Tag Archives: ea sports

Catching up with MVP Baseball 2005

MVP_Baseball_2005_CoverartWe’ve had a warm winter up here in New England. That’s been especially true of late as Spring has really been in the air, even though it’s technically still weeks away. Whenever the weather starts to warm and the air has that damp taste to it, I start to think of baseball. Open windows, lemonade, Wiffle Ball out in the yard, and Spring Training on TV. Or rather, that would be true if not for the fact that we’re all basically self-quarantining this year thanks to the COVID19 virus, but I digress. This time of year makes me especially nostalgic for my college years when I had time to consume baseball in ridiculous quantities. I’d watch Baseball Tonight on ESPN religiously and look forward to the annual publication of the Baseball Prospectus handbook. As a fan of the Boston Red Sox, it was an especially good time to be a baseball junkie as the team finally captured World Series glory during that period. I had grown up a fan of the team watching the likes of Roger Clemens, John Valentin, and Mo Vaughn, among others always wondering what it would be like to see the team actually win something, but never really expecting it to happen.

It was during this period that I also spent many, many, hours with baseball video games. I had played some games on the my Nintendo Entertainment System when I was a kid, but the first baseball video game I fell in love with was the inaugural World Series Baseball for the Sega Genesis. I actually took the time to play through an entire season in that game more than once. The menus and interface were rather clunky, but the game itself was a blast to play. Back then, it was still a novelty just to have the actual Major League Baseball Player’s Association license alongside the actual MLB license. Many games had one or the other so you either had real teams with no-name players or real players on generic teams. After the 16-bit era ended, I drifted away from sports gaming. Falling in love with fighters, RPGs, and the occasional platformer meant I just didn’t have time. Perhaps getting a bit burnt out on some of those games is what brought me back when the PlayStation 2 era took off.

I bounced around from franchise to franchise initially when it came time to find a baseball game to enjoy. The first I came to love was 3DO’s High Heat. The gameplay was simple, but really fun, and it was the first title where I encountered a Guess Pitch gimmick as well as what has come to be known as Zone Hitting. Guess Pitch allowed you to predict what pitch was coming, guessing right meant a boost to performance while guessing wrong meant a penalty should you swing. Zone Hitting was an alternative to the cursor approach of World Series Baseball. With a cursor, you moved a reticle around the strike zone to try and guess where the pitch would arrive. You could try to adjust on the fly as well, though on the Genesis the response time made that difficult. With analog controls, it was easier, but it was never a mechanic I liked. Zone Hitting simplifies the cursor mechanic by breaking the strike zone down into nine zones or areas:  upper left, upper middle, upper right, middle left, middle-middle, middle right, bottom left, bottom middle, and bottom right. With a right-handed batter at the plate, pushing up and to the left (10 o’clock or so) meant your batter would try to hit a pitch that was up and in. It was a similar philosophy to cursor hitting, but required less precision. It made it much easier to adjust on the fly to a pitch and felt like a more realistic approach to the game.

High Heat was a lot of fun, but it really lacked the bells and whistles of other games. I would move onto the newer iteration of World Series Baseball put out by Sega and 2k which had the ESPN license as well. The 2003 version was the first time I played a baseball game that let you pitch with a camera placed behind the pitcher, like a television broadcast. I sunk many, many, hours into that game even though I never felt like I truly loved it. I wanted something more, and EA had an answer.

EA had been the market leader in the 32 bit era with its Triple Play franchise. That one was allowed to grow stagnant though and was in need of a serious overhaul. The PS2 edition was not well received, causing EA to make the drastic decision to axe the franchise in favor of a new one:  MVP Baseball. MVP immediately caught my attention due to the inclusion of a pitch meter. Borrowing the popular mechanic often seen in golf sims, the pitch meter was a way to add more player involvement to baseball. Basically every baseball game up to that point left the precision of where a pitch ends up to the A.I. of the pitcher being used. The meter puts some of that back in the hands of the player as they push a face button on the controller corresponding with the pitch they want to start the meter and hold it down to increase velocity. As the meter fills it turns from blue to red. Letting go brings the meter swinging back the other direction where another timed press needs to be initiated to stop the meter in a green zone. Depending on the effectiveness of the pitcher, the effectiveness of the selected pitch type, amount of velocity, and the pitcher’s level of fatigue, determines how large this green area is. This helps to separate the good pitchers from the poor ones, but also means players who are really good at using the meter can get the most out of the back of their bullpen.


