When the original NFL Fever 2000
came out for the PC, we liked it for a lot of reasons. At that time the PC football game
market was dominated by the Madden monopoly, and it was nice to see anyone attempt to
break into it. NFL Fever did so with a stunning debut. It was exceptionally prettyat
that time the best-looking football game ever, and its passing game was passably realistic
and a hell of a lot of fun. But it had some real weaknesses too, including a nonexistent
stats tracking feature and a broken running gameas in it was impossible to run, even
against really bad teams. No problem, we thoughtgive the boys at Microsoft a year to
tweak this stuff, and when NFL Fever 2001 comes out, well have a game that can
really give Madden a run for its money. But then, alas, we heard there would be no more
NFL Fever for the PC. Instead Microsoft would be designing these games for some damn thing
called the Xbox, which to us PC football fans in the pre-Dreamcast/PS2 world seemed like
the worst thing in the world. Well, two years later the first iteration of NFL Fever for the
Xbox, NFL Fever 2002, has been released. Overall, its still a lot of arcade fun, and
it still looks great. Even better, the running game has been fixed and a great stats
package included. But its not a very realistic game, and I doubt it even aspires to
be onemostly because its far too easy to throw long TD passes and break off
long punt and kickoff returns. NFL Fever should probably be called Big Play Football, and
if youre OK with a game that rewards just about every offensive possession with a
touchdown, youll like it just fine. On the other hand, hard-core realism fans should
probably stick with Madden.
NFL
Fever comes loaded with features, including a very nice training camp that familiarizes
you with the games controls and allows you to unlock fantasy teams. The games
practice mode is both very useful and easy to use, and allows you to try out plays before
facing a live opponent. The game also includes a dynasty mode good for 25 seasons with
drafts and a fantasy challenge mode that will pit you against some very challenging
fantasy teams like the War Elephants, Skeletons, and Hackers. You can also unlock fantasy
teams to play and fantasy stadiums to play in. The games powerful player editor
allows you to create players or even edit existing ones, and a general manager feature
allows you to wheel and deal to your hearts content. All told, NFL Fever has
features to equal those of any other game out there, including an excellent stats package.
The games interface is solid, though it could use a little tweaking.
But the
best thing about NFL Fever is its graphics. It just looks great, with the best eye for
detail of any NFL game and varied and very smooth animations. Player modelsthough a
little bulkylook even more photorealistic than the NFL 2K series, and player
animations are spookily accurate. Running backs make beautifully fluid cuts, receivers
dive gracefully for passes, linemen lock up and muscle each other around. Crowds and
sideline details are especially good, and very much better than Maddens inexplicably
hideous ones. All the games stadiums are nicely drawn and atmospheric, except for
the ones that have no atmosphere. The games sound effects are also top
drawertheres much grunting and bashing, and big collisions will make you
cringe. And while the games voice commentary has all the usual weaknesses of video
football commentaryits repetitive, its sometimes wrong, and its a
little hokeythese are also the usual weaknesses of real-life football commentary, so
what did you expect?
So, the
games packed with features and damned good-looking. While these are definite pluses,
in the end a game will stand or fall on its gameplay, and NFL Fevers gameplay has
its ups and downs. Lets begin our discussion of NFL Fever gameplay with an
examination of its strongest suit, the running game.
NFL
Fevers running game model is excellent, which was a pleasant surprise. Gone, it
seems, are the days when you just could not run in console football games, and in NFL
Fever you can actually win games with a ground control offense. Especially against the AI,
youll have to mix in the occasional pass here and there since the AI does a good job
of spotting tendencies and reacting to them, but a good running team can grind it out and
control the clock. Controlling the runner is smooth and easy, and with moves like turbo,
spin, shoulder charge, straight arm, juke, and hurdle, you can bust a lot of moves on a
defender. None of these moves is too overpowering, however, and just pushing buttons and
wiggling the controller wont get it. Defending against the run can be a challenge,
especially since loading up on the line leaves one unrealistically vulnerable to the long
pass (more on that later), and taking control of a linebacker helps a lot in run stuffing.
If NFL
Fever were nothing but a running game, Id give it five stars for both realism and
playability. But the passing gameespecially the long gameis far too effective
against defenses, especially defenses even marginally worse than the offense. Its a
sad fact that you can as the Chicago Bears run a Cover 2 zone against the Detroit Lions
all day, and Herman Moore will still catch three long touchdown passes in a game,
something he has not managed to do in what, all of the last five years? And this happens
even at the highest difficulty levels. Its a strange thingthe short passing
game seems to work pretty well. It requires fine timing to run well, and a defender can
even force a number of interceptions if the offense throws short into a crowd. But the
minute a receiver running a fly route gets a step on a safety in single coverage,
its over. And since receivers come open on fly routes against deep coverages far too
often, NFL Fever often degenerates into a track meet won by whoever controls the ball
last. Theres little incentive to coordinate a precise drive down the field when you
can just fade back and huck away with a much better chance of success. Im sure this
was done for the casual gamer who actually believes that Charlie Batch can throw six
touchdown passes in a game, but its a real disservice to the hardcore football fan
that that a game with as much beauty and potential as this one does not include a
realistic setting.
Special
teams play has its problems as well. There are far too many long returnsespecially
kickoff returns--in the game, and youll quickly learn that a well-turned spin move
or two can get you beaucoup yards an most any return. Again, these sure are thrilling, but
theyre not really like football. As with everything else, the kicking game has
excellent control, even though its much more difficult to kick a field goal, even a
short one, than it should be. It takes a while to get the hang of this, and its
practice time well-spent to get it down.
As far
as general gameplay observations, Ive found that the opposing AI is actually pretty
good, and does react to your style of play. If you grind it out, it will put eight in the
box and dare you to throw. If you throw a lot, it will drop its defenders into coverage.
The game allows you to call audibles and run hot routes, and gameplay is quite
fastfaster than Maddens for sure. Though some have complained about this, I
dont mind at all. The NFL is fast, and being forced to make quick decisions
on any given play is a large part of why so much can go wrongor rightduring a
game.
Overall,
NFL Fever is a good-looking, feature-packed, fun football game that casual fans will love
for its high-scoring shootouts. Unfortunately for realism fans, its far too easy to
make big plays in the game, and theyll be frustrated by a game that comes very close
to answering their prayers in almost every other way.