friend to a game of Battle Golf, in which winning a hole entitles you to remove a club form your opponent's bag or return one to your own. In short, Tiger Woods 10 has plenty of variety, regardless of whether you're looking for a traditional golf experience, less conventional games to enjoy with friends, or both.

There's no guarantee that your custom golfer will be instantly recognizable as you, but for the most part, Tiger Woods 10 is a good-looking game. Professional players are instantly recognizable, and if you've ever visited such courses as St. Andrews and Torrey Pines, or even just seen them on television, you'll find that they are as well. Details, such as bunkers and expanses of water, look great in this year's game, and when you see waves rolling in on the rocks alongside the 18th at Pebble Beach, you'll understand why it's one of the most celebrated holes in golf. Crowds made up of emotionless doppelgangers that form to watch your tee shots and putts detract from rather than enhance the experience, but at least they're easy to ignore. The same, unfortunately, can't be said for the commentary team of Scott Van Pelt and Kelly Tilghman.
Commentary is generally something that greatly enhances the TV-style presentation of a sports game, but in Tiger Woods 10, the option to mute the commentary is definitely a welcome one. One will frequently correct the other after he or she wrongly predicts where your ball is going to land, they'll tell you that they've never seen worse putting after you miss a giant putt by only the tiniest of margins, and Van Pelt regularly states that he has no idea who's at the top of a competition leaderboard--even when you're winning by an unrealistic 20-plus strokes. Neither commentator's delivery is great, but ultimately, it's the quality of the writing and its implementation in the game that brings it down.

As golf games go, Tiger Woods PGA Tour 10 is tough to beat. There really is something for everyone with even a passing interest in golf in this sizeable package, and although there's clearly still some room for improvement, it's well worth a look even if you already own last year's game.



Tiger Woods 2010
June 9, 2009 - Videogame golf has been a long-standing staple of our industry. Whether on PC or console, hacking away at that little white ball is a mainstay of our favorite pastime. For the last several years the only serious (read: simulation) game in town has been Tiger Woods PGA Tour from EA Sports. This year Tiger brings us some new online modes, a new challenge mode that replaces Tiger Challenge from the last few years, and some needed gameplay tweaks to help ease players into the virtual golfing experience.

There's no doubt that Tiger Woods 10 is missing one major feature addition for EA Sports to hang its marketing hat on, but that doesn't mean that golf fans won't find plenty to enjoy. There are small things like the new Tournament Challenge that lets you take on real-world tourney situations from years past and Live Online Tournaments – my personal favorite of the new features – that allow you to record scores against other living players or real pros currently on the course. Still, none of these features are mind-blowing, and none will change the way you fundamentally think about Tiger Woods Golf. If you can get by that fact, then you'll find a golf title that's easy to enjoy.

With new tournament modes to toy around with (the aforementioned Tournament Challenge and Live Tournaments to go along with the standard PGA Season) EA Sports made the wise choice of trying to up the emotion of the game of golf. You'll hear fans in the distance cheer as your opponent sinks a critical putt, Kelly Tilghman and Scott Van Pelt will spout quips about movement on the leaderboards, and you'll get visual cues as players make and miss putts elsewhere on the course.

Even with those appreciated changes, I still can't help but feel like the real emotion of the Tour is held back. Sit down and watch the final round of one of Tiger's famous comebacks or see him drill a 20-foot putt on 17 or 18 and you'll hear what the crowd in Tiger Woods Golf should sound like. Likewise, Van Pelt and Tilghman don't bring the excitement that they would during a real Sunday afternoon on the links.
The game modes themselves, however, are well designed and fun to play. My favorite is easily the Play the Pros option within the Live Tournaments. It allows you to play side-by-side against the leaderboards from any real golf tournament. If Phil "Lefty" Mickelson drains a put on 16 to pull one-ahead of you on the leaderboard, you'll see that reflected in-game. It's simple but very fun. Likewise, the new Tournament Challenge uses GamerNet technology and forces you to hit exactly the same shots as some of golf's biggest names. Like all of the new features, it's nothing spectacular or overly imaginative, but it's a fun and welcome addition nonetheless.

