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Madden NFL 07 PS2 Information Thread
General Information:
Published by: Electronic Arts
Developed by: Tiburon
Genre: Sports
Number of Players: 1-8 Players
Price:
$49.99 (USD Suggested Retail) $59.99 (USD Suggested Retail Hall of Fame Edition)
Release Date: US: August 22, 2006 (Released)
Features: Analog Control, Memory Card, Network Adaptor Compatible, Vibration Function
Rating: E for Everyone
Platform: PlayStation®2
Online: Yes, Broadband and Dial-Up
Websites:
Boxart:

(Normal Boxart)

(Hall of Fame Edition)
Media:
Screenshots:



Articles:
Madden confirmed for Canton (GameSpot)
Back in May, online retailers began listing a new version of Electronic Arts' Madden NFL 07 on Web sites. Dubbed Madden NFL 07 Hall of Fame Edition, it was a sort of collector's edition of the football game, featuring a bonus DVD with various goodies.
Today, EA announced that the game is in fact on the way for the PlayStation 2 and the Xbox 360. The Hall of Fame editions will ship on August 22, the same date as the standard editions. The PS2 edition will cost $59.99 and the Xbox 360 edition will be priced at $69.99.
Both versions will come with a bonus DVD that includes more than two hours of footage. Madden Hall of Fame for the PS2 will include a video preview of Madden NFL 07 for the PlayStation 3, a retrospective on John Madden's career as both coach and broadcaster, an ESPN tour of the Madden studios, and interviews with artists that contributed music to the game's soundtrack. The Xbox 360 edition won't feature a PS3 preview, but it will include the other bonuses as well as the eight-part ESPN miniseries Madden Nation.
John Madden is the former coach of the Oakland Raiders and familiar voice in the NFL broadcasting booth. Earlier this year, he was elected to the Pro Football Hall of Fame, located in Canton, Ohio.
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E3 06: Madden NFL 07 Hands-On (GameSpot)
In a year when the Xbox 360, PlayStation 3, and Wii versions of Madden NFL 07 will probably get the lion's share of the attention this year, don't forget that EA Sports is still intent on releasing the Xbox and PlayStation 2 versions of the game this year (and probably for years to come). We had a chance to check out a playable build of the PS2 version of Madden NFL 07 to get a feel for how the new running and blocking controls have changed the game.
Building off the success of the truck stick (which gave running backs the ability to bowl through defenders) the new highlight stick is a slight twist on the formula, allowing smaller, more nimble backs such as Warrick Dunn to get in on the action. By pushing the right analog stick in one of four directions, a running back can pull off a number of different moves, including spins, duck unders, and the aforementioned power moves. Which move is chosen is dependent not only on the move you make, but the context of the situation. In practice, we found the highlight stick effective and fun to use, as long as you had quick reaction times--get too close to an oncoming tackler and you won't have time to pull off a slick move, almost to the point that things can feel a bit sluggish. After all, you should be able to pull off a spin at the moment of impact, provided the runner's body is in the right position; this didn't always seem to be the case with the game.
The other big addition to the ground game is the lead blocker control, which game producers tout as a way to take control of the fullback or tight end during a play. In fact, you can actually take control of anyone on the offense before the snap, including offensive lineman. By using the right analog stick you can pull off a number of different block types, including cut blocks, or push a defender to the left or right and open up a hole for the running back looking to blast his way through the hole. One of the interesting aspects of this feature is that the game camera zooms in to focus on the player you're controlling during the play, which can be a bit disconcerting at first. If you're controlling a fullback on a misdirection play, for example, the camera will follow you to the left while the play unfolds to the right.
Other touches we noticed included the ability to hold the R1 button and make adjustments to either the linebackers or lineman on the fly with the right analog stick. Of course, you can still shift those groups left or right to get a jump on the play; you can also make general coverage assignments for your linebackers, assigning them to zone or man coverage by simply pushing up or down with the right analog stick. For the lineman, you can also assign the direction in which the line will move off the line during the snap, also by using the right analog stick in conjunction with the R1 button.
The improved kicking meter in Madden NFL 07 reminds us of the swing stick controls in the Tiger Woods PGA Tour franchise; by pulling back and pushing forward with the stick, you control the power and accuracy of the kick. The control is sensitive while still easy enough to find success right away, though a straight up-and-down motion is ideal for getting the most out of your kick. As for the old timing based button-mashing kicking meter, we say good riddance once and for all.
Other features, such as franchise, season, and the new-and-improved NFL Superstar mode, weren't playable in the E3 demo of the game. In fact, the updated player and team ratings didn't seem to be in there, either, so there's still plenty more of Madden NFL 07 to discover. We'll be bringing you much more coverage of this game in the coming months, so stay tuned.
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Madden NFL 07 Company Line (GameSpot)
Control the running game like never before with Madden NFL 07. For the first time ever, step up as the lead blocker to create a hole, then take control of the tailback and smash through, overpower, or slash away from would-be tacklers as you fight for every yard. Innovative rushing controls give you a game-breaking ground attack featuring all-new jukes, cutbacks, and the distinct running styles of your favorite backs. Between the tackles or in the open field, run to daylight with Madden NFL 07.
Features:
- Lead Block Through the Lanes—For the first time ever, control the lead blocker on running plays. Throw the perfect block to create a running lane, then take control of the tailback and rip off the big gain.
- NFL Superstar: Hall of Fame Mode—Play your way to the Pro Football Hall of Fame by taking complete control of any position on the field. Your actions on and off the field determine your impact on the game.
- Run Like the Players Run—Use the all-new Highlight Stick to evade defenders with new jukes, cutbacks, and power moves. Smaller backs escape and break tackles, while bigger runners bowl over defenders in the open field.
- New Franchise Mode Additions—Scout collegiate prospects with the all-new NFL Draft Scouting System and during the College All-Star Game, or watch players impact their teams with the new Franchise Player Roles feature.
- Team-Specific Defensive Playbooks—For the first time, use actual plays from your favorite team’s defensive playbook to shut down the running game, pressure the quarterback, or force key turnovers.
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Madden NFL 07 Soundtrack (IGN)
That's right, in keeping with the tradition of its previous incarnations, Madden NFL 07 will feature a bevy of top name and up-and-coming musicians on the in-game soundtrack. As with the previous Madden soundtracks, the latest version of the game will deftly blend rock, alternative, and rap to create an immersive aural experience.
