Please consider this a 3 1/2 stars review.
Madden 2002 was a beautiful game, but once one got accustomed to playing it, there was almost no way for the human player to lose a game. The passing game was much to easy, and the computer offense always gave up on the run, so the human defense could simply defend the pass.
To help gamers find a good gameplay balance, Madden 2002 included AI sliders for human and computer teams; offense, defense and special teams were effected, with key areas in each. For example, the offensive areas are:
QB throwing accuracy
Pass blocking
Receiver catching
RB Ability
Rush Blocking
The highest value is 99, and 0 is the lowest. In theory, one could change the sliders to get the kind of game one wants. But in reality, the sliders seemed to have little effect. To be fair, with Madden 2002, I did eventually reduce scoring to a more plausible level, but I was still destroying computer teams. In the end, Madden 2002 was too easy.
Because I was ultimately disappointed in Madden 2002, I wasnt planning on buying the 2003 version. But a very positive review on a game-specific web site convinced me to try it. Is Madden 2003 better than 2002? In some areas, yes. In some areas, no.
AI Sliders, 2003 edition
I am currently frustrated with Madden 2003. I would like close, exciting games, while trying to keep both teams (mine and the computers) below 30 points. My first few games were like that, but with shortened quarters and I was getting familiar with the game.
The AI sliders seem to be the key to good gameplay, but so far they havent helped. For example, I have human pass blocking maxed out (99), but still give up four to six sacks a game. Ill confess that two or three of those may be my fault for holding the ball too long. But the rest are absurd sacks that shouldnt happen with that setting maxed. On defense, with the computer pass blocking very low (10), I might get three or four sacks a game.
Or another example. On offense, my quarterbacks seem to do best with accuracy set around 60. The computer QB can do quite well with accuracy set at 40. These results are inconsistent.
So the question is: what do the sliders do? Or a better question would be, why have them?
Every player has ratings in a number of categories, and each player has an overall rating based on ratings in four areas key to that position. For example, a quarterback needs throwing accuracy and power, awareness, etc. An offensive lineman wont need throwing accuracy or throwing power.
Why cant gameplay simply rely on these ratings? One challenge in using the sliders is that many of the settings are intertwined. For example, if you want to improve your rushing game, you can increase running back ability and rush blocking. Or, you can decrease the CPU AI for tackling and breaking blocks, but this will effect the passing game, too. If you change both, you might give yourself too much of an advantage.
It would have been nice if EA Sports had given suggestions on how to use the sliders. Since everyone plays the game differently, they could only be suggestions, such as: If you want close game dominated by defense, we suggest setting all CPU and Human defensive sliders at 70 or higher, and all CPU and Human offensive sliders at 40 or lower.
Graphics
After getting Madden 2003, I have actually gone back to play 2002 again (Im trying to finish all the Great Games.) The graphics in 2003 have been improved over 2002, which is kind of surprising, because it didnt seem there was much room for improvement.
Compared to 2003, 2002s graphics are a bit . . . cartoony. That seems like a good way to explain it. The players look crisper, cleaner. Its really hard to put a finger on the difference, but if one compares 2002 and 2003, its easy to see. With 2003, the player animations are also better tackling, throwing, falling, jumping, and everything else look real nice. By the way, I'm running the game with a GeForce 3, which certainly helps.
Audio
The only notable difference here is Al Michaels doing the play-by-play instead of Pat Summerall. I have always thought Michaels was the pre-eminent football play-by-play man, but that doesnt mean he knocks my socks off in Madden 2003. To be fair, its not his fault; theres only so many canned lines the game can include. He does the best job he can.
Madden himself sounds just the same, offering the same trite and overused comments. But again, a limitation of the software.
The special effects sounds are rather generic. In fact, when a QB is sacked, or if another ball carrier receives an especially vicious hit, the sound is kind of like what youd get by slamming a car hood with a sledgehammer. Its not very imaginative.
Crowd noises are better than average. I have been playing as the Philadelphia Eagles, and when Duce Staley has good plays, running or catching, the crowd will respond with a neat Duuuuuuuuce, almost sounding like a boo.
Running game
Without changing the AI sliders, the running game is harder than 2002. But if you boost human RB ability and human rush blocking, one can consistently have 100 yard rushing games.
It does seem to me that the CPU defense is quicker, more aware. Linebackers flock to the RB and wrap up better than last year. Again, the CPU AI setting for tackling comes into play here, but I think they tackle better.
Passing game
Deep passes are much harder this year. Safetys are rarely out of position, so finding a receiver running free down the field wont happen often. I have found that post routes usually work, along with crossing patterns, especially those that have a slight downfield angle. Hitches are frustrating, because it will look like the receiver is open, but as you throw the ball, the CPU defender will turn around and be quick enough to knock the ball away, or worse. A lot of times, it seems like the defender knows what route the receiver will run. That makes knowing your play book a big key. There are some plays that completely confuse the computer defense, and I run those a lot.