The standard view of the game. EA was quite proud of the picture-in-picture base-running at the time.

The first version of MVP Baseball was a bit rough around the edges. I passed on it, but I did so with the intent of buying the next version assuming EA ironed out the kinks. And they did, for the most part, as MVP Baseball 2004 ended up being my chosen game that summer. It was great, and the only blemish was the dreaded lefty glitch. Left-handed hitters had their power squashed to the point where the only way to usually hit a home run was to hold up and in on the analog stick and sit dead red. Come the following year though, that glitch was rectified and it was no longer exceedingly difficult to launch bombs with a hitter like David Ortiz. In addition to that, the game also had a robust Owner Mode added to go along with the popular Dynasty Mode from the prior year. Single-A affiliates were added to both modes giving players access to a deep minor league system. Additional mini games sweetened the deal and many fans seemed to agree that MVP Baseball had become the premiere baseball video game of its time.

Unfortunately, that was the last iteration of MVP Baseball as a Major League franchise. A few months before release, EA shocked the sports gaming world by locking up the exclusive video game rights to the National Football League. This put an end to the 2k franchise NFL 2k and set off a mini arms race for league rights. 2k responded by locking up the exclusive third party rights to Major League Baseball. This meant the end for both of my preferred sports franchises, and I was devastated. A college edition of MVP followed, but it just wasn’t the same for me. The only silver lining is that 2k’s deal did not prevent first-party publishers from licensing MLB for their games opening the door for Sony San Diego’s MLB The Show which has become the new standard in baseball sims. 2k’s World Series Baseball deteriorated into mediocrity eventually leading to the cancellation of the franchise. As far as I know, nothing is preventing EA from getting back into the baseball business, but baseball games aren’t as hot as football so apparently nothing has convinced the publisher to do just that.

As I have with the last edition of NFL 2k, I’ve found myself compelled to revisit the greatness that is MVP Baseball 2005. I’ve never been as compelled to return to it as I was with the NFL product, but I think that has a lot to do with the quality of The Show. The Show was never shy about taking from MVP what worked making the early versions of it feel like a clone of sorts. It eventually found its own identity, and I’m quite confident in stating that modern versions of that franchise are superior to MVP Baseball 2005, something I also had to begrudgingly admit when it comes to modern Madden vs NFL 2k5. Still, that doesn’t mean MVP has been rendered irrelevant. There’s a reason a dedicated modding community has continued to exist for the PC version keeping the game as up to date as any other. Since I have a PS2 copy, I can’t take advantage of such things, but that’s fine by me as part of the joy of playing this is seeing the old rosters largely populated by players who have since retired.


Most of the players look all right, some are certainly better than others. Most have this same “dead eye” look Manny has.

EA has always been great at adding a layer of polish to the presentation of its games and MVP carries on that tradition. A fun video intro gets the game rolling along with an introduction from a real life player, coach, or fans letting you know “If it’s in the game, it’s in the game,” a slogan heard many times back then. Boston’s Manny Ramirez was the cover athlete for this edition I guess owing to him being named World Series MVP the prior season. Since this is the game that comes fresh off that legendary title, it makes it quite easy for me to find affection for it, even if the 2005 Red Sox weren’t a particularly fun bunch.