Live Weather is another small addition to Tiger Woods that has actually been seen in other EA Sports games like NCAA Football the last few years. The feature is supposed to add real weather updates to the course you're playing on, and while the visual representations of these acts of nature comes through just fine, the changes to gameplay aren't quite there. During a downpour you'll see things like gusting wind that knocks the ball down and fairways that soften up for decreased roll distance, but as soon as the deluge stops, I found that conditions returned to normal too quickly. I'd like to see fairways stay sopping wet with puddles splashing even after the weather returns to normal.
On the course Tiger Woods PGA Tour 10 is almost exactly as you remember. You can still swing with either the analog stick or the three-click mechanic. If you crank up the power enough you'll still see the over-exaggerated "power shot" montage, but this year the ball has a cheesy looking cartoon vapor trail streaming out of the back. I understand that I just hit a golf ball very hard, I don't need to see a cartoon representation.

One tiny addition that I really did appreciate is the new ability to A or X your way through the annoying camera angles that occasionally constrict your view of where the ball is going.

The most substantive change to the core gameplay mechanic is the new Precision Putting. Instead of carrying multiple putters in your bag as you've been forced to do in the past, you now have one putter for all distances. You pick a spot on the green and the putter adjusts to show you how far you need to bring it back before releasing it forward. It's a well-crafted putting mechanic and emulates real-life golf better than it has in the past.
Most of your time on the course will be spent developing your created character. You design his or her look just as you have in the past (or with Photo GameFace) and then toss him onto the course. Attribute progression is organic as you'll advance in certain areas or regress in others depending on your performance. You'll also have the opportunity to practice shots that your coach recommends after a round is completed. Progression in Tiger Woods 10 feels much better than it has in the past. You no longer assign points to improve in certain areas. Instead, all of that is determined by your play on the course.

While you're hacking away at that dastardly little white ball you'll notice that Tiger has undergone some slight visual changes, though nothing that is as important as I would have liked. Little things like water and lighting in certain situations look improved over last year's game, but I was really hoping to see greater detail in the character models. We haven't seen the game progress in this manner since it landed on Xbox 360 years ago. The same goes for animations – both celebratory and standard striking – which are identical to what I've seen before.
The audio does get a bit of a bump thanks to Scott Van Pelt. He provides quips like "Get some!" when you nail a putt and other blurbs that definitely add to the personality of the overall package. Kelly Tilghman doesn't bring a lot of spice to the equation, and she essentially has zero direct interaction with Van Pelt – something I hope changes in the future. Not only that, but the commentary doesn't reference itself enough. I'd like to see Scott mention a poor call Kelly made a few holes ago and I'd like to see both of them get more excited over the drama that they're witnessing.

Closing Comments
The question of whether to go out and drop your hard-earned 60 bucks on Tiger Woods PGA Tour 10 should be decided by determining whether or not you’re a hardcore golf fan. If you’re someone who watches every second of every major tourney then you’ll enjoy the inclusion of the US Open and USGA Championship, you’ll dig the Live Tournaments, and you’ll appreciate the new putting.

On the flipside, if you’re just waking up on Monday morning to check out the results on SportsCenter and you only occasionally dust off your copy of Tiger Woods PGA Tour 09, you’ll likely be disappointed by the general lack of show-stopping features and gameplay innovations.



CHEATS for the GAME

Unlockable: TW Items
Enter this code at the cheats menu to unlock the TW Golf items in the pro shop: eltigre

I WILL BE ADDING MORE AS I FIND THEM!!!!!

Thursday, March 5, 2009

MLB 09: The Show Review






MLB 09: The Show Review
This review is from www.ign.com. This game is simply amazing!!!!MLB 2K9 received a 6.8 score, so if you don't have a PS3, you better go get one for MLB 09 the Show, or you will be playing a crappy baseball game all season.


March 3, 2009 - In this new and unfortunate baseball era of questionable records and stats due to substances, players being deposed in court and in front of Congress as well as athletes being connected to more performance enhancing scandals, it's good to know that there's at least one constant that baseball fans can look to: Sony's MLB The Show series. Over the past few years, the franchise has consistently provided solid gameplay while improving the presentation of the sport with loads of additional features. The result is a game that's highly anticipated every spring, just as spring training is for baseball fans starved for the national pastime once the World Series ends. This year's game is no exception, as MLB 09: The Show focuses more on refining elements than radically remaking the title itself, tightening the title into another contender for sports game awards.

