Madden NFL 2004

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AMG AllGame Guide:

Madden NFL 2004

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  • Release Date: August 12, 2003
  • Genre: Sports
  • Style: Football (American)
  • Similar Games: NFL GameDay 2004 (PlayStation 2)

Game Description

EA SPORTS best-selling football franchise marks its 14th year in the industry with the release of Madden NFL 2004. A more in-depth Franchise Mode, improved commentary, enhanced control options, and revamped graphics are just a few of the new features offered to PlayStation 2 owners. Animations have expanded to include stumbles, more fluid quarterback scrambles, and open-field blocks, while transition sequences include dynamic player reactions and split-screen replays. The most noteworthy improvements to the series are in the Franchise Mode and control while on the field.

Franchise Mode now features mini-camp drills to improve an athlete's skills in the off-season as well as signing bonuses and trade offers from computer teams. Would-be owners can move their team to a new city as well as set concession stand prices, merchandising, and parking fees in an attempt to turn a profit. Players can even build their own stadium from the ground-up, determining where the luxury box seats will go, the position of scoreboards, even the location of tunnels leading to the locker rooms. Also included is the ability to assemble a coaching staff, and at the end of each game, John Madden awards his "Horse Trailer Player of the Game" as seen on Monday Night Football.

Madden NFL 2004 gives players more flexibility on the field with the addition of on-the-fly controls bound to the right analog stick. At the line of scrimmage, players can change defensive formations, switch wide receiver routes, or call a different play. When the ball is snapped, the right stick can be used to call out blocks, lead receivers, and put defenders in a better position to make an interception. While players guide their team to victory, they'll listen to new commentary from Madden, Al Michaels, and Melissa Stark. Commentary is focused on more in-depth analysis and highlighting situation-specific events, including rivalries, blowouts, overtime, and halftime updates.

The only console version to feature Internet play, Madden NFL 2004 for PlayStation 2 lets players participate in special online tournaments and receive a ranking designed to discourage opponents from bailing out of games already in progress. Other online features include a Fair Play system, which locks specific rules and settings before each game, and support for the EA Messenger, a system that saves lists of friends for use with the rest of EA SPORTS' lineup on PlayStation 2. Those owning a broadband connection will also be able to chat in real time on any USB headset.
~ Scott Alan Marriott, All Game Guide

Review: Overall

Madden NFL 2004, the first pro football game released in 2003, offers enough tweaks to keep die-hard fans excited but not enough to convince casual players that Madden NFL 2003 is worth cutting from their library. The core engine remains the same, which is to be expected when a certain level of quality has been achieved, but the extras don't have the same sense of creativity as previous titles in the series. Perhaps this is due to the early-August release date more than anything else. Instead of waiting until Thanksgiving, the time when the 16-bit Maddens used to come out, players can now enjoy football in a month typically associated with weddings. And Madden NFL 2004 shares more than a few basic similarities to the romantic event, much to the chagrin of would-be brides who are busy preparing for the special day. Both are steeped in tradition, and as is customary with traditional bridal attire, Madden offers something old, something new, something borrowed, and something blue.

Something "old" is the core 3D engine and computer AI, which internal developer Tiburon Electronic Arts has honed to the point of near perfection. If a football game is to be measured by how realistic its teams and players behave in relation to their professional counterparts, then this title is the benchmark by which all subsequent football games should be judged. If you play against the Oakland Raiders, you should be prepared for Rich Gannon to air it out as much as possible -- first down and ten, second down and short -- whatever down. The Miami Dolphins will rely on a heavy running attack, and Michael Vick of the Atlanta Falcons may very well be the single most dangerous player in the game. In short, when you play a football team, you feel like you are really playing against the personnel and coaches of the organization. It changes the way you approach each game, strategically, which is exactly how it should be.

