Madden NFL 08 (Wii)

Novel controls make Madden a party game?

by Andrew "GamerDad" Bub, 1/31/2008 12:00 AM

What's Hot: Better controls; Great mini-games; Awesome "weapons system"

What's Not: Family Play could be better

Crispy Gamer Says:

Buy It!
(Page 1 of 2)

After an impressive if a little half-baked debut on the Nintendo Wii last year, hopes were high for EA Sports and Tiburon. Using the Nunchuk and Wii remote to run, juke, stiff-arm, pass and tackle made the game feel different than traditional Madden -- not necessarily better, but definitely interesting. Well, Madden NFL 08 on the Wii still feels half-baked, but at least it's a little bit more interesting.

The game is warm and welcoming, offering tutorials and explanations throughout. This is a great way to ease into what's still a very complicated game.

The control system is a bit changed from last year. You still use the Nunchuk's stick to control your player, and but now most motion controls are mapped to the remote. On defense you can set up a double-team, and they've added Strip Ball to remote button number one. Hardened Madden players might miss the gamepad's convenience and responsiveness, but the novelty of flicking your arm forward in order to pass or moving it to the side to stiff-arm are is novel and fun.

Also on board and only available on the Wii is Family Play. Family Play eliminates the Nunchuk and controls all movement. The remote is still used to pass, juke, stiff-arm, and kick. This gives friends and family who've never picked up a controller a shot at playing the game, but it's frustrating to watch running backs miss obvious holes, defenders move away from the ball, and QBs do nothing to avoid the Blitz. Don't get me wrong, it works most of the time, but gamers won't have much use for it. It's a wonderful concept, particularly if you have small kids with whom you'd like to play, or maybe Grandma, but the ample tutorials and fairly intuitive, if odd, controls make learning the game a snap (pun intended).

The biggest addition is the new weapons system. Now star players on both sides have icons above their heads indicating the areas at which they excel. Favre's got a rocket symbol, for example, indicating that he's great at the long pass. Manning has a target symbol, and his favorite receiver has a hands symbol, showing that this is a combination of great accuracy plus great hands. Some running backs have a wrecking ball (power those guys into the line), while others are fleet of foot and should be sent to turn the corners. Symbols show which D and O linemen are walls or bulldozers and which pass rushers scare the hell out of Quarterbacks. True offensive and defensive stars -- say Brady and Urlacher respectively -- have the additional ability, after a time, to predict what the offensive or defensive play co-coordinators have called. This is realistic; some players can do this with uncanny accuracy in real life. This means, at a glance, you can tell if a play you've called is a good idea or a bad one. Don't send your Running Back into the middle if the D-line sports a run stopper. Beware passing to a receiver covered by a Big Hit Safety or you might watch him cough up the ball. Now you don't have to know that it's a bad idea to throw near Champ Bailey; the symbols tell even non-football fanatics who can do what. This feature encourages players to realistically change up their play-calling and avoid predictable ruts and money-plays.

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Filed Under: football, American football, American football sim, football sim, EA Sports, EA Tiburon, Madden, Madden NFL, NFL, Titans, Vince Young, single-player, multiplayer, E (everyone), Superstar mode
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