Now, last year, there was a heightened focus on the pitcher/batter duel thanks to elements like the Pitch Command System and the Progressive Batter Performance system. For the most part, this hasn't been adjusted or manipulated in any way, so players will still be able to determine a player's tendencies or weaknesses against different pitches to help them best strikeout their opponents. Similarly, batters can still attempt to use these systems to determine where a pitcher has a tendency to throw the ball, as well as whether or not they've got a hot bat or have been ice cold in the batter's box. Considering that these items were extremely well done last year, there was very little that could be done or even needed to be manipulated.




Watch the trailers here (HD available).
There have been two mild adjustments, however. The first is that it's much harder now to pull off a check swing. In last year's game, you could press and release the X button and get a check swing rather easily. This time around, you really have to tap (or in some cases, flick) the button to have a chance to pull out of a bad decision. As a result, you may find that you're committing more to an errant pitch than you'd like. Another adjustment has been made in the "Guess the Pitch" mechanic that can be performed, particularly when you're playing a game against another player. In previous years, if batters managed to accurately predict the direction or the pitch that was being tossed, the pitcher's accuracy and power meter would disappear. In the past, this would obviously cause a bit of anxiety on the part of the pitcher because they had no idea of whether they were throwing with a significant amount of power or were accurate in their toss, forcing them to try to anticipate and truly fake out their opponent to successfully pitch the way they wanted to.

This year, that's a bit more difficult because the "Guess the Pitch" mechanic seems to take the break of the ball into effect a lot more, meaning that a batter could inappropriately guess inside, for example, and still erase the pitcher's meter because a ball breaks slightly in that direction. Because this can occur even if you're seemingly dead on with your meter presses, this does increase the challenge for a pitcher because you have to make sure that you're extremely accurate with your pitch placement to ensure that you don't give your opponent a pitch they can send out of the park.

The duel is on.While there haven't been any adjustments to baserunning, there have been a large number of adjustments when it comes to fielding. The first tweak comes in the ability to quickly manipulate the defensive alignment of your infielders and outfielders based on the game situation or the batter that's in the box by accessing the quick menu. Players can determine the shift and depth of your players for anywhere between a pitch, one specific batter, one inning or for the entire game, which allows you to quickly tailor how your fielders will respond before a pitch has even been tossed from the mound. Having this kind of flexibility can aid you when it comes to reacting to a bunt attempt or a deep fly ball that your fielders have to snag at the warning track. A second adjustment comes with the routes that fielders take to the ball. Instead of playing against computerized fielders that instantaneously knew the path of a hit ball as they did in previous years, fielders this time around are governed by reaction time dictated by their stats to determine the kind of jump they'll get on a ball. That doesn't mean that you'll always be able to lock down a ball, because you could misplay a ball and watch it roll past you, or even accidentally deflect it during a catch. It does, however, mean that there will be more opportunities to leg out a ball into a double or potentially a triple instead of previous years.
The third manipulation comes in the inclusion of many more drops and bobbles based on the situation on the field. In previous years, players would notice, for example, that most hot shots screaming at a shortstop would instantly be sucked out of the air into the player's glove. This time around, misplayed balls or bad hops have been increased to make players seem much more human and realistic. While Golden Glovers will wind up making a mistake much less than other players, it's now possible to advance to a base thanks to a bobbled snag from a grounder, a force play that turns into an error thanks to an overthrown pitch, or a bad hop on a low pitch out of the strike zone that rolls away from the catcher. Although this can lead to a seemingly error prone game because more balls will slip away from certain players, it also increases your appreciation of a double play or a bang-bang play in your favor.

However, with all of the adjustments to the fielding comes a certain number of problems, which hampers play. For one thing, while an infielder might receive a certain amount of backup to cover a base if a fellow player charges to make a play, the outfield won't always showcase the same kind of assistance. As a result, a play where a ball is sent to deep left center or right center field can result in players you're not controlling standing and staring blankly instead of trying to come over and provide aid in case you bobble or miss the ball. Collision detection, once again, is radically non-existent, so with the exception of a collision animation every now and then at home plate, you'll find plenty of players running and sliding directly through opposing players, which is inexcusable multiple years in a row. Even worse is the fact that you'll watch as some force plays occur a few feet away from the base, meaning that the slide and the tag of the base aren't actually near the bag, and could be argued by any skipper (were the feature included in the game). Then again, every now and then, a play that would result in a single would cause a baserunner to slide along the ground towards first base as they went to return to the base after taking a few steps past the bag.



