Let us discuss the EXCLUSIVE PREVIEW of ESPN Football 2005 at IGN. (How this is exclusive…I have nary a clue but we’ll run with it anyway. I mean they say it is and who am I to claim horseshit, ya know?) Now IGN is no different than any other major online/print press that covers games at E3. They want you to REALLY be interested in what they have to say and Sega REALLY wants IGN to care about the game that they show.
So.
They dish out EXCLUSIVE press kits (usually a folder with a fact sheet, press release, demos, screens, some cash (kidding), and maybe a T-shirt (not kidding). I mean, after all, nothing says “cool” like a video game t-shirt.
I’m going to try to decipher this for you as best I can, with some John McCain-like straight talk.
From the start:
“As the replay ends, Berman kicks it down to Suzy Kolber for a postgame interview. In the background, you can still hear the chanting crowd: “J-E-T-S, Jets! Jets! Jets!” and the Jets runner gives a few shout-outs before sprinting back to the locker room.”
So the game has post game quips. It’ll either get repetitive very quickly or will be a neat little tidbit. Most players will want to fast forward through this stuff after a few games, most likely.
Thrill Meter says: eh..
“While this scenario seems like any typical Sunday, it isn’t. In fact, it could be any day of the week. All you need is an Xbox or a PS2. That’s right. This is exactly what’s going to happen in ESPN Videogames’ new football title, ESPN NFL 2005. Only thing is, it’s not the real Boomer, Suzy, or Martin, it’s their virtual stand-ins. Polygonal representations of a situation that happens after every game in real life, but has never been replicated in a video game…until now.”
This paragraph does not impact the Thrill Meter whatsoever. It’s a post game quip, not a feature worth spewing that much over. The writer has no idea of these post game things will be good or annoying. He most likely saw it once, MAYBE twice on a running beta. OK, moving on..
“Now let’s head back into the studio of The Franchise Show as Boomer hands-off to Trey Wingo who’s here to talk about all of the week’s news, including trades, signings, cuts, and retirements. If you want to know about something that happened in this week’s franchise, Wingo is your man.”
Pretty cool if done right. If all Wingo does is read the news, it’s a waste. Hell, I can read the transaction page. If he COMMENTS on them, then that’s really cool. Of course the preview doesn’t tell us this.
Thrill Meter says: eh…
“Using 100’s of portraits of NFL players and blending them together, ESPN 2005 will put faces to the names of fictitious rookies about to enter the draft, and Mel Kiper is the man to help hype and sort out the ballers from the fallers. Every rookie will have his own face and name that Kiper recorded, so the virtual Kiper will break down the draft by position during The Franchise Show. He might start pumping up some running back named Bill Johnson from Ohio State or wideout Jon Hopkins from Stanford, and after you continue hearing how great these guys are for weeks, you start to get pumped up to add them to your team. Mel will even beak down what happens at the rookie combine and how each player performed, giving you, for the first time, a real reason to draft these made-up players, and turning the draft into more of the spectacle it is in real life.”
OK we’re four paragraphs in and we’ve hit a super cool feature. If this works as advertised…woo.
Thrill Meter says: Mel! Mel! Mel!
“You check out the scouting report on your next opponent, then decide what film needs to be watched by your coaches and players.”
Hmm…
“If playing as the 49ers, for example, you can tell your assistant coaches to watch film of the opposing defensive backs, either by players or formations. You can then bring in individual players like Brandon Lloyd to watch film on a specific corner, or you can bring in your entire wide receiver corps. You then train this group or player through exercise/training programs to help increase their attributes. You can even choose whether or not you want to give your players a day off. Everything you do not only takes time off of the clock, but affects player attribute points. Heading into a week where you know you’ll need a big passing game, you can actually increase a player like B-Lloyd’s attributes by up to six points”…yadda yadda
This sounds like feature creep to me. I love my football hardcore, believe me. But do you want to do all of this stuff? Assign a WR to watch film on a corner? Is that really…important? I LOVE the idea of flucuating attributes week to week. EVERY sports game needs that, but all of these options may overwhelm people.
Thrill Meter says: Let’s wait and see.
I do take issue with this bit:
“And if you think this won’t affect gameplay, imagine the difference between a player with a rating of 90 versus a 96, or even an 80 to an 86. This preparation will affect each and every game you play in Franchise, and is a refreshing take on a subject that’s been mostly ignored to this point.”