Lately I have been playing with the CPU defensive awareness set somewhat low, at 35. Even at that setting, its hard to find receivers with a lot of separation from the defenders. The passing game is one area where the AI slider makes sense. My receivers often drop balls that hit them right in the hands. To fix that, I bump up the receiver catching slider. I usually have it around 60.
But the flipside is that I have been throwing for 600 yards and six or more TD passes each game. Thats not right. Something has to be done to get offensive numbers lower.
Special teams
With the 2002 edition, I could only rarely make a long field goal on the All-Pro or All-Madden settings. Even short kicks were hard. With 2003, Im having better luck. I think the kick meter isnt quite as fast this time.
Punting returning is improved over last years edition, because one can actually call a standard punt return play and be successful. For some reason, with the 2002 edition, if one used the standard punt return formation, the kicking teams coverage would always be right on top of the punt returner. The way around that was to always call the punt block play. Thats not necessary with 2003.
Playing as the defense
The CPU QB is a real gunslinger. Unfortunately, my defenders cant seem to stay with the CPU receivers like the CPU defenders can with mine. Thats even with human defensive awareness maxed at 99.
I have consistently stuffed the run, to such a degree that the computer offense will usually try less than 20 runs a game, gaining maybe two yards a carry. Perhaps in the interest of a better over all game experience, I need to set the CPU RB ability and rush blocking higher and not get too excited about giving up 100 yards a game on the ground.
New things
Replay challenges are included in Madden 2003. This is a really cool feature. Just like in real NFL games, each team has two challenges to use throughout the game. I successfully used a challenge when I thought a CPU receiver didnt have both feet in bounds on a catch, and the CPU did the same to me. Also like in real NFL games, all plays in the last two minutes of both halves are automatically reviewed.
In one exhibition game I played, I had a two point lead with 40 seconds left. I rarely take a knee to run the clock out, so I was running plays, trying for another score. My RB had a good gain, but then fumbled. A defender scooped it up and ran 50 or 60 yards for a TD! Now I have 30 seconds left to score a touchdown to win. But then the game notifies me that the play is being reviewed. As it happened, my RB was down. No fumble. I win the game. Cool!
But the system isnt foolproof. I had a play where my receiver caught a pass five yards deep in the end zone. Clearly a touchdown. For some reason, the CPU challenged the play. It gets overturned! The referee says The ball did not cross the plane of the end zone. What? It wasnt even close!
Anyway, I get 1st and goal at the ־ yard line, and run it in. It didnt matter in the end, but it seemed quite odd.
Madden 2003 includes a Mini-Camp mode to help gamers get familiar with the game. The player visits each NFL city, ostensibly on the John Madden bus, and tries to complete game drills, like kicking field goals or coffin-corner kicks. If the player completes the drill with a high enough score, a game situation is unlocked. I have to admit I havent looked into this much, but this appears to be the 2003 version of Great Games.
These drills are fun and after the rookie level, some are quite challenging. The long-time gamer may not need the drills to learn the game, but its a nice game mode. While one would likely not repeat the mini camps, one would return to try the unlocked situation.
With Madden 2003, one can play in Player mode, where the computer calls the plays. I tried this mode and liked it at first, but then I discovered some problems with the mode. On 4th down, for example, the play is either a field goal or a punt. If you want to try for a 1st down for whatever reason, you will need to call an audible and have your kicker or punter in the QB position. It would make more sense if the computer would ask if you wanted to punt, try the field goal, or run a normal play and try to get the first.
Also, I got frustrated with the plays the computer would call. For example, perhaps its apparent that the running game is doing really well, but the computer will keep giving you passes. In the end, I like the idea of getting plays from the sideline, but I would have preferred a little more input somehow.
One minor thing that I really like (and think is new this year) is the chance to audible to a flipped play. What that means is when calling audible, you can flip the current play. Instead of the X receiver running an out and the Z running a fly, and the RB running a pattern in the left flat, you can flip it and have the X run the fly, the Z do an out and the RB go into the right flat. One can also, of course, flip running plays. Nice.
Madden 2003 does not include a season mode, for some reason. If you want to play a season, you will have to use franchise mode.
Besides the current NFL structure of 32 teams in two conferences of four four-team divisions, Madden 2003 offers all the NFL Europe teams, and countless historic teams (which includes every Super Bowl team, every All Madden team and usually the teams that lost in the conference championship game, and ALL teams which the best players for each team, such as All Broncos.)
Players can customize to their hearts content, including the standard option of creating players and teams from scratch. Custom art is available, and players can even create their team logos with external software. I havent explored this option yet, but theres a lot of choices involved.
Overall
I do like Madden 2003 better than the 2002 version. Initially, I was very happy with the game, but after a few franchise games, I was again confronted by too much offense and too many points.
I think if I can be less concerned with my players stats and more concerned with gameplay, I can get the game to play the way I want it. After all, it matters to no one if Donovan McNabb has a QB rating of 105 or 75. Its not like Ill win an award if my QB has better stats than anyone else. All that matters to me is that I have fun, challenging games and win as many as I can.
For those who have never played Madden football or havent played it for several years, please consider this a 4-4 ½ star reveiw.
Recommended: Yes
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