Kiss that ball goodbye.Another issue to bring up that I noticed, particularly during local multiplayer games, is the amount of double clutching that seems to exist by fielders before thrown balls. Having played a number of games with Avi, our sports editor, we both remarked on the number of times that a third baseman would pick up a grounder, clutch the ball and start to make a move to throw before actually throwing the ball a second later. That doesn't seem to make any sense, particularly because it would interrupt a number of double plays thanks to the extra gathering of the throw. The same could be said during pick off attempts, which would appear to result in an easy balk, but would instead allow a baserunner with a leadoff to easily return to base. Finally, some of the tags that you'd expect, particularly as a baserunner is moving past a baseman with the ball, don't happen as naturally as you'd anticipate. During a game with no outs and two men on, I grounded to the third baseman, who moved up to grab the ball as the man on second ran to third. Instead of reaching up, tagging the runner (who was clearly right next to him) and flipping to second to try to get the double play, or possibly go for the triple play, the third baseman threw to second base and then over to first. Considering that I drove the man on third in with a shot to shallow center, this just seemed off.

Outside of the basic gameplay mechanics, there are a few significant changes that have occurred to some of the gameplay modes. The first change is the addition of Legend mode, which provides a significant challenge to those players that are too used to the other modes. Your opponents will come much closer to acting like their real-life counterparts, so watching as Big Papi or Vladimir Guerrerro steps into the box is a serious moment for concern for pitchers; one poorly thrown ball and that ball is going out of the park. Similarly, pitchers like Papelbon will blow some serious heat through the strike zone, and because you've got a smaller sweet spot on the bat, you'll have to make sure that you're getting solid wood on the bat if you hope to get on base. Otherwise, expect to ride a lot of pine and shatter a lot of bats as you chase masterfully thrown balls.

Looks like he's in there safely.Road to the Show returns this year, allowing players to create a prospect and try to take him to the major leagues. For the most part, it plays exactly the same as last year's mode, although it has a few additional items, like new presentational elements that focus on your player on the field at the beginning and end of a game. This time around, however, there are three large adjustments. The first is in the inclusion of interactive batting and baserunning practice, assigned to you by your manager to improve your stats and get more accustomed to the demands of the game. The better you do within these drills, the stronger your player becomes for those game situations. The second addition is a new way of controlling your player as a baserunner; you use the analog stick to determine whether you're trying to advance or retreat along the basepath. For the most part, this system, which is mainly dictated by the left analog stick, works much better than the button press mechanic from previous years. However, there are moments when the camera changes position to show where a ball has been placed that can accidentally mix up and misinterpret the advance or retreat command. Finally, fielding is a bit easier to do thanks to a red fielding icon that pops up around a hit ball, which makes it easier to detect where it is going. However, there are a few moments, especially if you're an outfielder, where the camera will pick an angle that can make it a bit harder to track the ball, especially if you want to try to rob a player of a homerun by climbing the wall. The only issue that I found within Road to the Show was that every now and then, stats that I had recorded wouldn't accurately be tracked within the game. Either my batter wouldn't be credited for a single or better hit or he wouldn't be credited for getting on base. It was a strange situation, but one that could be fixed by quitting and reloading the mode.
Franchise mode has also received a few changes. The first is the inclusion of the impact of coaching staffs on your club, because depending on whom you've hired to be a pitching, first or third base coach, as well as the skipper of your team, your players will receive a boost or penalty to some of their stats. This ensures that you'll pay extra attention to the members of your organization and what they bring to your players. But you'll also pay more attention to your rosters thanks to the inclusion of salary arbitration, locking down a 40-man roster, waiver wire and other managerial tasks. While you'd have to traditionally advance in the offseason and focus on some signings, you're dealing with some of the more complicated ins and outs of baseball this time around. However, you don't need to worry about whether you know the landmarks for service time, or what Super 2 eligibility rules are; the season and franchise modes provide a contract transaction handbook which spells out the details of signing periods and contracts. That's an excellent addition to the game and not only adds to the depth of play but increases the education of the fans playing the game, giving them a better sense of how their favorite clubs have to handle certain contract situations. The only item that I'd bring up is that the trade logic could be a bit stronger, because it can be a bit easy to take and flip free agents and star players to other teams, allowing you to build a superstar team without a serious amount of difficulty.