From the rap world gamers can expect to hear tracks from Dr. Dre protégé Bishop LaMont (who first appeared in NBA Live 06 and NFL Street 2), as well as Lupe Fiasco. The alternative and rock side of things will be represented by the likes of Audioslave, Dashboard Confessional and Taking Back Sunday.
Here's the full track listing:
Madden NFL 07 In-Game Soundtrack
- 30 Seconds To Mars - "Battle Of One"
- AFI - "Summer Shudder"
- Al Fatz - "Came Down"
- Anti-Flag - "This Is The End (For You My Friend)"
- Atreyu - "Ex's And Oh's"
- Audioslave - "Revelations" **
- Bishop LaMont feat. Chevy Jones - "The Best" **
- Cartel - "Say Anything (Else)"
- Cord - "Go Either Way" **
- Damone - "Out Here All Night"
- Dashboard Confessional - "Reason To Believe"
- Dynamite MC - "Bounce' **
- Feezy 350 - "Playa What"
- Glasses Malone - "Right Now"**
- Hit The Lights - "Until We Get Caught"
- Keane - "Is It Any Wonder?"
- Less Than Jake - "Still Life Franchise"
- Lupe Fiasco feat. Jonah Matranga - "The Instrumental"
- Matchbook Romance - "Monsters"
- Omnisoul - "Not Giving Up"**
- Rise Against - "Drones"
- Riverboat Gamblers - "On Again Off Again"
- Saves The Day - "Head For The Hills"
- Shorty Da Kid - "Get Loose"**
- Spank Rock - "Backyard Betty"
- Sparta - "Future Needs"**
- Taking Back Sunday - "Spin"
- The Panic Channel - "Teahouse Of The Spirits"**
- The Pink Spiders - "Easy Way Out"
- The Rapture - "WAYUH"**
- The Red Jumpsuit Apparatus - "In Fates Hands"
- The Sleeping - "Don't Hold Back"
- Trae - "Real Talk"
- Underoath - "Ever So Inviting"
- Wolfmother - "Woman"
[** Indicates song will debut in Madden NFL 07 before being released to retail]
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Madden NFL 07 E3 2006 Preshow First Look (GameSpot)
For the past few years, each successive entry in the Madden NFL series has had a theme--an area of gameplay focus on which the development team spent the majority of their time improving. Two years ago it was the defensive game, with the introduction of the hit stick; last year it was the aerial attack, with the controversial vision and precision system. This year, the trend continues. Madden NFL 07 will boast improvements all its own, this time focused squarely on arguably the most important aspect of the real game of football--the running game.
For a long time now, the running game has been more or less status quo for the Madden series. Sure, each year, they've tinkered with the creation of running lanes in the offensive line or made minor improvements to the artificial intelligence of the lead blockers, but it's been a while since the ground game has received a major overhaul. Oddly, one of the biggest running-game features that the development team is working on is one that will pull you out of the shoes of your favorite running back altogether.
Blocking seems to always be the bane of video game football ground attacks. How many times have you been running a counter-lead run up the middle or a quarterback sneak toward the sidelines, only to have your fullback completely miss a block and leave the ball carrier open for a punishing hit? If you're anything like us, the answer is "too many times." Faulty blocking logic has been the bane of those who like to push the ball up the field (and eat up the clock in the process) for as long as football games have been around. Madden NFL 07's solution? Put the blocking in the player's hands by letting you take control of the lead blocker during run plays.
So how does it work? Because we haven't had a chance to actually play the game yet, we're not certain on some of the control particulars, but we do know that you will be able to switch between playing either a blocker or the ball carrier at any time. Furthermore, we understand there will be some specific block controls that will be available to you as you play the lead blocker, all controlled with the right analog stick. These blocking controls will also pop up in the new and improved superstar mode (more on that in a bit). As you control your blocker, your running back will follow behind you, taking cues from your blocks and finding the holes in the defense to squirm through. Push a defender toward the outside, for example, and your running back will attempt to cut on the inside to gain extra yards. The Madden team is focusing much of their development time on making sure the running back runs intelligently when you are controlling the blocker. The developers are also trying to give the player extra incentive for using the lead-block system--they have even considered offering a minor speed boost for RBs when the player is controlling the lead blocker; though whether or not that will make it into the final game is still up in the air.
Of course, you can only block for so long--sooner or later, the responsibility is on the running back's shoulders to make some magic happen on the gridiron. Last year's Madden gave RBs some extra moves with the introduction of the truck stick, which let runners bowl over defenders but, let's face it, it wasn't always realistic to the real NFL, especially when playing as smaller running backs such as the Atlanta Falcons' Warrick Dunn. The truck stick has been replaced, in a manner of speaking, with the "highlight stick," which gives backs much more appropriate moves based on their size and the situation on the field. A big runner like Larry Johnson will still be able to mow through linebackers, but flicking on the star stick with a smaller player like Dunn or Michael Bennett will let you pull off different types of moves to gain some separation between the runner and the defender. One example we saw showed Dunn ducking beneath the arms of a would-be tackler in a move that looked to be straight out of the slippery back's arsenal.
Beyond the vision and precision-passing controls, the biggest addition to last year's Madden was superstar mode, which lets the player step into the shoes of an NFL star and live out their on- and off-the-field exploits. While the mode had its moments, it mostly fell flat because it didn't feel that much different than the regular Madden game. That looks to change with Madden 07, as the revamps for superstar mode will tie you into your created character more than ever before. For one thing, the position you choose will be far more important this time around than last year. That's because, when playing actual games in superstar mode, your point of view will be directly tied to your player's position on the field. Play on the offensive line, for example, and you'll be opening up holes for your running back and providing pass coverage for your quarterback each and every game for your entire career. Fancy yourself as a defensive back, and you'll be knocking down passes and tackling the likes of Terrell Owens and Marvin Harrison season after season.
Because you play individual games from your chosen position in superstar mode, you'll only be in control of your performance on the field. Furthermore, your point of view will be centered on where your player lines up before the snap. Play right tackle, for example, and the camera will be centered above your player to the right of the ball. If the play develops on the opposite side of the field, for example, you might not have much of an idea of what is going on.