I’m playing this game on a PlayStation 3 hooked up to a modern television. I feel this should be mentioned because out of all of the sports genres, baseball games have benefitted the most from high definition. It makes the batter/pitcher interface a lot easier to see for my aging eyes, so going to a more grainy presentation like this takes some adjustment. MVP added a new mechanic for the 2005 edition that color codes pitches as they’re being delivered. The best and most difficult pitchers hide the ball during their wind-up making it tough to see what’s coming until the ball has left their hand. No color means a fastball variant, while red indicates a breaking ball, green a change-up, and purple for sinking pitches. This makes up for the game’s resolution being too low to properly show rotation on the ball. And since pitchers change speeds often, it doesn’t make things that much easier. A pitcher that throws both a curveball and a slider, for instance, has an advantage over one that just has one breaking ball as there is still a reaction element at play as both are colored red. I find the older I get the worse I am at reacting to a good fastball, so in replaying this one I find I like to wait for a change-up and only sit on heat if it’s something I know I can handle.


Meet Bizarro Kevin Millar.

The graphics in 2005 when the game launched were pretty good, but obviously are a bit lacking today. For the most part, the superstars look the way they should. I think the game does better with the players who have extensive facial hair as it allows them to cover-up a jawline. On the Sox, Jason Varitek and David Wells look particularly good, while Curt Schilling and Keith Foulke hardly resemble their real-life self at all. This was also an era where there were still scab players in the Majors from the 94 strike season who were never allowed entry into the MLBPA as a result. That means a guy like Kevin Millar is replaced by a fake player who does not resemble the real world version in the slightest. Barry Bonds also famously opted out of the licensing agreement apparently thinking he could land his own game or something (he never did) so he’s also been replaced by a fake guy. Some animations are also better than others. Certain swings look great and others do not. Surprisingly, Manny Ramirez’s swing is a bit iffy even though he was the cover athlete. I think that’s partly the result of too much scrutiny being put on him because he’s the cover athlete to make his swing unique and “special” when it really didn’t need much.


The mini games were a lot of fun in 2005 and they still are today.

I found the mini games were a good place to start in coming back to this title. The pitching mini game is pretty addicting as it turns pitching into a block puzzle game. You have a time limit and need to accrue a certain amount of points to move onto the next round. To do so, you toss pitches at the strike zone which has been filled with colored bricks which correspond to a given pitch in the pitcher’s arsenal. Simply breaking a brick with a pitch will net you some points, but to really drive up the score you have to stack like-colored bricks to create a large swath of that color and then bust them all up with a single pitch. The hitting mini game has you select a hitter and a pitcher (just for their delivery animation, their arsenal of pitches isn’t affected as all will be able to throw everything) to swing at ten pitches. Before each pitch is thrown, the game tells you what it wants you to do with the pitch and gives a general idea of where the pitch will be. Usually, it will want you to either hit a fly ball or grounder, and it will want it to one of the three fields:  left, center, right. Hit both goals and you get a bunch of points plus a point for each foot the ball travels, hit just one and you get a smaller goal or if you miss the goal all together you can still salvage some points via the foot bonus. Miss and go the complete opposite way and you’ll incur a penalty. A foul ball always results in a score of zero. In the field are also obstacles and opportunities for more points. Hit a tractor cutting the grass for an extra 1,000 points, while strike one of the discarded automobiles beyond the outfield fence will also net a small bonus. There’s a vortex that will spit the ball back at home plate as well as ramps which will either reward or penalize the hitter by either speeding up the ball or deadening it. Both games are quite fun, but I found the hitting one to be especially addicting. It’s great to play with a slugger, but I think my favorite hitter to use may be Ichiro since his bat control is amazing.

The other modes, and the ones I used to spend most of my time, are Dynasty and Owner Mode. Dynasty is your typical season or franchise mode. You select a team and basically take over the duties of a general manager. You build the team using the funds dictated by the owner and oversee development of the minor leagues as well. You’re free to play the games, sim them, or manage them. Manager Mode is pretty entertaining and allows you to make a managerial decision for each plate appearance in a game. It’s a quick way to resolve a game while also giving you some involvement. The Show has implemented such, but takes it too far by actually putting you in the game for every pitch which just makes it drag and defeats the purpose.

