Ok, you're in business.
You're trying to sell a product that you feel
very confident in. However, another company's
product dominates the marketplace. How do
you manage to get your product to the masses?
If this were a PC game,
it'd be a little easier. Offer a shareware
version of the game with limited capabilities. Let
people try it out, see if it truly is a better game.
The beauty of PC games is that between word
of mouth and the word "free", games and
other programs can gain a fan base overnight. In
the case of ESPN NFL 2K5 though, the problem was
much more difficult. First off, there is no
"freeware" in the console video game market.
The closest you get to that is a demo game
which might be playable at the local Best Buy if
the 11 year old who got parked there by his parents
45 minutes ago ever gets picked back up. 2K5
also faced the challenge of being a direct competitor
to the Madden football franchise, which is entering
its 15th year and shows no sign of letting up. The
Madden football games are known to be not only the
cutting edge in football video games, but in the
entire sports genre. Most gamers don't contemplate
the newest Madden features for the coming year,
they just buy it, no questions asked. Last
year's version of Madden 2004 sold over 2 million
copies within its first three weeks of release,
shattering sales records. Madden to football
games is what Band-Aid is to adhesive bandages;
the words have become synominous
with each other.
So
SEGA (yes, that SEGA) had to do something
unconventional to get their product in the homes
of America's football video game players. And
they did. They made it 20 bucks.
Yep.
20 bucks, less than half of Madden 2005's
suggested retail price. Between that and releasing
several weeks before Madden's release date, SEGA
went with an interesting strategy; allow gamers
to buy two football games this year, with the belief
that those few weeks that 2K5 will be the sole football
game in the house will make gamers realize that
this product is Madden's equal. Whether or
not it is remains to be seen, but SEGA puts forth
a very good product, especially considering the
price, that falls short in certain areas.
One
of SEGA's wisest moves was teaming up with ESPN.
Although ESPN's name value isn't what it used
to be several years ago, it's still very familiar
in the minds of any sports fan. ESPN NFL 2K5
doesn't waste this association with just sticking
a name on a box. The presentation of the game
during gameplay is phenominal. Chris Berman
from his NFL Primetime set welcomes you to the upcoming
game (badly dubbed), and leads you in to a setup
very similar to ESPN's Sunday Night Football. During
gameplay, you notice from statistics to name overlays
that the fonts and graphics are exactly the same
as NFL Sunday Night Football. The feeling
is sincerely like you're watching a NFL game on
ESPN, not just a video game (or even a football
game).
SEGA
doesn't stop there with visual impression. The
player bodies are lifelike, in facial features and
dimension, although the "fatter" players,
for lack of a better term, don't really come off
that way. Animation is fluid, with the tackle
animation being most impressive. Players get
wrapped up in tackles, and diving tackles are handled
in a somewhat realistic way. I even had the
chance to see a diving tackle on a quarterback get
ducked under and the play continue.
While
the animations are fluid and crisp, the actual control
leaves a bit to be desired. The controls (wisely)
are quite similar to Madden's, so a Madden player
could quickly pick up 2K5 and begin to play immedately.
However SEGA's insistance on using the analog
joystick to make players properly run can be annoying.
Using the regular D-pad will cause ball carriers
to run in 90 degree angles, which can make attempting
to establish a running game highly difficult. Once
you get using the analog stick though, the controls
aren't that bad, and the added shoulder charge button
is an added bonus.
The
replay value (at least to me - your mileage may
vary) of a football game comes from its franchise-type
mode. A proper franchise mode (especially
in the weird financial world of football) isn't
easy to pull off; you have to keep a happy balance
by getting it detailed enough to make it seem somewhat
realistic and useful, but not too detailed
as to confuse people. 2K5 gives a valiant
try, but fails in coming up with a quality franchise
mode here. First off, after simming through
a few games, you realize that some very familiar
players aren't where you thought they'd be. That's
because players get traded in 2K5's franchise mode,
and traded often. While frequent trading (especially
of star players) can be mildly annoying in baseball
games, it's completely unrealistic in NFL-based
games. The way the NFL financial system works
prevents trades from almost ever taking place, only
usually coming about as a last resort before a release.
The reason? The NFL states that if a
player is traded, his entire signing bonus is counted
against the trading team's salary cap, similar to
if the team released the player. So, for a
player-for-player deal to take place in the NFL,
both teams would have to absorb salary cap hits
to trade the players in question. This seasons
Redskins/Broncos deal involving Champ Bailey and
Clinton Portis was only able to take place because
Portis had a cheap contract (making the cap hit
minimal) while Bailey was technically unsigned (as
a restricted free agent, he could not count against
the Skins cap since he wasn't under contract). In
2K5, however, teams regularly trade major players,
regardless of cap hits. It's unrealistic and
annoying.