No matter which position you choose to play on the field, Madden 07 will give you controls to keep you busy covering your assignments. The new blocking controls mentioned earlier will come into play when lining up as a fullback or an O-lineman, for example. There will also be specific controls and camera angles when playing on the outside edge of a play, say as a defensive back or a wide receiver. The build we saw of the game actually featured two distinct camera angles when playing as a wideout; the first is a standard perspective that you can use to run receiver routes, and the second will be behind the receiver and will let you follow the ball as it travels toward your player. Also, the game will provide assistance on the field based on the position you play; a wide receiver will have his route illuminated on the field, while a defensive back will have an illuminated line that is tethered to your coverage assignment when playing man or a colored oval on the field indicating your area of responsibility when playing zone coverage.
Of course, tying yourself to one position has some interesting implications. For instance, what happens when your player is on the sidelines, such as when your wide receiver is on the bench while your team's defense is on the field? Madden 07 will let you either make play calls or watch an accelerated version of the game and have the CPU do the play-calling for you. Furthermore, you can expect to spend at least a portion of your time on the field with the ball not coming your way. After all, even the best players don't get the ball on each and every down. While the revamped design of superstar mode seems to put more focus on the role-playing aspects of the game (at least on the field), it's unclear whether these design decisions will increase player's interest in the mode or not. After all, it's going to take a person of very specific interests to want to player 16 games a year at left tackle--and we're still not convinced the position-specific camera is that user-friendly. Still, we're curious to see how the changes improve a mode that holds so much potential.
Another new aspect for superstar mode is the idea of influence. Everyone knows a veteran like Brett Favre has more pull with his teammates than some fresh-faced rookie just trying to find his spot on the bench. That will be reflected in the game through influence points, which your created superstar will earn or lose based on his actions on the field. Making a great catch or a crucial tackle will earn you influence points (while missing either will lose points), and an indicator will provide you with immediate feedback on how your influence has changed after every play. The more influence you earn, the more times you'll see the ball come your way on offense. On defense, a cornerback or safety with high influence will even bring down the effectiveness of a quarterback or wide receiver--becoming more of a shut-down corner in the process.
A shut-down corner is one example of the kinds of roles that will play a bigger part in Madden NFL 07's franchise mode. In an effort to fix some of the logic problems that have cropped up in franchise mode in the past, especially with regard to trades between teams, the development folks have implemented roles for specific players that should tidy things up. An incoming rookie such as Vince Young or Matt Leinart might be tagged with the "quarterback of the future" role, a descriptor that will make whichever team that drafts him highly unlikely to let him go. The development team said they hope to implement between 25 to 30 different roles that can be attached to players to improve the realism of trades in franchise modes.
Other new features in Madden NFL 07 include team-specific defensive playbooks, new scouting drills, and a playable college all-star game, which you can use to further scout the upcoming class of NFL rookies. Obviously, we'll be diving deeper into the Madden 07 well in the coming months, so stay tuned for more information on the game soon.
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Madden NFL 07: Hall of Fame Players (IGN)
When Madden producer's talk about their game, they always throw out a few legends who will be included like Barry Sanders or Y. A. Tittle. But with over 140 greats featured in the 07 version, fans want to know exactly who they'll be able play as, knocking defenders on their ass as Earl Campbell or trying to relive the Immaculate Reception as Franco Harris.
So here it is, the list of legends included in Madden NFL 07. Legends on the Xbox 360 come complete with biography, stats, and in some cases highlights of their careers.
After sorting through the list, click on the video link at the bottom of the page to check out some choice action from some of the best like Gale Sayers, Walter Payton and Jack Ham.
- Y.A. Tittle
- Charley Trippi
- Bob Waterfield
- Norm Van Brocklin
- Benny Friedman
- George Blanda
- Bobby Layne
- Bob Griese
- Sammy Baugh
- Sonny Jurgensen
- Fran Tarkenton
- Dan Fouts
- George McAfee
- Ken Strong
- Hugh McElhenny
- Alphonse Leemans
- Steve Van Buren
- Fritz Pollard
- Tony Canadeo
- Leroy Kelly
- John Blood McNally
- Ollie Matson
- Paul Hornung
- Doak Walker
- Gale Sayers
- Lenny Moore
- Jim Thorpe
- Walter Payton
- Earl Campbell
- Franco Harris
- Tony Dorsett
- Barry Sanders
- Jim Taylor
- John Henry Johnson
- Larry Csonka
- Joe Perry
- Bronko Nagurski
- Marion Motley
- James Lofton
- Lance Alworth
- Steve Largent
- Tommy McDonald
- Charlie Joiner
- Bobby Mitchell
- Charley Taylor
- Paul Warfield
- Don Maynard
- Elroy Hirsch
- Frank Gifford
- Fred Biletnikoff
- Raymond Berry
- Mike Ditka
- Jackie Smith
- John Mackey
- Ozzie Newsome
- Dave Casper
- Kellen Winslow
- Ron Yary
- George Musso
- Bob St. Clair
- Bob Brown
- Frank Kinard
- Stan Jones
- Joe Stydahar
- Turk Edwards
- Mike McCormack
- Art Shell
- Joe Delamielleure
- Mike Michalske
- Forrest Gregg
- Larry Little
- Gene Upshaw
- Tom Mack
- George Trafton
- Alex Wojciechowicz
- Frank Gatski
- Jim Ringo
- Jim Langer
- Dwight Stephenson
- Jim Otto
- Mike Webster
- Dan Fortmann
- Lou Creekmur
- Bill Willis
- Mike Munchak
- Billy Shaw
- Ron Mix
- Dan Dierdorf
- Jackie Slater
- Roosevelt Brown
- Pete Pihos
- Andy Robustelli
- Dante Lavelli
- Tom Fears
- Jack Youngblood
- Willie Davis
- Doug Atkins
- Bill Hewitt
- Lee Roy Selmon
- Gino Marchetti
- Deacon Jones
- Carl Eller
- Bobby Bell
- Elvin Bethea
- Henry Jordan
- Ernie Stauntner
- Arnie Weinmeister
- Leo Nomellini
- Buck Buchanon
- Joe Greene
- Randy White
- Dan Hampton
- Alan Page
- Bob Lilly
- Merlin Olsen
- Bill George
- Chuck Bednarik
- Jack Ham
- Sam Huff
- Willie Lanier
- Ray Nitschke
- Jack Lambert
- Mike Singletary
- George Connor
- Joe Schmidt
- Ted Hendricks
- Mel Renfro
- Mike Haynes
- Lem Barney
- Willie Brown
- Mel Blount
- Herb Adderley
- Willie Wood
- Larry Wilson
- Ken Houston
- Paul Krause
- Jimmy Johnson
- Bill Dudley
- Jack Christiansen
- Jan Stenerud
- Lou Groza
- Yale Lary
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Madden NFL 07 Hall of Fame Edition Features (EASports)
The Madden NFL 07 Hall of Fame Edition celebrates the legacy and accomplishments of John Madden in his induction year into the Pro Football Hall of Fame. Learn about John’s professional legacy in an all-new video retrospective. The Hall of Fame Edition is a must-have for everyone who wants to learn about what goes on behind-the scenes during the making of the game -- from the developers to the musicians and bands featured in Madden NFL 07. For PlayStation 2 owners, you don’t want to miss the exclusive video segment “PlayStation 3 System Unveiled.” It’s your first chance to see the development process of creating Madden NFL 07 for the upcoming PlayStation 3 system.