Actually, no. I can’t tell a damn bit of difference between a 90 and an 86 in a football gane. Can you? Unless it’s speed I can’t tell at all.
“The third improvement to Franchise comes in the name of contract signings. You can now finally setup contracts on a year-per-year basis, even including signing bonuses into the mix to make this portion of the game more realistic.”
Franchise tags? Restrictred FAs? Pro rated contracts? We have no idea.
“The biggest new gameplay addition is Maximum Tackle.”
What. This sounds like Sega’s answer to the broken tackle fiasco that is ESPN Football. Let’s read on..
“If you hold the tackle button, your player will attempt a textbook wrap-up. Tap the button, however, and you’ll unload with a dynamic hit, blasting the ball carrier toward the turf and increasing the chances for injuries and fumbles. This will enable fast-fingered defenders to even combo the tackle, wrapping up the runner with his first player, then switching defenders and fly in for the fiercer blow. Maximum Tackle is a two-sided feature, however, as it also works for the ball carrier, in the all new, “you’re never down until you’re down” scenario (not that we needed any more broken tackles after last year, but ESPN Videogames promises they’re working on the issue).”
Yep.
Show of hands. Who hopes that this is NOT the “biggest gameplay addition?”
“Speaking of running with the ball, the game will also feature all-new run animations, including spins, jukes, cuts, and plants. Forget the days of the joystick jockey running full speed to the left, then breaking back right without slowing down.”
The Thrill Meter says: Thank GOD.
“Another addition is the new Quarterback Evade button. If you thought Michael Vick was dangerous in last year’s game, now he’s even going to be more difficult to get your hands on. Tap the right analog stick as a defender flies toward you and watch as your quarterback ducks or steps up in the pocket to clear room for a throw. The more agile the quarterback, the better he’ll be at evading the rush. Sounds like another year of Falcon video game dominance.”
I don’t like this. Like it isn’t hard enough to get sacks in this game anyway?
“Play calling has also received an upgrade, as the game will keep track of every play you choose, and the plays you use more than once will be put into a Favorite Plays column for you to easily scroll through and select.”
Thrill Meter says: Nifty
“If you were a fan of the Cribs feature the game offered last year, you’ll be happy to know that this year’s pimped-out room will be tree times bigger.”
Thrill Meter says: Waste. Of. Development. Money. You. Dummies.
“Last year’s other huge, and probably most talked about feature was First-Person Football. Gimmick or gem, it’s not going away.”
Thrill Meter says: Waste Of Limited Funds. EA is Laughing at you.
“If that’s not enough, ESPN NFL will also incorporate living rosters into online play. So now, not only will you be able to play in leagues and tournaments with friends, but you will also be able to make trades, track injuries, and even check out all of your stats and schedules on the Web. In fact, everything you can track in season mode you will also be able to track online.”
I guess you online dudes will dig this. So..um..woo hoo!
“ESPN rewrote the entire graphics library for the Xbox version of the game for 2005. That’s right, started from scratch.”
OK. How many games do you hear EACH YEAR that does something from scratch? “We rebuilt the AI from scratch!” Sure you did. Like they started with a blank screen and then said here we go! That’s an A+ on the horseshit-o-meter. I have NO doubt that the graphics in 2005 will be good and prolly a lot better than 2004 but I also bet thet have a similar look as well. Hell just look at the screens. If you didn’t know which game they were from, could you guess? If not, you lose your football gamer’s card. Turn it in at the door.
“The new graphics engine incorporates a technique called Triple Pass Rendering.”
Um…woo?
“Instead of just molding a player onto a skeleton, Triple Pass Rendering takes into account everything from the wrinkles in the jersey to the flexing of muscles.”
Oh well hell in THAT case…YEAH!!
OK that’s pretty much the preview.
Are you excited?
I can’t hear you!
I say are you excited!?!?
Yeah, I guess I am too.
OK in all seriousness, I think this IGN preview is pretty good. I woulda tried to find out more details about some of these features but with the limited time and info you have..ya gotta do what ya can. Problrm is, this preview could have been written if Sega had mailed IGN a fact sheet and some screens. Save the bus trip to E3 and stay home at watch Deadwood.
Wow that was a long blog. I won’t do this to every sports game previewed at E3 although I will be commenting when I can.
My ankle hurts.