Publisher: EA SPORTS™

Developer: EA Tiburon

Category: Sports

Release Dates

N Amer - 08/22/2006

Electronic - 08/22/2006

Official Game Website




Madden NFL 07 Review

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On one hand, Madden NFL 07 for the PC is rather exciting – adrenaline-pumping action rendered out very well. On the other hand, it can be a bit of a disappointment, with some graphical glitches and suspect AI that can disrupt the game flow and immersive nature.

If you have paid attention to any of the console reports about the game, you know that some of the biggest new features to the game are the lead-blocker controls, a deeper franchise mode that includes scouting prospects, the Superstar Hall of Fame mode and the Highlight Stick that will enable some new moves for your running back.

The lead blocker is particularly effective, allowing players to take control of a blocker, and then – once the block is engaged – immediately jump to the running back to finish the play. Superstar mode allows you to create a rookie entering the NFL and attempt to guide them through the course of their career to the Hall of Fame.

The defensive playbooks are deeper, including the schemes of all 32 teams.

The control design allows players to pick the right keyboard, keyboard and mouse, or even gamepad design that works best for them. Audibles are all possible with easy-to-navigate button-powered quick keys that will allow gamers to call changes fast.

Game modes include Play Now, Play Online, Franchise, NFL Superstar: Hall of Fame, Mini-Camp, 2-Minute Drill, Practice and Situation. The problem with the latter was that this was more like a quick game setup. The first “situation” pitted the opening possession of the 49ers in a game against Seattle. Hardly a situation like the name would indicate.

There are two ways of hooking up online – through the EA Sports online site or through Network matchups. When you play the game, you can play it normally, or go with Total Control Simulation. The latter is more cerebral and you can call your plays and they are rendered out in text format. At any time during the simulation, you can stop and go into the game itself and play it out.

In many regards, there is nothing more satisfying than pounding the ball down the field or calling the right defense and stuffing a high-powered offense.

You begin the Superstar mode by creating your avatar and moving into your apartment. First up is to hire an agent. Don’t count on any of the higher-profile agents being interested. You will end up with the lowest ranked agent on the totem pole. You can’t advance beyond this point without hiring an agent – so no holding out for a better agent, as you prove yourself through training camps.

The game does not run that smoothly though. A created running back was drafted by Dallas and not only did not participate in practices, but didn’t get into a single quarter in exhibition games. This was followed, oddly enough, with messages post-game from the coach complimenting his performance.

The same thing happened with a second RB created and drafted by Pittsburgh. Of course, it could be argued that the AI was not really paying attention to the general rule of thumb during preseason/exhibition games. In the case of Pittsburgh, Duce Staley was the prime running back seemingly from the second quarter on in the game (against Arizona). Not only that, but during a drive, the AI coaching called Staley to run the ball eight consecutive plays (with Pittsburgh trailing by a touchdown). It seemed that QB Charlie Batch was determined to ride that ‘little Duce coupe’ until there was nothing left in the game’s tank. Creating a quarterback was a tougher game experience, but the QB got into the first pre-season game - which was a nice diversion from watching the games the running back was supposed to be in.

Some of the plays the AI chooses to challenge are also ridiculous. A running back falls down at the 3-yard line. An official rules it a touchdown, and it is challenged. It was apparent from the very end of the original play that the back was no where near pay dirt. A receiver catches the ball several yards out of bounds and the play is challenged by the offensive team.

In Pittsburgh’s second week, the Steelers took on Minnesota. At the end of the fourth quarter, the game was tied at 13. In overtime, Minnesota won the toss and elected to kick off. Since the first to score ends it, it seemed like a rather odd decision. (Pittsburgh won on a field goal to cap the opening drive of the possession.)

The biggest drawback to this is that if you have played the superstar mode on console, you know that for the true experience of being in the game, though you can control the game, the experience is more authentic when you only do your job. The PC version does not have that feeling. Especially when you play two full games without your created superstar wannabe ever stepping foot on the field – even though you get credit for your performance afterwards.

There are other graphical oddities – like the quarterback, in CPU mode, facing in completely the other direction (standing in the pocket with his back to the line of scrimmage) before turning 180 degrees to throw to a receiver. Or the QB will fire the ball downfield, only to have it go out to the side, completely foreign to his motion. Passes tended to have very high arcs on them (they rainbow). And during a two-minute drill, all of the Pittsburgh passes (from veteran Charlie Batch) were sideline plays and came down well out of bounds.

Counter that with player animations that imitate the antics of some of the game’s top stars. Ball physics are solid and the overall look of this game is very well done.

As for the sound, a lot of this is hit and miss. In the preseason, the announcer can be somewhat blasé, getting excited on one sentence and then robotic on the next. The music covers a variety of genres as well, some of it good and some not so good.

As much fun as this can be, if given the choice between the PC version and the consoles, the consoles win out. The bumps in the PC game, the graphical failings just make this a much more laborious game to play though, in fairness, the game is still quite fun to play.

Review Scoring Details for Madden NFL 07

Gameplay: 8.3
The keyboard controls require some time to get comfortable with, but the game recognizes a gamepad, so moving to another control scheme is simple. The AI is somewhat suspect at times, but the game does flow well. Generally speaking, the physics are realized very well.

Graphics: 8.5
There are some graphical glitches, clipping issues and animations that just don’t make sense but generally the action, textures and specular effects are very nicely rendered. Unfortunately, there are also some redundant animations in several areas, like kick returns.

Sound: 8.0
The announcing is up and down with piece-meal phrases jumping from excitement to bland reports of what occurred. The music is all over the place as well. Some of the on-field player chat is repetitive.

Difficulty: Medium
Rookie level is much too easy, but the tougher levels provide some challenge.

Concept: 8.2
Some very nice additions to the game, but some elements still need to be cleaned up.

Multiplayer: 8.0
You will have to join the EA Sports/ESPN network to get a ton of matchups and there is a price to pay for that. Either with a credit card, or you get to have e-mail spammed. And it always helps to create a profile with a team you don't care whether they win or lose - helps alleviate frustration.

Overall: 8.0
Disappointing in some regards when compared to the console versions, Madden NFL 07 still has some very solid gameplay. The online play is strong, the game’s innovations bring a new and welcomed feel to the overall football experience. There are some suspect AI moves but this game perseveres and should hand PC gridiron gamers challenge and entertainment.

 

 



Madden NFL 07 Comments (1)

Madden 07
Kevin3319 on July 05, 2008, 12:18:38 PM

 

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GameZone Review Detail

Gameplay8.3
Graphics8.5
Sound8
DifficultyMedium
Concept8.2
Multiplayer8
Overall8.0

8.0

GZ Rating

Madden NFL 07 has some flaws but still can provide a challenge on the reflexive and cerebral fronts

Reviewer: Michael Lafferty

Review Date: 09/08/2006


ESRB Rating

Industry Critic Reviews