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madden 2004

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preview from gamespot.com
 

At today's Camp EA press event, we spent some time looking over the console versions of Madden NFL 2004. Aside from the standard roster and minor gameplay upgrades, Madden 2004 also has a number of much more significant changes that EA Sports believes will revolutionize the series, including an extremely in-depth owner mode and a new playmaker control system that will allow you to make single-player route and coverage adjustments on the fly. EA also clued us in on what sort of online upgrades we can expect from the PlayStation 2 version of the game.

To start, Madden 2004's franchise mode aims to be the biggest and deepest ever created. In addition to all of last year's franchise features, Madden's now-famous minicamp mode has been fully integrated into the franchise mode. In it, you'll be able to train certain players on your team during the preseason training camp, using the minicamp minigames. If you manage to accomplish all of the necessary goals, you'll be awarded an upgradable stat point for that player. You can either just use that stat point to improve your player or risk it by upping the difficulty level and playing through the mode again, this time with the promised reward of double the stat points.

Also new to this year's Madden franchise mode is the owner mode. Owner mode puts you in charge of all the financial responsibilities for a team, including stadium management and managing your team's coaching staff, the concessions, the ticket prices, and the like. If you succeed in the owner mode, you'll be able to hire a better staff, build a new stadium, or even move the team to wherever you please. Likewise, if the team does poorly, revenues will begin to plummet, and your options will become significantly more limited.

When it comes to gameplay, Madden 2004 doesn't stray from the classic Madden style of play and doesn't seem to offer a ton of new features. However, there is one major change to the scope of the gameplay, and it's a pretty significant one. The game's new playmaker control system gives you much more control over your team during the game by implementing the right analog stick as a method of adjusting routes and schemes for specific players. So, when on offense, you can choose one receiver and move him where necessary, rather than having to call an audible and switch up the entire play, and on defense, safeties and linebackers can be moved as slightly or drastically as necessary to make sure everyone is properly covered.

Graphically, Madden 2004 doesn't seem like it will make lots of changes to the look of the series, but you will notice a great number of new animations, especially when it comes to blocking. EA Sports has addressed the issue of players simply being sucked toward blockers by adding lots of shoving, pulling, and similarly free-flowing animations to the game's blocking system. These will of course be coupled with the always growing list of catching, tackling, and running animations that have been added to this year's game.

Madden NFL 2004 will be online via the company's EA Sports Online system and will contain all the current upgrades associated with that system, including downloadable content, the ability to chat with friends on your buddy list across all EA Sports games, and online tournaments. You'll also be able to track stats via the game's new bio mode, which keeps track of all your statistics across every EA Sports game you play, and you'll be able to advance in a level system depending how well you do in each game. Voice chat will also be available via a peripheral headset on the PS2.

Madden NFL 2004 is on schedule for an August 13 release and will be available on the PlayStation 2, GameCube, Xbox, and PC. The game is also in development for the PSOne and the Game Boy Advance.

preview 1 from ign.com
 
With quarterbacks David Carr and Kyle Boller challenging gamers online from remote locations, and a huge video screen showcasing coverboy Michael Vick's playmaker abilities, Madden NFL 2004 not only owns the South Hall of E3, it's proving once again why it owns the world of sports video games.

About a month ago, we heard about the capabilities of Playmaker control and how it would be incorporated into the game, but it wasn't until the doors of E3 opened and we stiff armed a few fools out of the way to grab a controller that we really found out how cool the feature is. When you walk up to the line of scrimmage and see a defender move right into the spot you were about to run, simply hit the right trigger and flip the play to the other side. It's that easy, and it really ends up making more of a difference in gameplay than you'd think. And yeah, flipping plays at the line is dope, but it's not the flashy Playmaker controls most gamers will be talking about come Madden's August release.

Take quarterback phenom Michael Vick. Roll him out of the pocket and use the right analog stick to actually move your primary receiver into an open spot in the secondary or send him deep down field to beat the coverage staring back at the Falcon QB. If you decide to act like Michael Vick and dazzle the crowd with your quickness and you break off downfield with a blocker in front, press the right analog stick toward a defender to block, and Vick will actually point toward the exact defender he wants blocked as he scurries down the sidelines. Simply awesome.

When it comes to picking plays, more emphasis has been placed in recreating each teams actual playbooks, including team specific formations. The Packers run their version of the wishbone with two tight ends and three running backs, you can move players like Charlie Garner from running back to the slot position, and you can even substitute players from the play call screen with the press of a single button without ever needing to go into the substitution screen.