The
offseason movement isn't smooth, either. Moving
from stage to stage, whether completed or not, is
made to seem like you're skipping the stage. It
took me several minutes after the initial stage
(retirement) to try to move onto the next field,
and finally skipping to the next field (re-signing),
where I was met with a warning that I was about
to skip the retirement phase. I had the option
of having the computer "do the dirty work"
(their words, not mine), or cancelling. Cancelling
brought you back to where you were before, so letting
the computer do the dirty work was the only way
to advance. I had no idea if my decisions
were followed or if the computer GM made some changes
for me.
Re-signing
your free agents and free agency are interesting,
although I feel they could be handled better. The
signing of available players is done through an
"interest" system, which isn't uncommon,
but the interest bar just extends, but doesn't give
a signal to inform what makes for an acceptable offer.
What may seem like the amount of "interest
bar" that one player accepted isn't enough
for another, and - this is a great feature - repeated
rejected offers cause the interest bar to lessen,
meaning what could have been accepted two offers
ago won't be accepted now because of past negociations.
In addition, players that you can sign in
free agency aren't necessarily all the players who
are free agents. The players you see are the
players that have interest in you; not every player.
I found this out unintentionally, as a player
I didn't re-sign and allowed to go FA I couldn't
try to re-sign later. While an excellent idea
(you shouldn't be able to obtain every free agent),
this method doesn't allow you to see every player
available in free agency or keep easy track of where
free agents are going. As a result, you can't
react to what teams in your division do during free
agency. This could be better handled by showing
all available free agents, and either color coding
players who will not sign with you under any circumstance,
or allowing you to select them to begin to offer
them a contract, only to be told that the player
has no interest playing for you.
The
draft is handled differently, and has its advantages
and disadvantages. If you allow for the special
Sportscenter before the draft, you'll hear Mel Kiper
give a heads up to who some of the top players are.
But outside of that, you're completely blind.
WHile some I've talked to find this refreshing,
I still think it's a bit unrealistic that you have
no clue whether a player is a top three prospect
of not worth drafting. Combine numbers listed
seem to be worthless, and the limited amount of
scouting points makes the draft a crapshoot if you're
not aiming for just one position. While this
may seem difficult, during the draft you can view
a screen that shows you five suggested picks (at
various positions), so if a position you want is
on that list, you're almost guaranteed a good pick
there.
Contracts
are handled surprisingly well. Outside of
the beforementioned "interest system",
contracts have four variables, with amount, length,
and bonus percentage being joined by a variable
setting which can change the way the contract is
set up financially. For instance, some players
may prefer a frontloaded contract, while others
want their money evenly spread out. This is
more realistic than other games which automaticly
devide the contract evenly over several years. This
flexability allows for more financial creativity.
Player
progress seems to go smoothly, as players who get
reps seem to increase in skill, but not necessarily,
and players who maybe don't get playing time don't
drop off dramaticly, making them useless. One
thing that hinders this though is the NFL-like depth
chart system that 2K5 uses. In using a depth
chart similar to those used in the actual NFL (for
example, depth for left and right tackle, instead
of generic "offensive tackle"), one selects
a position to change and a list of "eligible"
players can be shifted around. Only players
specificly listed at that position can be played
at a position however, so fullbacks cannot play
halfback, cornerbacks cannot play safety, and guards
cannot play center. This lack of flexability
forces teams to obtain unnecessary players while
having depth at other similar positions. The
kick/punt return selection is barely functional,
as a generic list of players is posted that you
can select from to be your kick or punt returner
is listed, and although there's three people listed
on the depth chart, you can only select one; the
others are listed there without rhyme or reason.
2K5
has some interesting features that stand out from
other sports games. One that stands out is
a first person mode which allows the player to be
a primary player using an in-the-helmet perspective
during gameplay. Taking a handoff using this
feature allows you to look for holes in the offense
and get the sudden shock of your vision going upwards
as you're hit several times by tacklers. It's
fun as a distraction, but not something you'd want
to necessarily play a season of.
Another
feature is the "Crib", which allows players
to earn credits for reaching certain milestones
and spending the credits decorating an apartment
with various NFL-related items, such as furniture,
posters, bobbleheads, and other bonuses like cheats,
hidden celebrity "free agents", and movie
clips which can be watched in your living room.
While I used my credits to purchase a Sportscenter
commercial, my TV was bad and the picture was very
small. My assumption is that if you earn more
credits (and unlock more catalogs, allowing you
a greater variety which to choose from), you could
purchase a larger entertainment center, allowing
you to view the commercial larger.
Overall,
a good effort from SEGA. ESPN NFL 2K5 is not
a bad game at all, especially with the price tag.
While the franchise mode is a big strike against
it in my eyes, it's an excellent game to pick up
and play, especially with a few friends over. The
presentation is bound to impress, although after
several plays, it begins to get repetitive. It's
a fun game, but it lacks staying power. Within
the first few days of ownership, I was ready to
forget about Madden. After two weeks, I'm
back to the countdown to the Madden Collectors Edition.
RATING:
Worth a rental (hell, a buy at $20), but won't stop
you looking longingly at Madden's new features.