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13 of 15 people found the following review helpful:
4.0 out of 5 stars
Lots of pluses, and a few minuses, August 25, 2003
In response to "gamer's" August 8th note about using it for the PC over PS2 -- the solution is simple. Just BUY a game controller for the PC. You need a dual analog controller to be able to use the Playmaker feature on Madden 2004 -- that feature won't work on other PC game controllers. Anyway, here's my spin on Madden 2004 -- it's a GREAT improvement over Madden 2002, largely because of the added features. The improved franchise mode is the biggest selling point of this Madden version, and what a franchise mode this is! Great for control freaks who want to rule the world and leave no detail unturned. Graphics and gameplay are terrific as usual, but not much improved over already fabulous earlier versions. Here are my observations -- a lot of pluses, and some minuses (fyi, I've never played Madden 2003): 1. Graphics -- both front-end and gameplay -- work very well on my 64MB video RAM, 2.2MHz, and 512MB RAM computer. But having stadium detail at "highest" setting slowed things down, so I recommend to all that you only use "medium". (The only difference is the cheering, jumping crowds are eliminated, which is good because I found them very distracting.) 2. Gameplay graphics are marginally improved over the already fabulous 2002 (and I assume 2003) versions, so you can't go wrong here. A little more realism is introduced to players' movements. For example, when a defender intercepts a ball, his post-interception reaction time usually slows down as he assesses the new situation. Be careful of that jarring hit from the rather ticked-off wide receiver. 2. The accelerated clock option sped things up quite a bit in gameplay. Clock runs down quickly between plays. A big plus. 3. Playmaker feature is very neat, but takes some practice to get used to, especially on defense. As mentioned above, you need a dual analog game controller to use this feature. 4. Franchise mode went VERY DEEP in this Madden version, which is great news for those who want a very realistic NFL simulation. Training camp, preseason (yes, those useless games), overhauled NFL draft system, time-sensitive free agent period, stadium upgrades, finances, relocations, even the entire coaching staff, etc., etc. are at your beck and call. It does make for a very, very long game experience, but if you like it that way, it's for you. Training camp is composed of several drills where you can improve the ratings of a specific player. As for the draft, you actually get to research specific prospects via scouting combine and/or individual workout, and even then it's still a [blindshot] when you draft that coveted college star because the actual ratings are hidden until you ACTUALLY sign that pick. All you can go on are scouting reports and just a few physical attributes. I drafted a really top-rated college star punter in the high 5th round, only to find out during training camp that he was a bust. I had to cut him before the start of the season and sign a free agent. There's a lot less predictability in the Madden draft, and that's as close as you can get to the real thing (think Ryan Leaf). I'd have liked college stats and especially the influence of specific colleges on player development (e.g. NCAA Div I, II, III, etc.), but that's asking for a little too much, I think. You also now have control over the income and expenses of a team -- set ticket prices, concession prices, hire and fire coaches (and their staffs, too), upgrade or build stadiums, etc. The coaches and their staffs even come with their own ratings that have an impact on players' ratings & performances. It's fun to give Steve Spurrier the boot if he doesn't send my Redskins to the playoffs this year. 5. As for signings: signing bonuses are now part of the calculation. Use that wisely, because they hit your cap seriously if players are cut before contracts are up. 6. You can download stat reports to Excel. Great, easy way to evaluate the talent on your team, especially as they progress from year to year. Madden also downloads complete franchise reports -- rosters, stats, contracts, the shebang -- to text files. My gripes and suggestions for improvement: 1. GET A BETTER MANUAL!!! 2. Building a new stadium to replace your stinky and muddy football field is neat, but building tools are limited. More creativity in stadium design is needed. I don't want to build some generic Three Rivers Stadium knockoff (sorry, Steeler fans). 3. Every time you play a game in franchise mode, your controller configuration annoyingly reverts to default unless you select your profile at the start of EVERY game. 4. NFL draft information is not saved. Would be neat to see how the top picks fared over the course of several seasons. 5. Draft, trade, and even Pro Bowl/award history are not part of a player's stats in future seasons. Who would know the cheap free agent I signed was a MVP three seasons ago? 6. Madden only shows your team's cap room for the current season, and doesn't show you what the cap room would be like in future seasons. It's hard to evaluate the impact of accelerating contracts, which seriously hit the cap in later years. 7. The year-by-year salary and bonus contract structure is dictated completely by the computer. You can only propose total contract value and total signing bonus, which really hampers your flexibility in negotiations. 8. No comments offered on sounds and music. I always turn the sound off when playing the game, so I can't provide any critique here. :-) 4 out of 5 stars. If you care only for playing the football game itself, it may not be for you since you may already get a kick out of 2003's version. If you want the much-improved franchise mode, and the additional bells and whistles, get this game.
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