Defensively, you also have more control as you can roll your safeties to one side or another to double team a specific receiver or try to plug a spot you anticipate the offense to run the ball. You can also substitute entire units on defense from starters to your speed team in order to counter any moves the offense might be trying to pull off.

The player models look incredible, as each NFL superstar is represented to his fullest complete with authentic hairstyles like mullets and dreadlocks. All of the authentic helmets are also represented including the Ridell Revolution. But it's not just about how they look standing still, and EA knows this, as they incorporated plenty of new animations to wow the E3 crowd. Receivers adjust to poor passes by turning toward the ball and moving their hands to snag the pigskin. Players will stumble, place their hands on the turf to catch their balance, then resume running down field. And best of all, there are a number of open field special teams wipeout hits, especially on punt returns, that will make any fan quiver in their cleats.

Madden has always been a special series, but this year's game in particular has a special quality, as even in its early stages you get a feeling like you're playing something that's going to be great. So great in fact, that I'm going to end this preview right here so I can run back to the show floor and get in some more games before the day is done. With any luck, I might even get to show one of those quarterbacks a thing or two about throwing a football...on the cyber field, that is.

 
 

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whiteboy got dissed!!

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playmaker in action

preview 2 from ign.com
 
After NCAA Football 2003 introduced several major new features last year to boost its profile in the football videogame world, Madden NFL 2004 is very deliberately carrying the lion's share of enhancements and improvements this year. If Madden already wasn't popular enough, last year's explosion into America's living rooms by way of Monday Night Football merely set the stage for this 2004 edition and EA's Tiburon development studio appears ready to answer the call. Nothing has been taken away from the Madden 2003 feature set and new graphics touches, new gameplay mechanics (hello right analog stick!) and a truly exhaustive franchise mode that makes you coach, general manager and owner of your favorite NFL team.

Both IGN and EA posed the question of "How can the right analog stick be implemented in a football game in a way that's both clever and entertaining?" Good thing for you the development team at Tiburon had the answer and ignored our lame request to make the right stick a freestyle celebration control stick. The freestyle control system allows you to quickly change parts of a play before the snap with a quick flick of the right analog stick. On a running play you can change the direction of the running play (including the handoff) without flipping the entire play on an audible and letting the defense know that you're going the other way. The blockers will change the direction of their block but the receivers will stay in their positions so that an opposing player won't know what you're doing. On a pass play you can use the right analog stick to change the route of your primary receiver. He won't change is position but his route change will be contextual and within the framework of the offense. You'll still have hot routes to send your guys on streaks, hooks, ins, outs and slants but flicking the right stick will change his route from a hook to a curl for example. It will be something that won't run him into another receiver's route but at the same time will allow you to exploit some weakness in the defense that you notice when you come to the line of scrimmage.

During a play the right analog stick will be used to give instructions to players on the fly. When the running back gets the ball on a running play he'll be able to tell his blockers, especially on a run to the outside, which defender to block when there's more than one approaching him. In this way you won't have to rely on the blocking AI to block the correct guy anymore. If you know you can shake the nearest defender yourself and want to set up your blocker to hit the next man down the field you merely lean the right stick in the direction of the far defensive player. On a pass play, you can tell receivers to break off their routes and break in, out, deep or comeback on a hook. It's designed to work best on a rollout play where your QB is scrambling towards the sideline. In the event that you're out on the fringe and you have more than one receiver on that same side of the field, they'll all break their routes according to your wishes. For all run-of-play freestyle moves, the players' field of vision will determine how instructions are given. You'll be able to see receivers looking back at the QB at some point during the route and at this point they'll be able to receive instructions to break off their routes. Running backs and quarterbacks will point and gesture as they give their teammates commands on the fly.

Draw plays and play action passes will be more effective in both head to head and CPU games with the new camera system that helps sell the fake. On a draw, the camera will pull back after the snap to show passing icons and the width of the field thereby throwing off the defense. The player will have to know that he's called a run and be ready to take control of the RB. It's the same thing on a play action pass. The camera will stay in close to the line of scrimmage after the snap and the ball possession icon will pop up under the running back to sell the fake and it's up to the controlling player to remember that he's called a pass play. The effect is strong enough that the game's AI is fooled just as well as a human player would be. The last impressive bit of camera work comes from the rollout camera. Rather than losing sight of the opposite side of the field when you roll your QB to one side or the other, the camera now pivots on an axis that appears to be defined by the QB and the spot of the snap and will continue to show the opposite side of the field even as you drift closer to the sideline. The same technique is being used in NBA Live 2004 to keep the action on the entire court in front of you, or field in this case, visible throughout the play.