Online this year gains a draft system, flex scheduling for players and a roster vault so you can upload your favorite or ideal teams to the net and let players rate your decisions. On top of that, players can choose to perform a friendly quit or concede a game if the game is quickly getting out of reach (as long as your opponent agrees to it). However, the one thing that did stand out during online gameplay sessions was that the lag, even with connections that were supposedly rated as good or great, made the game almost unplayable. Most of the time, Avi and I had to guess when a ball was being thrown and swing blindly because the lag that was demonstrated made accurate decisions on played balls practically impossible.



Need to get up to speed? Batting practice is a mode away.The presentation of The Show, which has always been impressive, returns just as strong as before. Whether it's the inclusion of the "Then and Now" reels at the start of the game as you're loading The Show or the television styled presentations of players and parks, the title looks visually incredible. This year, the number of animations for fielders has clearly been improved, as can be discerned by plays like sliding stops or rolling catches that appear to be plucked straight from a television broadcast. A large amount of time has been spent in highlighting the stadium details as well as the lighting, which look gorgeous. In fact, watching time pass as each inning is played displays realistic shadows and lighting as each batter takes their cuts, meaning that you'll naturally watch as late afternoon games turn to dusk and eventually night. Player models look fantastic, and this time around, if your favorite player makes an incredible play in game, you can save the moment to the hard drive through the replay vault, which is extremely intuitive and easy to do. On top of some of the incredible animations or cutscenes that you'll find during play, you'll also be amused by the mascots that have been recreated and included in the game to rally fans and get the crowd cheering.

That's not to say that there aren't some visual issues. In fact, the ones that you might pick up on, apart from some of the collision detection issues, are some of the random instances that pop up such as watching as a bat sticks out of a player's forearm as they walk back to the dugout, cameras that will sometimes zoom through player models (particularly near the outfield wall), and the fuzzy grain filter that pops up on the crowd to establish depth of field. Similarly, you'll still find that players will celebrate by giving each other high fives, only to obviously miss each other's hands. It's only because the game looks so great that elements like some bland backgrounds and the repetition of the same character model for crowd members frequently sitting next to each other wearing the same thing stands out like a sore thumb. Outside of this, it looks incredible.

That's right -- set off the fireworks. The Show looks great.The audio of the game is still anchored by Vasgersian, Hudler and Campbell, who still do an excellent job. In fact, thanks to the number of bobbles or drops, you get more of a sense of the surprise and natural flow of the gameplay thanks to the surprise and excitement that rises in each man's voice as they provide commentary. While you still get cheers, chants and boos, you now have the ability to enhance this thanks to the custom music, chants and taunts that you can add. It's pretty cool to have the option, for instance, to have a taunt about A-Rod's roids come echoing out of your speakers or set up your own tracks for batter walk ups and homerun celebrations. Now all you need is Wild Thing for the Cleveland Indians, and you can relive your own Major League moment.

Closing Comments
The Show has, once again, shown how it's one of the best and most consistent sports franchises out there, delivering solid baseball gameplay and an even deeper set of gameplay features. While there are some updates to fielding and some enhancements to Franchise, Road to the Show and Online, some of issues cropped up within the game and kept it from becoming truly phenomenal. However, as a intermediate step towards MLB 10: The Show, this is definitely a game that baseball fans should buy.


IGN Ratings for MLB '09: The Show (PS3)
Rating Description
out of 10 click here for ratings guide
9.0 Presentation
Whether it’s the camera angles that highlight a park, the presentation of the passage of time during a game or the inclusion of lifelike mascots, The Show presents a wonderful park experience
9.0 Graphics
Lots of new animations and cutscenes as well as character models and parks make this a large improvement over last year. However, old problems still dull the shine of the visuals.
9.0 Sound
Custom music and chants are truly great, especially if you want to create your own razzing of opposing players and teams before your star player walks to the plate with your personal theme song.
8.5 Gameplay
While the updating of some fielding controls makes the game a bit more realistic, it also reveals a number of problems, some of which have yet to be solved from two years ago.
8.5 Lasting Appeal
Road to the Show and Franchise mode are great and made quite a bit deeper. Stat tracking issues and laggy online play still keep this game held back, however.
8.7
Great OVERALL
(out of 10 / not an average)

Friday, February 6, 2009

Is the Nintendo Wii failing to meet its potential?