- Available August 22nd
- Commemorative Exterior Packaging
- DVD with full game
- Bonus DVD video content includes:
- Hall of Famer: John Madden. From his coaching the Oakland Raiders to his time as the greatest color analyst in sports, experience a retrospective of John Madden’s career.
- PlayStation 3 System Unveiled. Be among the first to preview Madden NFL 07 for the PlayStation 3 system, as G4TV reveals exclusive gameplay, content previews and more.
- Inside the Music of Madden NFL 07. Music artists offer stories on their inspiration behind their music and their passion for this year’s game. Features the bands and the music in the game.
- The Making Of Madden NFL 07. Narrated by ESPN’s Trey Wingo, get an introduction to the people that made Madden NFL 07. Team interviews and breakdowns of this year’s new features from the Madden NFL development team.
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Madden NFL 07 Q&A: Talking Current Gen (GameSpot)
While most of the Madden NFL 07 media blitz is focused on the next-generation versions of the game, it's the PlayStation 2 and Xbox versions that will most likely be bringing in the cash for EA Sports. After all, with a massive installed base of consoles, sales of the current-gen version of Madden 07 will likely eclipse sales of the Xbox 360 version by a wide margin. Far from forgetting the current-gen versions of Madden, the development team at EA Tiburon has been working hard to make sure that PS2 and Xbox owners have as complete an NFL experience as they've come to expect. Just a few days before Madden NFL 07 is due on store shelves, we hit up Josh Looman, associate producer for current-gen Madden NFL 07, to talk about putting together this year's game, the future of the series, and the real-life NFL.
GameSpot: Now that Madden NFL 07 is about to be released, what are your postdevelopment thoughts on this year's game?
Josh Looman: I'm excited to hear what everybody thinks about this year's Madden. I'm also really happy with how the game turned out. Now that I've had a chance to sit down and play the game, I think you guys are really going to like some of the features we added this year. Lead blocking control really makes running the ball much more fun, and the new superstar cameras and controls get superstar to where we envisioned it should be at this point.
GS: How do you feel the running and blocking features turned out this year?
JL: I think they turned out great. When I play Madden, I love to run the ball and play defense, so these features are perfect for me. They really let you take advantage of the great HB/FB combos and the running backs that run behind great lines. The other thing that became apparent throughout our development cycle this year is the strategy this brings to multiplayer games. Since you can control any blocker, we've seen a lot of battles between somebody controlling Orlando Pace or Jonathan Ogden and their opponent lining right up across from them with Julius Peppers or Dwight Freeney. It really brings a one-on-one element to Madden's running game.
GS: Can you tell us about any feature or idea that didn't make it into this year's game that was initially planned for?
JL: There's always a ton of features that never make it in each year's game because of time. I personally have a master list of all the things I really want to get into the game at some point. NFL superstar mode came from that list initially. I don't want to spill the beans right now, though. You'll just have to wait until next year.
GS: While most of the focus has been on the next-gen versions of Madden, what do you think longtime PS2 or Xbox Madden players will get from this year's game that they can't get on the Xbox 360?
JL: I think there are some current-gen-specific features that the fans are really going to like. We've got an all-new scouting system during the draft that includes a College All Star game. Believe it or not, this is a feature that people have been asking about for years. We've also got NFL network mode and player roles in franchise. Player roles is one of the largest additions we've ever added to franchise. It completely changes how teams view and manage players. We worked a lot on cut logic to make franchise more realistic, too. GS: Though superstar mode seems to be getting the lion's share of the attention, what's new with some of the "old standard" modes, such as franchise and online play?
JL: I touched on that a little bit in the previous question. Online has a cool new feature called online clubs. It allows you to form a club with your buddies and then play other clubs online. How well you do versus those other clubs is tracked, and you get credit for how well you do. Our focus this year, as it is every year, is to really make sure we add features to every area of the game that makes that area of the game feel brand new. I don't think you'd want to go back and play superstar mode, franchise mode, or the running game from Madden NFL 06 after seeing these new additions to the game.
GS: Some of the positions in superstar mode are easier to play than others. Any advice for folks who want to play defensive back or safety but don't want to get burned every play?
JL: You have to really separate how you've played Madden traditionally from how you'll play NFL superstar mode this year. When you play Madden in Play Now, you're used to just waiting for the quarterback to throw it and then trying to pick it off or knock it down. Playing cornerback or safety exclusively is different. I find myself using the following strategy a lot: If you're in man coverage, decide at the snap if you want to blanket the wide receiver or bait the quarterback. If you decide to bait the QB (my favorite), give the receiver a little bit of cushion. The quarterback will see that he's open and throw it. If you're waiting underneath, time your jump for the pick. And remember...they say defensive backs have to have short memories. Even corners like Champ Bailey get beat from time to time. The key is to make a big pick when your team needs it the most. There's nothing more satisfying in NFL superstar mode this year than getting beat once or twice early and then picking it off in the fourth quarter to seal the win. It's literally one of the best feelings I've ever had playing Madden.
GS: Do you have any idea how long the PS2/Xbox versions of the Madden series will go on?
JL: That's a hard question to answer. We haven't made any official announcements yet, but I have a feeling you haven't seen the last of the current-gen versions of Madden.
GS: A personal question: Once Madden 07 is released, will you be glad to take a break from football and go play something else?