Something "new" is the Owner Mode, which is the biggest addition to the series, but there are many other subtle changes as well. The pace of the game has significantly increased by moving the replays, post-play celebrations, and cut-scenes so they are in the middle of the screen while users are calling plays. There's no longer a lull between plays, so those who felt previous games dragged a bit will be impressed at the increase in tempo. Other changes include the amount of flexibility one has at the line of scrimmage. Routes and blocking assignments can be modified prior to the snap, specific players can go into motion, and the right analog stick is now used to make on-the-fly adjustments on both sides of the ball. The right analog stick can be used to have a receiver break off his route, change the direction of a running play before the snap, have a running back "steer" his blockers, or allow the defense to cheat against the run or pass.



Owner Mode is likely the feature that will make or break the game for those looking to upgrade. It's really a subtle addition to Franchise Mode, so players shouldn't expect substantial changes to the Franchise Mode from Madden NFL 2003. Instead, the mode adds more depth to Franchise Mode by incorporating more decision-making features that go into making a team profitable. The interface and areas under control are extremely similar to Football Mogul on computer systems. Owner Mode is essentially a hierarchy of menus and sliders that help players decide on such things as the price of hot dogs, parking, and tickets, as well as how much to spend on various types of advertising. A graph shows the current fan support and attendance numbers, as well as expectations, which are all influenced by how well a team performs on the field and how competitive the stadium is in relation to others on the market.

The fun of Owner Mode starts to unravel in subsequent seasons. While the first year is pretty much the same as a "normal" year in Franchise Mode, the possibilities become more intriguing once your season is over. If your team finished strong, you could be awarded a television contract worth millions, depending on the size of the market. Teams showing healthy profits can spend more in the free agency market to address weaknesses on defense or offense, or they can hire new coaches and training staff. Better trainers mean players spend less time with injuries, while better coaches can help improve a team's awareness rating -- how focused players are to avoid the mistakes that could end up costing a game. Owners may even get the opportunity to move a stadium (if fan support is weak) or build a new one complete with luxury box seats, Jumbotrons, arcades, and other interesting elements.

Something "borrowed" is a number of features from previous games, including the interactive Mini Camp reminiscent of the scouting combine in Madden NFL 96, the Madden Cards introduced in Madden NFL 2001, the 30-year Franchise Mode from Madden NFL 2003, and both the Two-Minute Drill and Madden 101 from Madden NFL 2002. These are all great features, but it's a little disappointing they haven't changed that dramatically. Mini Camp is especially fun, but it's easy to beat within a few hours. Players are first given a drill to complete, which involves earning points by batting down balls, avoiding tacklers, scoring touchdowns, kicking within certain zones, and so forth. Achieving a certain score unlocks a brief scenario, which may have players trying to kick a game-winning field goal within ten seconds. Different difficulty levels offer more complicated tasks with specific teams, such as Adam Vinatieri's unlikely 45-yard kick in blizzard-like conditions during the 2002 playoff game against the Raiders.

Madden Cards is probably the area most in need of tweaking. The system is excellent -- every game, scenario, or mode you play earns you a varying amount of tokens, which are traded in for special cards that function like cheats or unlock special teams, players, or stadiums. Yet the Madden Cards "only" consist of 285 types, and most of them are lame. Cheerleader, individual players, and coaches make up the overwhelming majority of cards, and how many users actually "waste" them on a specific game. Is it really important to boost a linebacker's stats 25 percent during a quarter? Wouldn't it be more interesting if these cards were used in a separate strategy game a la Magic: The Gathering? If that isn't feasible, then most of the current cards should be scrapped in favor of more stadiums, outlandish teams, or custom features to encourage replay value.

Something blue? Well, it's not the uniforms of the New York Giants, Houston Texans, or Buffalo Bills. Nor is it the look on a significant other's face after realizing quality time is at a premium when there are championships to be won, salary caps to trim, and rookies to scout. It is the sound, which still isn't even close to the level of Madden's competition. John Madden himself is as tired and repetitive as ever, with one generic comment after another triggered by scripted situations instead of what's directly happening on the field. One moment he'll criticize a defensive back for missing an interception, and the next he's saying what a "heck of a player" he is on the next play. There's no logical flow, and even Yogi Berra would cringe at nonsensical statements like "When it's going good, it's going good, and if it isn't going good, it's still going good." Sadly, the great Al Michaels isn't much better. While he does mention certain milestones, most of his dialogue is flat and seems choppy -- especially when he starts counting down "40, 30, 20" during a long run. The crowd is also ineffective; while you'll hear choruses of "Duuuce" after a strong run in Philly, there aren't any "boos" when you are getting whipped at home.