Owner Mode was new for the 2005 game and it’s basically a more robust version of Dynasty, but with a few added quirks. For starters, you begin the mode by building a new stadium. It’s kind of neat, but really limited. It also feels a bit sacrilegious to select the Chicago Cubs only to not play in Wrigley. This is mostly done though to force you to start from scratch as the way to make money in this mode is by selling tickets and other items related to the ballpark. You need to amass a lot of money to add more seats and concessions if you want to afford the best players. This actually makes selecting a big money power house like Boston or New York really challenging as you’ll struggle to make payments early on. You may even need to jettison some of those expensive veterans just to scrape by.

Owner Mode is pretty neat for what it is, but it’s almost too involved for my taste. I much prefer to be a virtual GM and leave the mundane stuff like ball park maintenance to someone else so Dynasty Mode is where I’m at. And Dynasty Mode is quite good at what it wants to do, but it does come up short compared with modern titles. For one, the interface was never great. Some of the menus are clunky and I miss the feedback of The Show’s trading screen which let you know if a proposed trade was likely to be accepted or not. It feels like a guessing game and since you don’t even know what an A.I. controlled team is after you have little to go on. The same is true for negotiating contracts with players. On my virtual Red Sox team, Bronson Arroyo was unhappy because he was only making 300k. He wanted 2 years at 3M, but I countered with 3 years and that apparently pissed him off. I then upped my offer to 3.5M per year, and he just got angrier. You would think a guy would love a 1,000% pay increase and job security, but I guess not?


It is quite a trip to look at these old rosters populated almost exclusively by players who are now retired.

The Player Morale feature is perhaps the most annoying. Players are basically controlled by how often they play relative to the role dictated by their contract, how well they’re playing, and by how much money they’re making. What’s really annoying is that the default roles are way off. Every starting pitcher on the Red Sox, for example, is classified as an MLB Ace. This means they expect to be in the #1 starter position on the depth chart, but obviously there can be only one. Curt Schilling is rightly classified as an ace as that was his status at the time, but even Tim Wakefield has that distinction as does Wade Miley who in the real world had signed a small deal with Boston because he was coming off a major injury. Similarly, guys in the lineup who were added to be platoon players (i.e. they only start when the pitching matchup favors them due to the handedness of the pitcher) like Jay Payton are rated as “MLB Every Day” so they expect to start every day. When players are not deployed in their specified role, you can try and sign them to a new deal to better reflect it, but good luck there. The only other options are to either trade them, release them, or demote them. Somewhat thankfully, the game does not have a realistic system for sending players to the minors so anyone can be sent down. In the real world, a veteran can’t be demoted without consent forcing you to release them.

Another unrealistic aspect in the game concerns minor league players. Twenty years ago, the MLB PA was really hesitant to allow actual money in its games and accurate contracts. They felt it did them no favors to have fans be able to easily see how much money they were making. That was loosening by the time MVP 05 came out, but perhaps it’s why the contract system isn’t perfect. In the real world, a player needs to accrue six seasons worth of service time to qualify for free agency which makes it very easy to hang onto up and coming players. In MVP, they just have a contract that must be dealt with like any other so you could actually lose that star shortstop on your Triple A team before he even sets foot in the Majors. It’s annoying, but it was the standard then. One thing the game does do well though is give you opportunities to improve these prospects via the mini games. During Spring Training, you can put your best prospects through those games which earns them a permanent boost to their underlying stats. My biggest complaint with The Show is that prospect development sucks with most just staying the same. In this game, your can’t miss prospect will likely blossom into a true star if you keep at it. The other unrealistic aspect of Dynasty Mode lies in the offseason. That’s when the draft takes place, even though that actually happens during the season in the real world. It’s not a big deal, but worth pointing out. The offseason is also condensed into 6 weeks for free agency in which you make an offer, sim to next week, and go from there. You’ll be able to track the best offer made to each player and adjust accordingly, or they’ll sign. This is where the player role actually adds to the experience as you may not want to pay someone to be your ace pitcher, for instance, but perhaps you can offer more money. Every player has a desired contract length, amount, and role so it allows for some variety in the negotiations.