JL: The good thing about that is the timing of the release. I'm a football fanatic (college and the NFL), so when we release the game, I turn my full attention to watching football. I still play NCAA Football and some other games, but my time is devoted to catching every football game that I can.
GS: OK, time for a tough question, and no hedging on this one! Which next-gen version of Madden are you more excited about: the PlayStation 3 or the Wii version?
JL: If I had to personally pick one, I'd say PS3. While I appreciate the potential the Wii has, the PS3 is the version I'm looking forward to.
GS: How about some true-or-false questions about the "real" NFL in preparation for the season's kickoff. First: Larry Johnson isn't just lucky; he's the best young running back in the NFL.
JL: True. He may struggle a bit because of the losses of Tony Richardson, Willie Roaf, and John Welbourn, but he's a monster. He has the perfect combination of size, speed, and strength for an NFL running back.
GS: Alex Smith is the future for the San Francisco 49ers.
JL: False. I wasn't a huge fan of the pick, but the 49ers were in a tough spot. I really believe they expected Matt Leinart to come out and had to do some damage control when he didn't. While I think Alex Smith can be a good NFL QB in the future, he's not a franchise QB in my opinion.
GS: Mario Williams will earn his number-one draft pick status this year.
JL: False. It's tough for any rookie to make a real impact in his first year. Beyond that, I'm not necessarily sold on Mario. He has the physical makeup of Julius Peppers, but I never saw the effort and consistency at NC State. He was very streaky, getting sacks in bunches and then disappearing for games at a time. After watching him in his first preseason game, I think he has a lot of work to do to earn that number-one pick status.
GS: Rex Grossman will start and finish every game for the Chicago Bears this year.
JL: False. I really think Brian Griese will be the guy for them this year. He's an accurate QB that can be a serviceable starter for any NFL team. Grossman looked OK when he first got back last year, but then he really started to struggle. He forced throws, made bad reads, and seemed to be hitting a wall as they finished the season. And that's not even touching on the injury concern with him. I think the Bears made a great move by picking up Griese in the offseason. GS: Shaun Alexander will evade the Madden Curse in 2006.
JL: True. Alexander is a workhorse. He might be exhausted from the tons of carries he'll get, but he'll evade any injury problems otherwise.
GS: Finally, call your shot now. Who's playing in Super Bowl XLI, and who wins it all?
JL: If I had to pick it now, I'd go with Carolina vs. Baltimore. The Ravens win it. They signed Mike Anderson to take over if Jamal Lewis goes down, and they added Steve McNair. They have an elite tight end, decent receivers, a great offensive line, and a solid defense with a big defensive tackle to let Ray Lewis move in space. Not to mention their defensive backs. I think it'll be a slugfest Super Bowl: 24-21 Ravens.
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Madden NFL 07 Review (IGN)
August means different things to just about everyone - for some, it marks the end of lazy days and the start of the school year. For others, it's simply the end to hot summer temperatures and the transition to into fall. But for football fans, it's the start of a beautiful holiday season, one that starts with pre-season games and culminates with the release of EA Sports' latest version of the venerated Madden series. Madden has always been a fan favorite, striving to overcome its criticism of merely being a yearly roster update with mini-games, franchise features and other elements. However, while these have been generally well received, the tweaks on either side of the ball have been much more contentious (vision cones, anyone?) This season, Madden NFL 07 virtually entrenches this debate, with two new features that push the concept of the series into the future, while virtually leaving the gameplay and Franchise mode in the past.
1st and Ten
Madden has always alternated its focus on the offensive and defensive side of the ball, trying to balance out both squads when they take the field (yet inevitably favoring the cover athlete's side and position). The selection of Shaun Alexander, last year's MVP record setting halfback and oft mistaken Barber sibling, set the stage for EA Sports to completely retool the running game. To a degree, it does just that. This year's game includes lead blocking as a major feature; although you could kind of do this in previous years, it was much more dependent on the AI controlled line and backs to lay some lumber on your opponent. For the most part, this wasn't 100% guaranteed, and more often than not, you'd find one of your teammates playing patty cake instead of clearing a hole for you to run through.
That's not so much of a concern now with the lead blocking feature. At the start of a play, you can switch away from control of the quarterback to control of a lead blocker, regardless of whether that's a tight end, fullback, halfback or lineman. Once the ball is snapped, you attempt to set a block so your AI controlled back has a chance to run to daylight. Once you've broken through the hole, you can switch back to the runner with a Matrix-like slowdown moment for a second or two and make a move for the end zone. Lead blockers have a variety of moves that can be employed to jam a defender: you can attempt an impact block, which will bowl your opponent over and count towards your pancake block stats. You can also try to take out their legs with a cut block or a diving tackle, which can also interrupt the pursuit of additional tacklers by forcing them to jump over your player. Finally, you can try to turn or pull a defender to the left or right, and if all things fail, you can hold another player and hope the refs don't see you.
There is a definite risk/reward setup with lead blocking that players have to be aware of. You can accurately set your block, which results in an icon popping up onscreen when you hamper a defender. However, blow your timing and you'll stumble badly around the field, resulting in a "Leadblock Whiff" icon. Even worse, you can screw up your assignment entirely ("Leadblock Fail"). Apart from any ineptitude on your part with holding back defenders, the AI will sometimes blow its job, not taking the hole you open for it (particularly if you make one that a car could drive through) and getting tackled in the backfield. You can also switch to the back with the ball and find that other blockers governed by the AI haven't done their jobs, or discover that your former lead blocker can't do his job without your personal help overseeing the position.
Veteran players of the Madden series will also notice that there are minor tweaks that have been made to pre-existing ball carrier moves. Last year's truck stick has been refined into this year's Highlight Stick. Now when you hit up on the right thumbstick, the game takes into account what kind of back you are for the specific moves: power runners will drop their shoulder and try to go through a defender, while faster backs will dodge incoming tackles. There are some backs, like Alexander, who have the designation of being both, so the specific move will vary radically from step to step. This tweak joins the familiar back juke and left and right jukes on the right stick. Speaking of left and right jukes, players can now use them to setup quick stutter steps to the left or right to evade tackles. If you do get in a clinch, an icon will now pop up on the screen directing you to pound on the sprint button to escape and gain additional yardage. The same icon will pop up on the defender's side of the ball, turning the event into a kind of button mashing mini-game. Finally, quarterbacks have the ability to scramble without having to pull down their targets, just like NCAA Football 07. Oh, and in case you were wondering, vision cones are still in the game, but you can turn them off if you don't like them, just in case you were wondering...