The game's new post-play interface instantly brings up play selection menus and controls on the bottom third of the screen while replays, celebrations and other cutaway shots run in the middle third of the screen with info and score running on the top third. This will facilitate faster play-calling especially in a tight game where you may want to quickly sub-in new players using the brand new package system. Based on real NFL team playbooks, different teams will have different packages that bring in a handful of new players on both offense or defense without having to pause for the substitute menu. The players in the packages can be substituted and saved to your profile, but the packages themselves are tied to specific playbooks. You can change the personnel in Pittsburgh's five receiver package but you can't turn that group into your jumbo package unless the Steelers actually use one. Not every team puts a tight end in the backfield but if that's your thing, you'd better be using Cleveland's playbook .

The Mini-Camp mode (which is still a standalone mode) was so popular that this year Madden 2004 introduces Training Camp to be used in conjunction with the game's Franchise mode. The passing, blocking, running and kicking drills you'll remember from Mini-Camp can be used before a season to boost the attributes of your offensive and defensive players. You can only add to your players' abilities and never have to worry about losing attribute points because you suck at the pass accuracy drill. You will, however, be risking points you've accumulated as you try to take your player to the next level of a particular drill. Just because you aced that first pocket presence drill doesn't mean you'll want to risk losing all of those points by going for the big points awaiting you on the second pocket presence drill.

The Franchise mode includes a new, fully functional trading block where you can show the league the guys you don't want anymore. The difference here is you even get to set the parameters for what you want in return so you don't have to waste hours navigating menus to find potential trade partners only to be shot down repeatedly. Once you've selected the players on your team you want to dump, they're given a letter grade based on age, salary, ability and a hidden potential rating. You then tell the trading block what position, minimum rating or even draft pick you want in return. Instantly you'll see offers from other teams, if any and you can pull the trigger on your trade right then and there.

You have the option of running Ownership mode along with your Franchise mode or you can even macromanage your team without playing a single game. As owner you'll be responsible for the financial health of your team and will be able to set prices on concessions and on the various seating areas including luxury boxes. You'll even get stadium/city specific concessions like garlic fries at whatever they're calling the San Francisco 49ers stadium these days. Things like managing the salary cap will become even more involved as an owner since you'll be dealing with real world numbers and cap considerations. We weren't given too much detail on just how deep Ownership mode will be, but we know you'll be able to have rivalries with other NFL teams, run a fan appreciation day and you'll even be able to get fired for running your team into the ground. You might even be able to move your franchise from one city to another and build your football empire there.

Visual enhancements to Madden 2004 includes new player models and fresh tackle and blocking animations. Tattoos, long hair and dreadlocks will all be seen along with four different types of helmet for the truly obsessed football fan. Receivers will adjust to make difficult catches and ball carriers will stumble through arm tackles and lean into oncoming tacklers. Defenders will fight through blockers with more ferocity and fresh animations and offensive linemen will work to keep defensive linemen in front of them just like they teach you in high school.

There are other improvements to Madden 2004 that are definitely worth noting. For PS2 owners online gaming will be cheat-proofed and there will be persistent online tournaments. Voice communication, messaging and separate lobbies for veteran and rookie Madden players will enrich the online experience considerably. Still no online play for Xbox owners through Xbox Live, but, drum roll please Xbox owners are getting custom soundtracks!. GameCube owners can look forward to some kind of compatibility with the GameBoy Advance. Madden Moments will put players in historical situations from the NFL's past and you'll have to come out on top to unlock some goodies. The Raiders-Patriots snowbound playoff game from January 2002 is sure to be a contender there. The Play Now exhibition mode will actually draw all of the matchups from that particular week of the NFL season if you've got your system's date and time set accurately. Pick the Eagles in Week 4 and you'll be getting the Bills as your default opponent. You can switch your opponent yourself which is especially helpful when your team is in a bye week.

Click to read more about the new EA Sports Bio

IGN will have much more on Madden NFL 2004 in the next 10-12 weeks because there's a whole lot of good stuff to get into and you know we're the ones to give it to you.