A fairly robust Minor League system makes player development a lot fun, but also introduces more cumbersome rosters to manage.

Dynasty Mode is fine for what it is, but none of it really matters if the actual game doesn’t hold up. I’m happy to say that while it certainly has aged, the game is still fun to play. First of all, it moves much faster than modern games which is very much appreciated. I’m used to a game taking over an hour, but I find most of these ones take about 35-40 minutes. The pitch meter takes getting used to, but it’s still a strong mechanic. Hitting is a little less enjoyable. MVP uses zone hitting, referred to as the Pure Swing System, though with the added quirk that pushing up on the stick is done to hit a fly ball while down is meant to influence a grounder. It’s an odd mechanic, but the game largely seems to work best with the old “see the ball, hit the ball” belief and just put the stick where the ball is. If the pitcher throws a down and in fastball, just put the stick down and in. You may still elevate the ball. That’s something that seems more true of the 05 game than the 04 one, but I don’t know if anything was actually changed.

The shortcomings of the game itself are largely technological, but the clunky menus do still present a minor obstacle. Outside of games, managing your various rosters is a chore. They’re slow and not well organized and I wish players had numerical ratings instead of these meters for comparison. In game they’re only marginally better. If you try to access every thing via the Pause menu, you’ll find them slow and lacking in options. For example, you can’t access your bullpen while your team is hitting, so if you forgot to get someone warming before the previous half inning ended then you’re stuck with your current pitcher. That is, unless you realize you can access your bullpen from the Quick Menu achieved by holding down R2 at anytime. The Quick Menu is convenient, but it’s silly that certain functions are only accessible via it. Like many sports games, you’ll also encounter a glitch here and there. I’ve recently run into two such glitches. On one, the A.I. controlled outfielder threw wild into the infield following a flyball out. The ball sailed past the catcher and then just sat on the grass. No one would go get it. Thankfully, I had a runner on second so I had him run around the bases and score which moved things along. It was disappointing though as I was in a one-run game at the time and that was a cheap way to double my lead. Another glitch occurred when my third basemen caught a little pop-up. I don’t know why, but it was scored a hit even though the ump said “Out.” I even checked the replay to make sure it wasn’t a high chopper or something or to see if my player dropped the ball, but no such thing occurred. Thankfully, I got the next batter to hit into a double play.

By far though, the biggest weakness I found with MVP 05 was the artificial intelligence of opposing managers. Even though each game in Dynasty Mode has an impact rating, opposing managers treat every game the same. If you’re in an elimination game and get out to an early lead against the starter, don’t expect him to be pulled. And if he is, you can bet the mop-up man is coming in and he’s going to pitch multiple innings no matter what. He might even do that multiple days in row! You can’t see how much stamina the opposing pitcher has unless you’re in manage mode, but the A.I. managers have no qualms about throwing a guy who is spent. It makes the Playoffs feel less special than they should. I also find the difficulty hard to manage. Simply put, playing on “Pro” or medium difficulty results in a game that’s way too easy. I routinely win games 8-1 or 5-0 on that setting. Bump it up to hard and the inverse becomes the norm. I also found it really hard to strike guys out. Back in the day, I was good enough at the game to hold my own on the hardest setting, so maybe just playing a hundred hours would solve this problem, but I no longer have that kind of free time to devote to a sports game.

The other presentation aspects of the game are less important to me, but worth mentioning. Duane Kuiper and Mike Krukow provide the commentary and at the time it was considered really good, but now sounds really limited. Sometimes they give away plays right off the bat which is annoying like when you’re trying to run down a lazy fly and Kuiper calls it a hit while still in the air. The licensed music is basically a mixed bag, you might like it, you probably won’t. It gets repetitive, though I was surprised at how nostalgic it made me feel. Granted, those feelings didn’t last all that long.

