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Lets say that in the next season this team somehow manages to match its division rivals in passing and defense, looks damn stylish doing it, and, despite a few glaring weaknesses, finishes at 10-6 and makes the playoffs. Not bad at all, youd say, and with a bright and shiny future. Well, that team is a lot like Microsofts NFL Fever 2000, the 10-6 arcade football game. For a rookie, NFL Fever is a surprisingly solid--and sometimes brilliant--effort. Its gorgeous, its loads of arcade fun, and it even plays (with a few exceptions) a pretty good game of football. And since NFL Fever is priced at $19.99, its abundantly clear that Microsoft is going after EAs PC sports game empire (and specifically Madden) by employing the Wal-mart strategy that made Deer Hunter a million-seller.
Gameplay is a mixed bag, so Im going to break it down into its
component parts here, listed from best to worst.
Once the play begins, youll be able to watch every route develop. Thats right, theres no blind passing in NFL Fever. Its great to watch the safety commit to double coverage on your flanker, then throw away from him. Some routes seem to work better than others, though. Seam, post, and slant routes are pretty realisticif you can get a man open, youll usually get a completionotherwise, forget it. On the other hand, streak patterns are damn difficult to complete--OK, it is hard to throw long in the NFL, but Ive only very rarely completed any long bombs. And forget screen passes; they just dont work. On the other hand, out patterns are a bit too easy to complete, and if youve got a merely decent tight end, you can make a living off of him.
Playing pass defense takes a while to get the hang of, but can be reduced to this simple maxim: always pressure the QB. As well see, the running game is underdeveloped in NFL Fever, and since theres no reason to fear the rush, you can bring it on every down. And you better. If you dont pressure the QB, theyll pick apart even nickel and dime defenses. If you go into a third and long defense, make sure you have at least two players blitzing. Otherwise, youre toast. In most defenses, youll control the middle linebacker by default. Though you can switch to control other defensive positions, Ive found the MLB to be the most effective defensive playerhe gets to make a lot of unblocked stops. Even better, Ive racked up a load of interceptions by dropping my linebacker back into zones and covering tight ends man-to-man over the middle, something the computer defense doesnt do very well. Kicking Excellent and realistic, with a two-click interface thats both intuitive and elegant. The distance on punts and field goals is very realistic, as are the yards on returnsthough at easy level, youll return more than a few all the way. Unfortunately, the only nasty bug in NFL Fever resides in its kicking game. Sometimes your center will not snap the ball on punt playsand you can do nothing while time runs out, you take a delay of game penalty, and you lose five yards. Grrrrr. Running
So imagine my distress with NFL Fevers running game, which is quite simply broken. At the easy level, this isnt a problem. NFL Fever plays like an arcade game at that levelits a snap to complete passes and break off long runs. But at the more difficult levels, passing becomes more realistic and running becomes damn near impossible. Dont tell me to try spin moves and lowering my shoulder and straight-arms; I have, and I still end up with a 1.4 yard per carry rushing averageon a good day. A big part of the running games problem seems to stem from the atrocious blockingdefending players dont just shed blocks, they seem to pass through them like wraiths. Defenders also react unbelievably quickly; I know holes close fast in the NFL, but Ive hit a gaping hole with my runner on sprint, only to have him tackled for no gain by a linebacker who seems to materialize out of nothingness. Its as if someone at Microsoft got their game genres confused and programmed defenders with RPG-like magical attributes. It doesnt help any that you never get the spot on offense; if your back lunges forward for three yards at the end of a run, you can bet they wont be counted. And the computer doesnt do well running the ball, either. Most of the computer opponents I play on veteran settingincluding the Falcons and Broncos, with Davis and Andersenhave not managed to average over a yard per carry. Thats right, not even a measly yard. I wish I could claim this was due to my superior defensive ability, but Im trying to break myself of the whole lying thing. I repeat: the running game is just broken. Another thing thats broken with NFL Fever is its statistics. It doesnt have them in any meaningful way. There is no way to keep individual stats, so theres no way to win a rushing crown (which would probably take about 320 yards), no way to see if youve broken passing records, no way to tell which of your running backs is getting it done. This is made doubly perverse by the fact that you will occasionally be given individual stats in-game. Huh? Are we getting the picture here? A game thats real purdy, priced for the Wal-mart shopper, and that highlights the pyrotechnic passing game over the honest, workaday running game and statistics favored by real aficionados. Like me. NFL Fever is, purely and simply, a beautiful arcade football game that comes tantalizingly close to being a beautiful realistic football game. The development team clearly put most of its efforts into the areas of the game that would make it a big seller---graphics, passing, arcade fun. Theres nothing wrong with that, but if next years edition of NFL Fever puts just a little more effort into the hardcore aspects of the gamerunning and statsit could easily go from a 10-6 game to the Super Bowl. |