Now, veterans of Madden are probably thinking, "So what? That's been in the game for a while now." They're exactly right, because the stutter step and the sprint button escape has been around for sometime now; apparently, it's been codified into the game system. While it's nice to see the acknowledgement, it would've been much better to see something different for gameday situations. Similarly, you'd hope that there was greater depth to the defense, but there really isn't. The addition of team specific playbooks is nice, and fleshes out various schemes for defenders, but that's a minor addition to play. Similarly, the other defensive tweak is the ability to commit to either the run or the pass, giving your defenders a chance to blow up a play if you guessed right, but getting your defenders completely out of position to make a play if you were wrong. Something that Madden NFL 07 could've really benefited from would've been the ability to jump the snap to get into the backfield. While NCAA 07 features this potentially series changing move, the pro game lacks this move, which isn't realistic. There are plenty of defensive backs and linemen that attempt to anticipate and jump the count, and this year's game could've seriously used it. As it is now, it's essentially the same game as last year. Oh, and by the way, vision cones are still in the game, but you can turn them off if you don't like them, just in case you were wondering…
This means that many of the bugs and glitches that you've probably become accustomed to from last year are still around. Cutscenes still have a stuttering hitch every now and then during playback. Players will still have blatant animation issues, like having the animation of a quarterback's arm throwing to the right side of the field and the ball accurately being thrown to the left. There's also what I refer to as the "Electric Slide," where a receiver will sometimes stop their animation, slide to the ball and then make a jump for a pass. Apart from the visual issues, there are still AI problems, including the lack of tackling in some games. Other times, the number of injuries present, particularly on big name players, feels completely unbalanced and unrealistic. But perhaps one of the most striking is the fatigue bug present in the game, which will let anyone play indefinitely without the effects of exhaustion. Something like this should've been fixed before it was released, but for some reason it still seems to be in the game.
Entering the Feature Draft
Just like the gameplay, the Franchise mode of Madden NFL 07 is pretty much the same as that from last year with a few minor additions, which particularly happens during the off-season. The first one is an expanded set of options as far as the draft is concerned. This year, you have the option to scout upcoming prospects through the College All-Star game to get a sense of their individual performance. You'll also have the chance to run your top draft picks through your own "mini-combine" with the new scouting system. Just like training camp, where you can improve the statistics of players, you'll be able to see how well prospective players will do in different skills; the better you do, the more information you receive on that player. The other is the addition of two new phases in the off season, raising the total number to 11 steps that you can oversee with your team, hopefully leading them to success. However, if you actually compare the two new steps with last year, you'll note that these new phases are both roster management sections slotted after the retired players phase and the draft. While handling the number of players on your team is important for GMs, coaches and owners, and you will have the option to designate some athletes with Franchise Player tags now, you'd hope that there'd be a little more this time around.
One feature that is new and has a lot to offer football fans is the NFL Network mode. Thanks to Sterling Sharpe, NFL Pro Bowler and analyst for NFL Playbook, fans of the sport will be able to get a better understanding of their favorite teams and even some of their rivals. The Network mode breaks down three offensive and three defensive plays beyond the simple X's and O's on the field, explaining when a specific play would be best used in a game situation. These aren't random selections for each team either; EA Sports tried to isolate plays that best represented those franchises. After you go over the explanation, you have a chance to practice that play as well, giving you an idea as to how that play might be best run, or when you face off against the other team.
Superstar 2.0
Last year's Superstar mode was based around the concept of making a player the most popular player in the NFL, with endorsements, movie deals and a successful career. This year's Superstar mode has a much more ambitious focus: reaching the Hall of Fame in Canton, Ohio. Similar to last year, you have the option to import a player from NCAA Football 07 or create a new athlete, balancing your positional needs with the genetic makeup of your in-game parents. However, there are a couple of changes this time around: for one, you only control your athlete this time around. For example, play as a wide receiver, and your only goal is to run your routes and perform your blocks. Go in as a linebacker, and focus on stopping the run, shutting down the middle of the field and rushing the quarterback. You can even play as a punter or kicker, potentially launching the game winning field goal. Creatively, you won't have to play the other side of the ball if you don't want to; Superstar mode has a fast forward option so you can quickly get back to your position.
You're not in control of the plays you run, either; the computer will select the best plays for that particular point in time, letting you concentrate on the position that you've chosen. Since you're only supposed to perform your role, you're only evaluated on whether or not you do your assignments in each play. Do your job right, and you'll be rewarded with influence points that you can use to boost your stats or the stats of your teammates. Perform consistently, and you can receive a variety of roles based upon the position. For instance, wide receivers that establish themselves as a deep threat can get the role of a Burner, while solid defensive backs can get the Shutdown Corner role. You're not necessarily guaranteed that you can keep these roles either; don't play as well, and you might even lose these character traits. These can also be manipulated based upon your athlete's ego. Depending on how you answer interview questions, you can get a positive or negative ego, which will affect how your character's influence works. Act like a nice guy, and you'll find your influence gets boosted faster. Pull an ego trip, and you'll find that mistakes will sink your pull on the team.
While the remake of the Superstar makes the game extremely unique (in fact, it's probably the biggest change made to Madden in years), there's a significant issue with the influence system, which really governs the whole mode: You can perform your assignments perfectly, but if one of your teammates screws up, you get penalized for it, which doesn't make sense. For example, if you're a lineman and you block for a running back who fumbles the ball twenty yards away, the coach doesn't yell at you on the sideline for his weak hands. Since there are plenty of things that can be out of your control, your level of influence can unfairly vacillate from play to play. I know that there is no I in team, and the fortunes of one player are tied to the squad he plays with, but the mode isn't called Superteam, is it?
Closing Comments
While the inclusion of NFL Network mode and the redone Superstar mode reinvigorates the game, Madden NFL 07 still features so many of the same bugs and issues from previous years that should’ve been fixed a while ago. Considering that many of the gameplay features are extremely mild remixes of previously included gameplay options, this year’s Madden comes across as a solid title, but one that’s starting to show its age.
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Madden NFL 07 Review (GameSpot)
It's hard not to look at the current generation version of Madden as an aging veteran on its last legs, but that veteran still has a bit of game left in it.
The Good: Highlight stick and lead blocker controls are useful gameplay additions; the superstar mode is actually reasonably compelling this year; rookie scouting in franchise is a nice touch.