I’ve said a lot of words about MVP Baseball 2005 and I could keep going. There’s a lot to dissect with sports titles like this because there are so many nuances to the gameplay, too many to cover them all. Some of those nuances matter more to certain players, but ultimately I think the gameplay here is still fun and a good representative of what the actual game of baseball was like in 2005. I wish the A.I. was better and the contact system more realistic, but if I want that I have modern titles to look to. The real question is will someone who never played this game who has heard how great it was for 15 years be impressed if they pick it up today? It depends on their perspective. If they weren’t playing games 15 years ago, then they probably won’t, but if they’re at least modestly familiar with baseball games of yesterday then they just might be blown away. Anyone who spends enough time with it will probably find something to like, even if it’s just the mini games or the oddly addicting Manager Mode. In short, the game holds up as one of the best baseball titles ever made.

Catching up with ESPN NFL 2K5

images-72It used to be that the world of sports video games was a free-for-all.  While various movie, television, and comic book licenses were sold off to developers, seemingly anyone could produce a football, baseball, basketball, or hockey title and pony up the dough to get a professional league’s endorsement of their product.  Before that happened though, publishers had to first find out there was value in that.  It used to be that most sports games were just about the sport.  Most of the games on the NES and before were just called Baseball or Football while other publishers would get a little more creative and gives gamers a title like Blades of Steel.  Eventually publishers saw the value of marketing with star power, but before they went the route of acquiring full league licenses they tried the marque player route that put Larry Bird on our 2600.  I don’t know what the first game to get a full league license was, but I do know that the first one I played was World Series Baseball on the Sega Genesis.  All of the teams I was familiar with were now present as were the different players.  Licensing agreements between leagues and their respective player’s unions made this possible (even though some mega stars liked to opt-out of these agreements and annoy gamers throughout the country; I’m looking at you, Michael Jordon) and sports games became more authentic as a result.  This was the status quo for a long time and for some leagues it still is.  For football though, that’s no longer the case and hasn’t been for a long time.

This was basically the cover of every sports game pre 1994, just swap out the athlete with another.

This was basically the cover of every sports game pre 1994, just swap out the athlete with another.

EA Sports has been the king of the virtual football world for a long time now.  Originally Tecmo held that honor with its popular line of Tecmo Bowl games but when those failed to evolve EA, partnered with John Madden, stepped in.  EA’s games thrived during the 16 bit era, especially on the Genesis which performed exceptionally well in the United States.  There were other competitors, most notably Acclaim and eventually Sony’s 989 Studios, but Madden was generally regarded as the best.  When EA announced that it would not support Sega’s new Dreamcast console it was a mighty blow to the doomed machine.  Sega had more or less won the 16 bit wars with sports titles but now found itself without its star general.  Sega did what only Sega could do:  develop its own NFL game.

Visual Concepts and Take-Two Interactive led the way with the inaugural NFL 2K in the late summer of 1999.  Sega showed off an impressive demo at E3 earlier that year that had caught the eye of many gridiron gamers but few really expected Sega to deliver a game in its inaugural year that was worthy of challenging Madden.  Sega had put out a few football titles on the Genesis but making a football game in the 3D era was totally different. The naysayers were proven wrong as NFL 2K was a critical and commercial success for the fledgling Dreamcast, and even though it wouldn’t be enough to save the console, it proved worthy of hanging around.  It’s timing was perfect too as Acclaim’s Quarterback Club was growing stale, and 989’s NFL Gameday had completely fallen off.  Madden was left to run unopposed for the most part, and needed a worthy adversary to prevent it from sharing the same fate as its vanquished foes.

Though it may be hard to imagine today, Madden was mostly geared towards casual players back then.  The game was at its best, and most fun, when dropping back to launch a deep ball down the sideline to Moss.  No longer confined to the world of two-dimensional sprites, Madden was fully realized in 3D but the oddly proportioned and stiff animating player models left something to be desired.  NFL 2K was the shiny new muscle car parked next to the Madden station wagon.  It was faster, leaner, and more explosive.  Running the deep post with Moss was now even more fun than it was before, and things like running the ball and rushing the passer no longer felt like chores between pass plays.  Madden wanted you to have fun, NFL 2K wanted you to experience NFL football.

