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Madden NFL 2005 review
Sports games. A familiar genre with one even more familiar aspect to them: come hell or high water, there will be another iteration turning up on the shelves the following year in most cases. This so happens to be the fifteenth year for the Madden franchise; after all that time you would think EA would not have anything new left to introduce or add, but they still manage to make each version different besides updating the rosters each year. What is reassuring is that in all that time, the fundamental core of the game has not changed much. After all, why fix something if it isn't broken? Whilst the advent of new technology, namely the disc format and motion capture, has meant the real experience of playing American Football on your home machine is closer than ever before, actually playing the game is relatively similar. Sure, there is now more customisation, flexibility and tailoring available than there ever has been before at the line of scrimmage via a fairly intuitive set of button combinations, but once the ball is snapped it narrows down to a small set of possible button presses.

This in turn makes it quite open for new players to the series to pick up a pad and get into the game without having to worry about audible blitzing linebackers, play fakes, running four cornerbacks or debating the benefits of a 4-3 defence over a 3-4. There is also the option ingame to get a computerised Madden play pick, meaning if you don't want the hassle of selecting what to do, you can have it chosen automatically. Furthermore, there is a fully comprehensive learning guide to demonstrate what the basic formations and plays do. The game does its best to accommodate players wanting to learn all there is to the noble art of bashing each other senseless on the pitch.

However with all the extra features fitting like a tight sweater neatly around the main heart of the game, it does mean that to get maximum value from such a title you really have to be into American Football. When it comes to this sport in particular, knowing statistics, the benefits of each play and what each formation is designed to do is pretty much essential. No game, not even the Winning Eleven series can come anywhere near the complexity and freedom allowed in tailoring a game to your particular playing style.

This is borne out by all the ingame modules. Not only can you customise and create your own playbook, audible routes and style, but you can create your own players, teams and now fans. The whole balance of injuries, fumbles, penalties and technical ability for example is open to being played exactly how you want it to be, at whatever standard level desired. In some ways this is frighteningly massive in scale, but at the same time, only the aspects you wish to change can be altered. If you know what actually happens in a proper gridiron match, then the game will also allow it to happen and for you to be able to customise it somehow.

Franchise mode is huge. So huge that there is the possibility you will not see the end of it. Aside from managing the week to week activities of your team and picking who starts, player transfers, development, play setups and even budgeting fall under the umbrella of inclusion. Budgeting is especially important as it allows for improvements to be made to both stadia and team rosters. Even the rigmarole of the draft is included. And unlike the Master League mode in Winning Eleven, the players do get older and retire, meaning new blood has to be recruited every so often. Madden 2005 presents one of the most comprehensive "real" team modes of any game out there, and just about anything possible can be done.

"So what's new?" I hear all the Madden fans cry. As the guy on the intro shouts "Defence wins championships", it might be a fair guess that this aspect of the game has been given a boost for 2005. Indeed, defence is tighter; it takes more effort and calculation to pull off a successful play and not get hammered back several yards in the process. In fact things may be a little too tough occasionally. However it just means you have to think and play better. In addition to this is the hit stick. Flick the C stick when near an opponent and you can deliver a bone-jarring hard tackle; miss however and you'll be caught way out of position. A risk and reward option which is how these sorts of things should be.

Everything, it has to be said, exudes a degree of polish and professionalism, even if it isn't completely top notch, best-it-could-be quality. Graphically, the player models are superb, down to individual traits, build and facial structure. It is such things as this degree of effort put in by the programmers that make playing the game worthwhile. Aside from a variety of different camera angles to play the game from, there is also support for widescreen TVs meaning you can now see more of the field without having to zoom the camera out slightly.

Audio wise, the soundtrack is not too bad, if you are into rock and hip-hop type music. At least here you can select which pieces the game can play from the selection on offer, or turn it completely off. Someone at EA must like Franz Ferdinand as there's something by them here along with a (different) track also in Burnout 3. Ingame there's the choice of John Madden's commentary, which can be funny at times, or pure crowd sounds for that down-on-the-pitch realism.

There probably isn't enough new in Madden 2005 to warrant someone with the 2004 version buying this. However for those who have missed a few releases, it brings a welcome glow to return to a franchise that has always been fun to play, always been balanced and fair, and always given value for money in its content. The realism that the game provides is shockingly accurate, and whether you just wish to play it for the competitive aspect with mates, or go down the whole route of running your own team, it provides reward throughout. It just leaves you wondering now what on earth EA can do to improve the game next year.
Feedback via Forum ntsc-uk score 8/10
Madden2005 Box Art
System: Nintendo GameCube
Genre: Sport
Developer: EA Tiburon
Publisher: EA Sports
Players: 1-4
Version: United States
Writer: Mat Allen
Pros:
- Core of the game is easy to pick up and learn
- Caters for both seasoned pros and new players
- Franchise mode is huge and could take forever
Cons:
- You really need to be a fan of the sport to get the most out of it
- Defence plays can be too tough at times
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