The Bad: No major, game-changing upgrades to the package; graphics and audio are practically untouched from last year; superstar mode still has a number of holdover issues.
As we near the end of the life span of the last generation of consoles, key franchises that have appeared year after year begin to wrap up their yearly development cycle. Crazy as it may sound, Madden NFL 07 could be one of the last times we see Madden on the Xbox, PlayStation 2, or the GameCube. With that in mind, it's not altogether surprising that Madden 07 doesn't really push the envelope terribly far. The game includes a few new control features and some mode tweaks (nearly all of which are also available in the Xbox 360 version of this year's game), but for the most part, it feels like the result of a series pushed as far as it can possibly go on a given platform, and you definitely get the sense that Madden on current-generation consoles is beginning to wind down. However, for at least this last year, the veteran player outraces the up-and-comer in the Xbox 360 version, and there are certainly enough compelling reasons to check this year's game out on the older consoles.
Madden NFL 07 brings back practically every feature that was in Madden 06. On top of that, a number of new gameplay upgrades have been brought to the table, the majority of which are available in all versions of the game. By themselves, none of these individual changes or upgrades is particularly game changing, but taken as a whole, they add a nice dimension of depth.
These features include the highlight stick, a new kick meter, and lead blocking controls. The highlight stick is a new version of the truck stick used for runners on offense. Here, you can use the right analog stick to pull off the sorts of crazy jukes and steps that star running backs are so well known for, and on top of that, depending on the type of back you're playing, you can opt to use more-powerful moves, or more finesse-based maneuvers. This feels like the natural evolution of last year's truck stick, though most experienced Madden players will be able to get by just as easily using the button-based moves rather than making liberal use of the stick. But if you take the time to learn the stick and figure out how to use it and the button controls together, you can be a very hard runner to stop.
The new lead blocking controls are likely to inspire some new tactics from all types of players. Here, while on offense, you can opt to switch your controlled player to any of the available blockers during a running play. This includes offensive linemen, tight ends, fullbacks, or whoever else might be blocking on a play. When blocking, you can just do standard blocks, or you can even get dirty and do some mean-spirited cut blocks. This is an interesting mechanic, because it stops you from having to rely on CPU blockers, which as any experienced player will tell you, are not always the most reliable players on the field. You can also quickly switch back to control the running back once you've laid down your block, which is good, because the CPU running back doesn't always manage to find the holes you're creating. At first, you may find yourself unable to effectively use this feature, as setting up the right blocks isn't always the most intuitive thing in the world. But after some time, this control method gives the running game a really interesting new perspective, and those who love finding new strategies are bound to eat this up.
The new kick meter is probably the most accurate representation of kicking available in a game thus far. With this meter, you use the typical arrow to line up your angle and then press down on the right analog stick to set up your power. The meter quickly fills up, and then you press forward on the right stick to set the power as well as your accuracy. The accuracy is based on the angle at which you press up. If you press too far to the right or left, the kick will get away from you. If you land it within a set space, it will go pretty much right where you want it to.
Beyond that, the changes from 06 to 07 are mostly ancillary, and fundamentally, the game plays very much as its predecessor did. On defense, there are a few more available options in terms of positioning your defensive players, and you can commit your defense in a certain direction the moment the ball is snapped. On offense, the quarterback vision cone, which made its debut last year, is still available, though it's not a required feature. You can just tap the right analog stick after snapping the ball, and it will pop on, letting you use it for a little accuracy boost. No, it's not any more fun to use than it was last year, but that's not altogether surprising. Otherwise, pretty much every control feature you've come to expect from Madden is front and center once again. Potentially, some people could play through Madden 07 and never really partake in the new running control features, but there's definitely enough in all the available upgrades to add a significant layer of depth to the experience.
Madden 07's feature lineup is almost identical to last year's game, with superstar, franchise, and online modes headlining. Online play hasn't seen any sort of change to speak of, with head-to-head play and the usual roster of EA Sports online features present. During our testing, both the PlayStation 2 and the Xbox online play ran just as smooth as it usually does, save for a few random connection issues at team-select screens. Obviously, the GameCube version lacks the online play, but on the flip side, that version is also retailing for slightly less than the other console versions, so that balances things out. The franchise mode is also mostly untouched from last year, with all the usual bells and whistles, such as the Tony Bruno radio show, newspaper headlines, minicamp games, owner mode, and the like. The one new addition to the package involves rookie scouting. You now have the option to play through the college all-star game, and to run individual rookie prospects through combined workouts to gain more statistical information about players prior to the draft. Getting more involved in rookie scouting is always a plus, and both these features are a nice touch.
Superstar mode remains largely as it did last year, letting you create your own rookie player, and letting you play every game specifically as that player for the length of a career. All the secondary concerns, like interviews, endorsements, movie roles, and the like are here again, and they suffer from the same problems as last year too. The same weird disconnects between what goes on in an interview versus the actual scenario you're in tends to rear its head at times, and the amount of menu trudging you'll find yourself doing throughout the mode is rather tedious.
However, one big, new addition to the mode makes it a significantly more compelling experience than it was last year. The goal for the superstar mode is to get your player into the Hall of Fame at the end of his career. Throughout your superstar's career, a menu will depict how far along your player is toward establishing his legacy as one of the best of all time. Apart from just throwing a lot of touchdown passes while playing as a quarterback, or intercepting a billion passes as a defensive back, and so on and so forth, you also have to interact with your team and establish a personality. You do this through various interviews, which give you specific answers that gear you toward a team-minded player, or a Terrell Owens-like brat, as well as through a new influence system. Every superstar has the ability to play certain roles on the field. These roles range from, say, a field general for a quarterback, a possession receiver for a wide receiver, a rookie for--you guessed it--a rookie, and so on.
These roles actually give you tangible bonuses and control over players on the field. A quarterback using the field general role, for instance, can upgrade his passing accuracy rating as well as the blocking ratings for his various offensive linemen. Another role he can take, the team leader, lets him upgrade the awareness, injury, acceleration, and agility ratings for all the other offensive players on the field. You gain these points by upping your influence rating. This rating goes up or down based on what you do on the field. Make a huge completion for a first down, and you'll get a nice bonus. Throw a lame interception that's returned for a touchdown, and it will drop through the floor. It's a great and addictive system that actually makes you want to play through superstar mode games rather than just simulate them. As annoying as some of the holdover problems from last year's superstar mode still are, this year's mode is exponentially more fun to play with, thanks pretty much exclusively to this feature.