Go ahead, try and stop him.

Go ahead, try and stop him.

The debut game was not perfect, and a lot of the front end needed some polish, but the presentation shined in other areas.  Commentary from the fictitious duo of Dan Stevens (Terry McGovern) and Peter O’Keefe (Jay Styne) felt vibrant and alive even without the name recognition.  A sports ticker scrolled by to update the player on other games and replays were used judiciously.  When dropping back to pass, the player no longer had to call up the button assignments for receivers, they were already present.

Visually, the game was a tour de force when compared with Madden.  Madden did a good job with player faces, but 2K topped them everywhere else.  They were better proportioned, but mostly they just plain moved better.  Madden was always stiff and steering a running back thru the defense felt like steering a boat.  In 2K, players were quick and cutting left and right.  When the gap between blockers was minimal they turned their bodies to squeeze thru the tiny hole.  When the ball was in the air receivers would leap over defenders if they had to in order to pull it down while a tiny scat-back would get blown up if trying to truck a stout middle linebacker.

Playing the game was also fast and just generally more entertaining.  Passing the ball was a true blast as so many weapons were made available to the player.  Quarterbacks were not restricted to the play called as far as how the ball would travel thru the air.  If the player wanted to lob it, he could.  If he wanted to put a little extra mustard on the throw to zip it into tight coverage, he could.  Maximum Passing meant players could intentionally under or over throw targets with a flick of the analog stick.  Have an agile receiver running outside with a corner over him?  Under throw him so only he has a play on the ball.  Have a tall receiver streaking towards the back corner of the end zone?  Take advantage of his height and toss it up.  He may not come down with it, but neither will the defender.  Knowing how to pass the ball to each receiver is a must for continued success.  If your stone-handed blocking fullback is open in the flat it’s best to lob him a softy than toss him a bullet that will probably bounce of his face-mask.  Knowing your personnel is equally important in the running game as scat-backs like Warrick Dunn are not likely to find much success between the tackles.  Get those guys in space where they can spin and juke their way to pay-dirt and leave the stiff arms and truck maneuvers for the likes of Mike Alstott.  NFL 2K also proved that defense could be fun.  Playing the line and rushing the passer was a game of cat and mouse.  You may find initial success with a certain technique but offensive lines will adapt and double you if necessary.  Playing in the secondary and trying to stick to a receiver was extremely difficult and only for the true pros, but hanging back and making plays on the ball with a safety was both rewarding and fun.

NFL 2K was here to stay, and though Madden routinely topped it in sales, EA wasn’t pleased to have legitimate competition.  EA was especially perturbed when 2K5 (now dubbed ESPN NFL football) was released for only 20 bucks.  This was the last straw and soon EA locked up the NFL license (along with the NCAA, Arena League, and others) and basically put an end to Sega’s annual football game.  This was especially unfortunate as 2K5 was a godsend for football fans.

The addition of the ESPN license meant full animated game intros hosted by a virtual Chris Berman.

The addition of the ESPN license meant full animated game intros hosted by a virtual Chris Berman.

Earlier games in the series had their own issues.  Not all would be solved but by the time 2K5 came around a lot of them would be.  Earlier games featured an over-powered run game.  Perhaps VC and Sega really wanted to make running the ball as fun as passing, but by making it so effective they messed up the balance.  Changing the blocking patterns and playing up to the difference in backs (power vs finesse) helped to solve this.  The dreaded suction-blocking was also less of a problem come 2K5.  Suction-blocking is a fan-coined term that described the game’s programmed blocking animation that forces a defender to engage.  Even when controlling a defender manually, it was something the game forced upon those who played.  Madden was plagued by it too and would be for some time longer but 2K found a way to nearly eliminate it come 2K5 (though it was still hard to disengage from a blocker).  Earlier games were light on options and Madden seemed to always trump 2K in this department, but 2K5’s franchise mode was quite robust and a series of challenges in the ESPN 25th Anniversary section kept gamers busy.  Other additions, like the virtual Crib and first-person football, were there for those who wanted it but were mostly duds.