 

 


GAMESPOT REVIEW
 
It's not an easy task for a development team to make enough improvements to a yearly sports game series to warrant a purchase every year. However, EA Sports has not only managed to add enough features and gameplay tweaks to make Madden NFL 2004 a more than worthy purchase for those who bought last year's game, but it has also created one of best football games to date. Madden NFL 2004 covers nearly every facet of professional football, but what makes this year's entry in the series so special is the fact that it ties all its components together seamlessly. Even the new gameplay features have been integrated incredibly well, and the result is a game that models the sport of professional football much more intricately than any other game before it.
 

A perfect example of this is the playmaker control feature. While it initially seems like nothing more than a quick audible option, playmaker control is actually much more than that. Before the snap of the ball, if you don't like what you're seeing on defensive side of the ball, you can adjust the offensive play to compensate without calling an audible. For example, if a linebacker appears to be blitzing on the side you're about to run a halfback toss to, you can change the direction of the run on the fly by simply pressing the right analog stick in the opposite direction.

Similarly, after the ball's been snapped, you can direct teammates on the field to block opposing players in front of the ballcarrier by pressing the right analog stick in the appropriate direction. There's a little bit of risk involved in doing this, since its effectiveness depends on the speed of the teammate running over to block. In fact, when calling for a block in this fashion, you may be tempted to head for the teammate once you've told him to throw a block in an attempt to put him in between you and the defensive player more quickly. But you'll quickly discover this rarely ever works and almost always results in an appreciable loss of yards. In any case, the playmaker controls for directing your blockers prove to be quite valuable when used in the correct situation.

Running isn't the only facet of the gameplay in which playmaker control can be used. When using it on a passing play before the snap, playmaker control can quickly change the route of a receiver if there appears to be a gap in the secondary. When the ball is snapped, playmaker control can then be used to have a designated receiver break off his route and go in a variety of directions--even back toward the line of scrimmage. Again, there's a fair amount of risk involved, since the defensive line and linebackers are constantly gunning for the quarterback, but if it looks like you have enough time and it appears that you can get a receiver open by having him change direction, you can use this technique to pick up a few extra yards.

Defensively, the playmaker mechanic isn't quite as prominent. Essentially, if you see a key receiver lining up one-on-one with a cornerback that you don't have too much confidence in, then playmaker can be used to shift your coverage over to that side, making it a little more difficult for the receiver to get open. If the ball has already been snapped, then playmaker control can be used to shift your overall coverage to run or pass. It's these subtle nuances created by the playmaker control scheme that make Madden NFL 2004 that much more strategic and fun to play than its predecessors.

Of course, there are plenty of other ways to modify plays on the defensive and offensive sides of the ball. On defense, you can shift the defensive line and the linebackers to compensate for any possible gaps that may appear in the line or to cover the outside better in the event of a toss. Offensively, audibles are still incredibly useful, and you can modify them in the coach's area in the menu.

The fundamental gameplay mechanics in Madden NFL 2004 have also been slightly tweaked. Like in NCAA Football 2004, play-action passing plays are much more effective against opponents, especially those controlled by human players, since the camera briefly follows the running back--making it seem as though it's actually a running play--before panning back to the quarterback. The running game in general feels much better, especially when you're running the ball up the middle, since the offensive lines tend to be a little more adept at opening holes when linebackers and safeties aren't shooting the gaps--in other words, getting stuck behind the ample posterior of an offensive lineman is much less of a problem than it was in the previous game. Running to the outside is also executed quite well and requires you to determine the best angle to take after your fullback has blocked a linebacker or a lineman has pulled from the opposite side of the line to make a block downfield.

Having a successful passing game in Madden NFL 2004 requires much more thought than you might initially suspect, especially since the defensive backs are much more adept at stepping into zones and going after balls, just like in NCAA Football 2004. Setting aside the playmaker controls for a moment, if you see a receiver in relatively tight zone coverage, then the chances for a successful completion are relatively low--even when running a quick out route, something that would usually guarantee a few yards. Conversely, if you see a receiver in tight man-to-man coverage running a streak, then you can try to lob the pass and hope for the best. But for the most part, a successful passing game requires you to identify the defensive coverage in the secondary, as well as that split second in the receiver's route when he'll be open.

With all these slight refinements and changes, even blitzing seems to have much greater risks and rewards. Audibles and the playmaker control can negate the effects of a blitz, but the playmaker control also requires the offensive player to think just a little bit more than he or she normally would, giving the defense one or two more precious seconds to hit the ballcarrier behind the line of scrimmage. This is especially true for human opponents, though the AI for computer-controlled opponents is pretty good about not cheating when it comes to reading a blitz.