Interesting article about the WII. I would have to agree with the author, because my family recently purchased a WII and have yet to buy a new game to play. We are content to play the games that came with it, but other than that, there are no new games that interest any of my kids or myself. I would have to give my vote to the PS3 because it plays all sorts of games and there are always new games worth buying, or at least renting for awhile. Plus they are full HD and sports games are much better on the PS3 or even the 360.





Is the Wii failing to meet its potential?
Console overwhelmed with "crappy games," says publisher
By Mike Smith
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There are too many crappy games on the Wii.

So says the global boss of 2K Games, Christoph Hartmann, and at least in the opinion of video game critics, he's on to something. Using figures from review aggregation site Metacritic.com, almost half of Wii games released since the console launched in 2006 have scored below 65%, compared with about a third of Xbox 360 and PS3 titles. And 65% is a pretty crappy aggregate score, considering that many game review sites rarely score below 50%.

Raise the bar to 85%, and the difference is even more pronounced: 360 owners can play twice as many games rated above 85% as Wii owners, while the PS3 nearly triples Nintendo's numbers.

Broadly, this problem isn't Nintendo's fault. In fact, without sterling first-party games like Super Mario Galaxy, The Legend of Zelda: Twilight Princess, and Super Smash Bros. Brawl, the Wii's situation would be far worse. Nintendo-developed games, with the possible exception of Wii Music, are a beacon of quality in a sea of, as Hartmann so indelicately puts it, crap.

Fortunately, this situation isn't lost on most consumers. According to game sales authority NPD Group, the top ten best-selling Wii games -- titles like Mario Kart, Wii Fit, and last year's number one game, Wii Play -- accounted for about 44% of all Wii game purchases in 2008. The remaining 56% spanned over 400 other titles.


Explore An Unsung Wii Classic
That's not the worst of it. Sales of Wii games that reviewed poorly (including 2K Games' own Carnival Games, which aggregated a dismal 56%) eclipse those of many of the Wii's real gems, including the breathtaking Okami, the superb Metroid Prime 3: Corruption, and even the lighthearted, family-friendly Steven Spielberg project Boom Blox, which should have been a perfect fit for the Wii's unprecedentedly broad audience. The Wii has a curious ability to make big hits out of low-scoring games.

Perhaps it's the critics' fault. Do video game reviewers, who typically boast decades of gaming experience and a deep affinity for the integrity of video games as a serious pursuit, miss the point of casual-friendly Wii sales hits like Carnival Games? Perhaps, but the connection isn't as tempting as it might appear. Because Roger Ebert lists La Dolce Vita and Aguirre: Wrath of God among his top-ten films, should we assume, when he slams Bride Wars, he's doing it because he's elitist and doesn't understand movie consumers? Or maybe he just knows what makes a crap movie.

By and large, consumers do, too. Who, once burnt by a tempting but terrible Wii game like Ford Racing Off-Road or Jenga: World Tour, would not be hesitant to take a chance on a genuinely outstanding title like Zack & Wiki or Boom Blox? If they buy games at all, consumers will limit their picks to reliable names, while the delightful upstart games to which the Wii is so suited will sink beneath the tide of crap. At worst, they'll be so disgruntled that they'll shelve the Wii altogether, relegated to a dust-gathering embarrassment that's pulled out for a token Wii Sports or Wii Fit session once every few months.

So what can you do about it? Get educated. Without good resources, your odds of dodging bad games are not favorable. Sites like metacritic.com and gamerankings.com both provide great jumping-off points for research. Best of all, take a web-enabled phone with you to the store and you can look them up right before you buy. Although it's true that some reviewers miss the point of broad-appeal titles like Tetris Party or Monopoly, the majority will at least help you dodge the crap.