ESPN NFL 2K5 is kind of like the NFL equivalent to WWF No Mercy.  A lot of football fans to this day still feel it’s the best of the best.  I was a 2K guy and before the series went multi-platform I rarely played a football game.  Madden never felt right to me, and the most fun I had with a football game was NFL Blitz.  NFL 2K2 was my first taste of the series and I was hooked.  To this day, I’ve only owned two versions of Madden with all coming after the exclusivity agreement.  Neither entertained me as much as 2K5 did, though the inaugural Madden on the Wii did entertain me for quite a while.

Visually, the game is no longer a tour de force but is far from ugly.

Visually, the game is no longer a tour de force but is far from ugly.

With the NFL season winding down, I’ve been going back to 2K5 recently to see how it holds up.  A lot of the flaws I remember still jump out at me.  Lead blockers can be annoyingly dumb.  Perhaps it’s because of the whole suction-blocking thing getting blown up, but a lot of the times a blocking fullback will run right by a blitzing linebacker or defensive end and head straight for the next level.  This does my running back no good since he doesn’t have a chance to get into the secondary when a guy is already all over him at the line scrimmage.  Receivers tend to be too stone-handed with 3 or 4 drops a game from my receiving corps being a common sight.  I know guys are going to, on occasion, drop an easy one but it seems to happen too often.  Defensive backs are also really good in man coverage.  While receivers are not omniscient, they don’t know the ball has been thrown in their direction if they haven’t actually turned to look, corners seem to know exactly when to break off their assignment whether they’re watching the QB or trailing a receiver.  It makes it hard to find the “gimme” completions and even check-downs can be an adventure (why do so many check-downs to backs in the flat or receivers running out patterns result in incompletions?!?).  There’s also the matter of the near game-breaking QB evasion moves initiated by flicking the right stick.  Even statues like Drew Bledsoe can shrug off what looked like a sure sack and as a result I rarely use it because it feels cheap.

Not everything VC brought to the table proved to be a good idea.

Not everything VC brought to the table proved to be a good idea.

A lot of this stuff would be rectified by now as most are AI problems.  And at least it goes both ways.  The CPU will miss out on some easy completions because of receivers that can’t make a clean catch.  And your team will also have some pretty sticky cover guys of its own to roll out.  Since the 2k series was shelved, Madden has adopted a lot of what made the series great including guided passes and placing more emphasis on animations.  2K is still fast though, even compared with the current games, and still a blast to play.  I love approaching the line, checking the coverage, and adjusting the play on the fly.  I wish there were more robust audible options, but the hot routes make the majority of plays incredibly customizable.  If a defender is playing way off the line I’m happy to check into a short pattern and if I notice a corner has no safety help on a speedy receiver I’ll audible to a fly or slant pattern.  The adaptive AI reduces the presence of money plays which dogged older football games.  Sure, most will still have a few go-to plays for certain situations but good gamers will experience the full playbook as opposed to a handful of the same plays.  Few things are as rewarding in gaming as executing a perfect stop-and-go with an expertly timed pump-fake followed by a deep lob over the top.

My head tells me that the recent versions of Madden have likely trumped ESPN NFL 2K5 at this point.  The game came out over 8 years ago so surely it’s been improved upon by now.  My heart though won’t allow me to admit it.  When I play Madden I enjoy it but it doesn’t pull me in.  When I turn on 2K5 for a game I can’t stop at just one.  Not even the dated rosters can dim my enjoyment of this one though it does sadden me that the series was cut down in its prime.  There is hope though as EA’s license agreement with the NFL will expire at the end of this year and it was announced that Take-Two will revive its long-dormant NFL franchise in 2014.  It seems hard to believe that the developers could come in and create an exceptional football game after 10 years without the NFL license, but that just puts Take-Two and Visual Concepts in the same position they were in back in 1999 and we all know how that turned out.

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