All these changes are great, but perhaps one of the biggest single reasons to buy Madden NFL 2004 is the owner mode, which is directly tied to the game's franchise mode. The owner mode gives you an entirely new perspective on the sport by portraying it as a business where you have to do everything in your power to ensure not only that the fans are happy, but also that you're making enough money to support the team and the stadium. If your team is doing well, then it won't be necessary to constantly adjust the prices of tickets (which are broken down according to the different sections in the stadium), merchandise (programs, hats, jerseys, bobble heads, and foam fingers), snacks (such as beer, soda, and popcorn), and parking. You can also decide how much money you want to spend on promoting the team through advertising, but that depletes your overall budget, which may make it difficult to go for a high-profile free agent in the off-season. If your team is performing poorly, compiling a losing record or missing the playoffs a number of years in a row, then fan support will wane, forcing you to constantly adjust prices in an effort to get the fans to come back.

Fortunately, you'll have plenty of information and advice at your fingertips to figure out what's wrong with your team from a business perspective. Not only will you have advisors who give you basic information on what you can do to quickly improve fan support, but you'll also have access to graphs and charts that will show you how the team has done over the course of the season financially. In addition, at any time during the season, you can access a balance sheet to see how much income you have and what your major expenses are. You can use this information to determine if you want to hire a new, higher-profile coach (though it's also possible to promote offensive and defensive coordinators if you don't particularly care for your current head coach), go after a talented free agent, trade for an additional draft pick, or save your money and lower prices for the next season. The owner mode offers a surprising amount of freedom to do what you want--you can even rebuild your stadium or move the team to a completely different city--but if you're careless with your money or in your decisions, your team's chances of being successful will be quite low.

If you don't feel like dealing with the business side of the NFL, you can simply turn the owner mode off and the game will automatically change to a more standard franchise mode. However, there are some slight differences from last year's franchise mode. The training camp mode has been integrated into the franchise mode, and it now has a direct effect on players. For example, in the passing drills, you can select any quarterback on your roster, and if that quarterback happens to perform well in the drills, then you'll receive a certain number of points to upgrade that player's attributes.

All the other modes in Madden NFL 2004 are pretty much the same as in last year's game. You can create players, teams, and playbooks. There are tournament, minicamp, two-minute drill, practice, and situation options, as well as a football 101 mode where John Madden will take you through the basics of the sport. The Madden cards, which are used to unlock cheats and hidden teams, are also back.

The graphics haven't been changed all that much either, but the game still looks great. Some minor enhancements were made to the player models, but they still have the somewhat generic look that the series has been known for the past couple of years. The sideline detail has been improved slightly, and the stadiums are incredibly accurate. Some cool minor details from last year's game have also returned--if you're playing on a grass field, for example, the quality of the field will degrade over the course of the game. Likewise, players' jerseys will get progressively dirtier if they're constantly being slammed into the ground. The already great animation also looks like it's been improved with more tackling animations, as well as just general bumps and shoves.

As for sound, the commentary in Madden NFL 2004 has been slightly improved--at least for Al Michaels, who has plenty to say on just about every single type of play. Unfortunately, Madden continues to be a weak spot. John just repeats himself far too often, and his comments can often be a little too generic. However, the interaction between the two sounds much more natural and less like a bunch of lines that were simply pasted together. The soundtrack is bolstered by licensed music from a variety of artists. The soundtrack covers a handful of genres, and most will probably enjoy the wide range of music that's been selected for the game.

The other versions understandably do not, but the GameCube version of Madden NFL 2004 supports the Game Boy Advance link cable. When the GBA has been connected to the GameCube, you can view the scoreboard and even select a suggested play from the Game Boy Advance. However, the GameCube version lacks the "what's new" videos found in other versions of the game. These videos--hosted by Monday Night Football field reporter Melissa Stark--give a glimpse into what's been added into this year's game and how to use all of the new features, but they're hardly necessary given how intuitive the new features are.

Unfortunately, the Xbox and GameCube versions of Madden NFL 2004 don't have any sort of online play, but that really doesn't detract much from how great Madden NFL 2004 really is. All the new features have been integrated so well into the preexisting framework that it seems like they've always been there. Indeed, you might wonder how you even played previous games in the series without the playmaker controls. Moreover, the owner mode and this year's minor gameplay tweaks make Madden NFL 2004 a must-have football game, regardless of which platform you own.