Madden 07's graphics have not changed to any noticeable degree from last year's game, which probably isn't surprising to anyone. Player models, stadiums, crowds, grass--none of it has changed beyond maybe a few new tackles and other on-field animations here and there. Again, not shocking, since the focus seems to have been on developing for the 360 version of the game this year. However, it's hard to argue that the old Madden engine isn't looking a little crusty these days, even without the 360 version looming overhead. Predictably, the Xbox version still looks the best of the three console games, with the PS2 version coming in second, and the GameCube version coming in a blurry third. Audio also hasn't changed much at all. There's a new soundtrack filled to the brim with a mishmash of popular rock and hip-hop, and just like every other year, it's a wildly varied mix that doesn't really gel at all. Not to mention that some song choices, such as Spank Rock's "Backyard Betty," seem a little seedy for an E for Everyone game, even with lyrical edits. Madden and Michaels are still recycling a lot of the same commentary lines they have for the last couple of years, and the on-field effects still sound entirely decent.
Even though Madden NFL 07 doesn't have any big, game-changing features to make it an especially memorable iteration of the series, its roster of small, but useful changes are ultimately more compelling than anything Madden 06 had on offer last year. And while some people are undoubtedly over the notion of playing new games on old consoles, Madden 07 shows that it can still deliver some enjoyable football, regardless of what platform it's on. It's not a big step forward, and the similarities between this year and last year might be a tough sell for some. But it's those similar aspects that Madden 07 ultimately improves upon over its predecessor, and if you skipped out on 06, then there's no good reason to ignore 07.
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Madden NFL 07 Review (1UP/OPM)
We're approaching the dog days of summer, the exhibition season is in full swing, and the annual release of Madden is here. For football fans, as the song goes, it's the most wonderful time of the year. As expected, the base gameplay of Madden 07 is the same as last year, but with some improvements. But even though it's still the top football game on the market, there may not be enough innovations in Madden's lastest incarnation to help it stand out from its own shadow.
The most highly touted addition this year is the lead blocking control feature. With lead blocking control, the player takes hold of a blocker before the snap (such as a fullback, tight end, or offensive lineman) in an attempt to open a lane for the A.I.-controlled running back to blast through to pay dirt. The idea is to take the guesswork out of the running game, as the computer-controlled lead blocker would often miss the key block or not hold back the defense long enough to allow for a big run. Now it's up to each individual player to make sure that each defender is accounted for. While it's an interesting idea, the execution leaves something to be desired. The actual blocks, which are executed through use of the right analog stick, are hit-or-miss in higher difficulty levels. Hit a lineman or a linebacker dead-on, and often the block will simply fail (occasionally, the defender will do a spin or a swim move to make the player feel better, but it's too random). The new scheme works well against a human defender and on lower difficulty levels, but lead blocking control is little more than an afterthought for most of a game.
The running game is the focus of a few other changes, including the double move, a highlight stick similar to the NCAA franchise, and broken-tackle controls. The highlight stick finally makes the AAA-caliber running backs play like themselves in game. For example, the Giants' Tiki Barber isn't the type of back that will truck over defenders, nor will he evade them with Barry Sanders-esque moves. But Barber will squirm out of his fair share of tackles, and the highlight stick brings that to light. For a bigger back like the Falcons' T. J. Duckett, a truck stick-like shoulder blast is more appropriate. An agile guy like the Chargers' LaDainian Tomlinson will pull off a deke or a special juke. Guys that can do both, like the Chiefs' Larry Johnson, will have a different array of moves available depending on the defender, positioning, and so on. It's a small but exciting change for those that like to pound the rock. The double move is another quick addition that can prove big for players who excel on the ground. It essentially allows for a greater chance for the defender to miss by making a quick change of direction to one side, then the other. There's one last addition to the ground game -- quickly tapping the sprint button will break a tackle while you're engaged with a defender. The percentage of tackles broken is small enough to not make it cheap, but good enough so as not to be discouraging.
Superstar mode also returns with a few improvements, the biggest of which is the influence meter. The game will track the created superstar's performance across various situations and it will either increase or decrease the amount of influence on other players on the team. Through gaining or losing influence, the created player may acquire roles that will boost the attributes of surrounding teammates. For example, a Team Mentor influences the young players at the same position to progress faster and play better. To that end, superstar mode is more focused on what the player can do during drills and practices than in last year's version, and it's much more heavily focused on the individual. The camera in superstar mode is pitted directly over the shoulder of said superstar, making for a much more personalized experience. Playing as a defensive back or a tight end has never felt so good. The mode is more entertaining, but it does turn a bit monotonous since not all plays will feature the created superstar.
The core gameplay remains the same on both offense and defense, aside from the noted changes on the ground. Much to the dismay of hardcore players, some of the exploits that had been noted last year rear their ugly heads once again. Throwing high to a receiver will boost the odds of a pass being caught to unfair levels again, spreading the defensive line still creates an abnormal amount of pressure even with slide protection, and "Mario running" is still present. That said, it's still the most realistic form of football on the market, even trumping the Xbox 360 version. Graphically, the game is beginning to show its age but the new animations at a constant 60 frames-per-second make it easy to overlook the shortcomings. The franchise mode returns with a few key changes. Much like superstar mode, franchise will take advantage of the different player roles to help boost surrounding players on a team in different ways. Another feature migrating from superstar mode is the set of drills that potential rookies can be put through, as well as a franchise exclusive college all-star game.
While Madden 07 does have a couple of great changes to its basic gameplay, it's beginning to feel like the same old game. It's a strong fundamental football game and lead blocker is a cool new feature, but it's not reinventing the wheel, like the passing cone was last year. Over the past few years, the Madden franchise has proven that you can teach an old dog new tricks, but at some point the dog will have to be put down. But it's a great game for those not tired of the same ol' game.
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Written By: GoHerd35
Message Edited by GoHerd35 on 08-24-2006 12:30 AM Message Edited by GoHerd35 on 09-05-2006 02:48 AM
 "Camppants and NukeBoy scout out the enemy as they prepare to go for the nuke" The views expressed in this message are in no way the official views of SCEA and are of a personal nature. PS.com Moderating Team: Member first, Moderator second.
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