Saturday, August 23, 2008

Madden NFL Football 2009 Review


Madden NFL Football 2009 Review

Things We Like
Madden Turns 20: Does anybody remember what video game football was like before Madden? Though the Tecmo franchise offered some amusing -- if not shallow -- experiences, the landscape was littered with laborious adaptations such as 10-Yard Fight and John Elway's Quarterback Challenge. Then Coach Madden came and changed everything. We're happy to report that the 20th anniversary of this glorious franchise keeps up the tradition of raising the bar for what a football video game should be.
Bring Your Playbook: Right away you'll realize this isn't your father's Madden. John Madden puts you right in the classroom when you boot up the game, offering up his "Madden IQ" test to evaluate your gamer skill level. The test is taken in an ultra-cool 3D, holographic environment and involves a series of drills for the key facets of gameplay: passing, rushing, run defense, pass defense. After you finish, you'll be given your Madden IQ score (200-800), which you can improve upon as you progress through the game or if you retake the test.
The Age of A.I.: The stock difficulty settings football games have offered us all these years have grown tired. That's why it's so refreshing to see Madden's new "My Skills" feature. Picking up on your Madden IQ score, the CPU will construct a customized difficulty tailored specifically for your skills. Beginners and longtime gamers who have been intimidated by complex football titles will be able to challenge the most hardened of Madden veterans without fear of being embarrassed.
Still The Real Thing: For hardcore gamers, all of the complexities you have come to love (i.e. Hot Routes) are still there and more, including such new features as Formation Subs, Slide Protection, Bluff Play art, and Smart Routes (to the first-down marker) are at your disposal.
Booth Truth: Veteran announcers Tom Hammond and Cris Collinsworth, newcomers to the virtual booth, do an excellent job, even if you sometimes feel as though you are watching Notre Dame getting throttled on a Saturday afternoon on NBC. Collinsworth's analysis is often close to the mark, and once in a while he'll break down a play telestrator-style in a new "BackTrack" feature.
College Feel: For the first time in Madden, games with longtime foes will be designated as "Rivalry" matchups, with dialed-up intensity and rivarly-specific commentary from the announcers. So when the Raiders and Broncos play, it will get your blood pumping just a bit faster. Same goes for Cowboys-Redskins, Jets-Dolphins and all of the NFL's other classic rivalries.
Online And Alive: Online leagues support up to 32 players with flex scheduling. Good luck getting everybody to play their games in a timely manner, but it's nice to have that option nonetheless.
Kick At Your Own Risk: Just like in EA Sports' NCAA Football 09 title, you can return missed field goals in Madden. So keep a guy deep in case your opponent's 50-yard attempt comes up short.
Not-So Mighty K.C.: The Dolphins are predictably bad, but if you want a team that you can roll up yards and achievement points against, pick on the Chiefs. If Madden 09 is any indication, this is going to be a loooong season in Kansas City because this team reeks worse than a jockstrap after two-a-days.
Things We'd Change
Collector's Item?: Is it worth springing the extra $30 for the the collector's edition for the PS3 or 360? It comes with the 1993 Madden edition, which is nice until you realize that was one of the years they used the annoying "passing windows." The other free title, NFL Head Coach 09, captures the experience of being an NFL coach so well that you quickly realize that is the last job you would actually want.
Call Me Toast: In the Madden Test, the pass defense is pretty much impossible. When the ball goes up and you try to make a play, the game lags and suddenly your cornerback becomes mired in quick sand. The ball goes over your head and you end up with a "Rookie" pass defense rating.
Say What?: EA may still be working out a few glitches. After scoring a touchdown at the Georgia Dome, my receiver disappeared while heading toward the crowd to celebrate. Then there was the touchdown pass I threw that was overruled by instant replay ... but I still got to line up for the extra point and the touchdown counted.
Play It Again, Sam: The "Rewind" button that allows you to take a mulligan on the most recent play is a great idea but it shouldn't prompt you after every play. It should an option in the play calling window instead. The way it's set up now, it slows you down on your way back to calling the next play.
Achievements Lacking: On the 360 version, the achievements are random and not all that satisfying. As far as I can tell this is EA's way of not allowing us to sim our way to achievement points the way many of us have done in past years. Three-hundred yards rushing with the Jets? Seven touchdown passes with the Falcons? Just set the CPU to "Rookie" and you can pile up hundreds of points in no time.
Bottom Line
It's Madden. It's the NFL. You gotta have it. The only reason to stay away from this annual treat is if the game were wretched beyond belief, and that couldn't be further from the truth. It's a very solid football title in its own right and makes significant advancements in what has often appeared to be a stale genre.
Gameplay 9
Graphics 9
Audio 9
Online 9
OVERALL 9