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In Japan, when a new system launches, a sign of longevity can be
gauged by how long it takes to release, or at least announce, its
first RPG. If that RPG is developed by one of the big companies,
such as Capcom or Square-Enix, things are, at least for that moment,
headed for success. When the same scenario goes down in the U.S.,
instead of RPGs it is all about sports titles - and more importantly,
whether or not they are being developed by EA.
The
Wii is no exception and EA has been gracious enough to take advantage
of the Grand Canyon sized crater their competition has left for
them to fill at the Wii's launch with Madden NFL 07. Now that Nintendo
have decided to package their light-hearted, arcade sports compilation
Wii Sports with each U.S. system, the only other sports title to
fight Madden for shelf space comes in the form of non-contending
Rapala Tournament Fishing.
Coming
out so soon after the multi-console release of Madden 07 on every
other system known to the human race, one of the biggest fears garnered
from the Wii version is whether this will be nothing more than a
port of the Gamecube game with some gimmicky control scheme slapped
on haphazardly. With wild anticipation, I can say those fears couldn't
be any more unfounded; barring a massive meltdown, come November
19th you will never be able to play any other football game the
same way again.
To
put it simply, pretty much the only in-game control carryovers from
the other Madden 07s is the movement, single button moves (such
as basic tackling) and player selector. You still use an analog
stick to move your selected player around the field and change the
angle for your kicks, while single button moves and cycling through
which player you want to control are all still just a button press
away. From here on out, standard control is replaced with FreeMotion,
EA's name for the new control scheme.
Each
of the two Wii controllers has its share of specific functions,
with the Wiimote handling the majority of them. The hike is initiated
by tilting the controller back, as if receiving the snap yourself.
If you selected a passing play you use each direction on the d-pad
and A button to pick your receiver before making a throwing motion
with the controller to actually make the pass. Now, it's not just
as simple as making the throwing motion and letting the game decide
how hard and fast that passing will go, no, no, no; the speed and
sharpness of your forward motion will determine how hard the quarterback
throws the ball. A swift movement results in a rocket pass, deliberate
movements a normal pass, soft movement a lob.
FreeMotion
doesn't stop there when it comes to the passing game, although this
next part is optional. You can use the Wiimote to actually catch
the ball! When your receiver is about to catch the ball, you push
both controllers up as you would your hands to catch a pass. If
your timing is correct the receiver will make the catch. Sure, throwing
the long bomb for the comeback win against your friend is satisfying
in it's own right, but think of the trash talk that comes with actually
reaching up and catching that same ball! Just make sure to keep
breakable items out of your gaming area, in case someone tries some
real life interference…
We're
still not done with the Wiimote yet, as it has a few more tricks
up its proverbial sleeve. Tilting the controller down before jerking
it upward controls kicking, with your power determined by your forward
motion. If your motion is anything other than straight, the game
will pick up on that and factor it into the kick. With the ball
in hand you can hand out stiff arms by gesturing to the left or
the right. You can also signal for a fair catch and call for the
crowd to make some noise. That's not even all there is to do, as
there are more moves that will make themselves known when the game
is released.
Don't
worry, there is still motion-sensitive fun to be found in the nunchuck;
when running with the ball, tilting the controller left or right
jukes in that direction. When on defense, while holding Z and pushing
forward with both controllers you execute the power hits that were
mapped to the second analog stick on other systems.
You
may be wondering - just how easy are these moves to pull off? Recent
hands-on reports have expressed nothing but love for the Wii control
scheme and, not only that, but these movements are not over-exaggerated,
tiring movements - they can all be executed with simple flicks while
holding both controllers in the same position you would any other
controller. To help players get the hang of playing Madden this
way, a quick and simple tutorial has been included. To go along
with that, in-game messages will appear to let you know why a move
failed. Whether you made the movement too late or too early, the
game will let you know so you can make the proper adjustments.
With
the controls out of the way, let's dig into what else this game
brings. Those fearing a repeat of Madden
06 for the Xbox 360, which had significant modes missing, can
lay those fears to rest. All of the features that were included
in the Gamecube version - franchise mode, highlight stick, Superstar
mode, lead blocker control, etc - are found here, as well as the
addition of some four player mini-games. These mini-games consist
of a two-on-two mode, a kicking contest and Y.A.C. attack, which
pits three defenders against one runner. Unfortunately this also
means that you won't find any online play here, along with any of
the Xbox 360 exclusive features (replay challenge, mini-camp and
gamer level). It is unknown at the moment if no online play also
means no online roster updates.
Graphically
it appears that EA should have little trouble pushing this version
ahead of at least all current-generation versions. Flowing at a
crisp 60 frames per second, along with added player details, cleaner
textures along with additional shadow and lighting details, this
game is just ahead of the Xbox version in terms of its look. Casual
gamers probably won't see much difference but those with higher
end gaming set-ups that can take advantage of 480 progressive scan
and 16:9 wide screen options should have little problem taking notice.
There
is no denying EA's desire to bring game interactivity to a whole
new level with the Wii's version of Madden NFL 07, when it would
have been so easy to cop out and release a version that made minimal
use of the motion control options. Never before has a football game
allowed its players to experience the game like this, to actually
feel the role they are controlling. Not only that, but non-gaming
football fans who find video games too complicated could flock like
mad to accessible, tangible controls. You may only have one option
for NFL football on the Wii come launch day, but you wouldn't know
it by the effort EA is putting in here.
Previewed by Tony Peters for AceGamez (All Rights Reserved).
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