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Power game

'Madden NFL 08' in league of its own for realism, innovation

Published August 17, 2007 at midnight

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How huge is Madden - the video game, not the broadcaster? Consider that last year it sold more than 2 million copies and grossed more than $100 million - in its first week of release.

Overall, more than 6 million fans bought Madden NFL 07, making it the best-selling game in North America. Since the original version of the game debuted in 1989, the franchise has racked up 60 million sales, totaling $2 billion.

Still not convinced? Now consider that Microsoft announced that it was dropping the price on its Xbox 360 console - a $50 reduction - timed to lure buyers at the same time this year's version of the football simulator hit store shelves this week. Such is the power of Madden.

So the developers at Electronic Arts' Tiburon studios know what the stakes and challenges are each year when they set out to create the next version. It's a delicate balancing act that strives to inject innovation into an 18-year-old franchise without straying too far from the ultra realism that is a mainstay of the game.

"The pressure is there," said David Ortiz, lead producer for Madden NFL 08. "Our biggest pressure is to make sure we make the game innovative enough that you need it every year. It's exciting to be on the team when you have one of the best versions."

And, of course, Ortiz - who worked on the 04 and 07 versions of the game - hopes this will be one of those years.

The first place the team looks for inspiration while developing the new Madden is the changes in the NFL itself, from the way salary caps and trades are handled to tweaks in the way coaches and players change the way the game is played.

But that's never enough. There always has to be one big thing, one major shift in the way the game is played that can be used to convince a Madden 07 owner that it's time to drop another $60 for Madden 08.

This year that big shift is the Player Weapons system, a tweak in gameplay that identifies the top athletes in the league and highlights their particular, sometimes uncanny, ability to do something better than anyone else.

The weapons, which show up as icons under the feet of particular players when they're on the field, include things such as "crushing run blocker," "spectacular catch receiver" and "stiff arm ball carrier."

Ortiz said identifying those uncanny players wasn't hard; the real trick was figuring out how to translate that ability into gameplay in a way that doesn't push the Madden franchise from reality to fantasy.

"We've always tried to go after player ratings, and speed has always been the important factor in the game," he said. "But in real life, in real football, players are great for more reasons than just being fast."

Take, for instance, Peyton Manning, a quarterback known for his ability to read the field and predict, in short order, what play is going to be coming from the defense.

"How do you take a guy like Peyton Manning and bring the things he brings to a coach, and give it to a player?" Ortiz said. "He's done so much film study that if you run stuff on him, he's going to recognize it."

So in the game Manning is a "smart quarterback," and over the course of a game you have the ability to press a button and actually see what play the other team has called before you hike the ball. (The game also has a defensive version of smart quarterbacks with players who can read the offensive play before it happens.)

While it may sound like some supernatural ability, the game's presentation keeps it from appearing like a gimmick or an element that overpowers gameplay. It is, as Ortiz had hoped, an excellent way to convey a particular player's natural abilities into a gamer's hands.

While Player Weapons, and the inclusion of a new, multifaceted franchise management mode are big draws to longtime fans of the franchise, what likely will sell the title to new gamers is its unbelievably crisp graphics and tight, deep controls that allow you to experience a game of football and also control it.

As with most versions of Madden, I initially was overwhelmed at the wealth of play options available at any given moment. You now can choose, for instance, not only to drive in a hard tackle by using one of the thumbsticks on the controller, but whether you want to tackle the person high or low.

Also, you now need quickly to scan those Player Weapon icons on the screen and try to figure out how best to exploit any weakness you see in their strategy.

Fortunately, the learning curve for Madden remains surprisingly easy to tackle, and within a game or two I found myself - an avid fan of not watching football - understanding and enjoying a sport I don't typically appreciate.

While the on-field graphics are the best I've seen so far for a sport's title, the game does little to capture the insanity in the stands, which is common at most games. The crowd looks a little too generic to convey a real sense of being there, and the sidelines seem almost bare.

There are some other missteps. For instance, the Wii version of the game just doesn't hold up graphically, and I found the newly introduced "Family Play" far too simplified to be fun.

But that does little to diminish the impact.

This latest version proves that a franchise that would be old enough to go to college can still shine.

But for how long? Ortiz balked at the idea of turning the game into an episodic franchise, a system that would be perhaps more suitable for a title that changes just slightly each year. An episodic Madden would likely be updated through an expansion pack purchased and downloaded directly to the console, something all three consoles currently support.

"That's something we may explore in the future . . . or maybe we won't," he said. "What's important to us is having enough time to deliver something relevant to our fan base. Right now we tie in nicely with the football season. It kinda works out nice. In addition, it gives us enough time to devote to coming up with these innovative ideas."

What's new

Madden NFL 08 offers more than just updated rosters. A few new facets:

? Read and react: Simple icons identify a team's "weapons": players with specific skills that can be used to turn a game, such as a spectacular catcher or a cannon-arm quarterback. Use the icons to quickly identify on-field strengths and weaknesses and create mismatches with your own "weapons," such as a shutdown corner or a brick wall defender.

? Front office mode: Take total control of a franchise from constructing a stadium and setting concession prices to hiring a coaching staff and drafting players, then manage your new team from unknowns to Super Bowl champs.

? Ring of a champion: Create and customize your virtual championship ring by increasing your Madden Gamer Level and earning in-game awards. Then buy a replica of the ring to wear in real life.

? Bet trophies: After you earn your trophies through skilled gameplay and successful seasons, bet them against friends or the computer during a head-to-head game of Madden.

? Bust and gem drafts: Drafted players can now turn out to be "busts" or "gems" a few seasons after you pick them up. Bust players play below their stats, while gem players play above them.

? Super sim: Don't feel like playing through a full game while running a franchise? Just have the console simulate the game and let you know who the winner was.

Best of the Maddens

The game looks a little different and acts so, too, depending on your console. What each has to offer:

? Xbox 360: Displaying on a 1080i high-def television at a silky smooth 60 frames a second, this is the best looking version of the bunch.

? PS3: With graphics nearly as slick as the 360 version and a bit of motion control, the PS3 gives you the best of both worlds.

? Wii: New "Family Play" mode strips Madden down to its essentials and makes it a game that everyone can and will want to play.