Madden NFL 2004 is still, however, an addictive game, and the PlayStation 2 version is actually preferable to both GameCube and Xbox titles. Online play is rock solid with a broadband connection, and the voice support (especially with the SOCOM headset) is clear and doesn't detract from the action on the field. Madden is thus the perfect suitor for those looking for strong online gameplay, more control on the field, and a deeper Franchise Mode. Yet the changes aren't substantially different from Madden NFL 2003, and the excitement level has diminished since the release of NCAA Football 2004, a game that offers better commentary, more diverse modes, and simply more "energy" than this chapter in the long-running Madden series.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

The presentation is not nearly as exciting this time around, with mediocre sound and the absence of television-style updates, player stats, and trivia. Modes are essentially the same, but the Owner Mode gives the game more depth.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

The animation is once again excellent, but the colors seem muted and there are small hiccups in frame rate every now and then. Stadiums offer a nice amount of detail, but the crowds still need work.
~ Scott Alan Marriott, All Game Guide

Review: Sound

Players are rarely named, so the commentary track typically involves generic statements that seem read without any sense of context. Where is the emotion? The excitement?
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

The online play and 30-year Franchise Mode are reason enough to keep playing, and the addition of the {@EA SPORTS} Bio means top accomplishments are noted.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

The black-and-white manual follows the same format as other {@EA SPORTS} manuals, with a detailed list of options and controls.
~ Scott Alan Marriott, All Game Guide
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Madden NFL 2004
Madden2004box.jpg
Cover art featuring Michael Vick.
Developer(s) EA Tiburon
Budcat (PSX[1] & GBA[2])
Publisher(s) EA Sports
Designer(s) * 4 (number)
Series Madden NFL
Platform(s) Xbox, PlayStation, PlayStation 2, Nintendo GameCube, Game Boy Advance, Windows
Release date(s) August 11, 2003
Genre(s) Sports game
Mode(s) Single player, multiplayer
Rating(s) ESRB: Everyone (E)
Media/distribution DVD-ROM

Madden NFL 2004 is the 14th installment of the Madden NFL series of American football video games. Michael Vick, the former Atlanta Falcons quarterback, is on the cover. New features in Madden 2004 include a new owner mode option that allows the player to control a franchise. In this mode, the player takes on all the responsibilities related to owning a professional football team, from regulating hot dog prices, to team relocation, to hiring and firing coaching staff. Another new feature is the ability to edit a historic team. Also, a new training camp mode, occurring before the preseason, that can help player progress faster by putting him through mini-camp drills. At the 2003 Spike TV Video Game Awards, Madden NFL 2004 was named "Game of the Year."

Contents

Team stats

Free agents

Soundtrack

Madden NFL 2004 Soundtrack
Artist Song
Adema "Unstable"
AFI "The Leaving Song Pt. II"
Alien Ant Farm "These Days"
AM Radio "Taken for a Ride"
Avenged Sevenfold "Chapter Four"
Blink-182 "Action" (NOTE: This song later became "Feeling This.")
Bone Crusher "Never Scared (Madden Remix)"
Bubba Sparxxx "Back in the Mud"
Gob "Give Up the Grudge"
Jet "Are You Gonna Be My Girl?"
Joe Budden "Pump It Up"
Killer Mike "Akshon (Yeah!) (Madden Remix)"
Nappy Roots "Roun' the Globe"
OutKast "Church"
Red Cafe "May I (Madden Remix)"
Serafin "Day By Day"
SOiL "Pride"
The Federation "Mayhem (Madden Remix)"
The Roots "Rock You (Madden Remix)"
Thrice "All That's Left"
Yellowcard "Way Away"

References

External links


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