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Reviewed: NFL Fever 2000
Author: Chris Kim       Date: November 13th 1999
Page: 2

As with just about every other football game out there, NFL Fever 2000 has all the features of other football games and the fully licensed NFL trademarks, that allows the game to have all teams, stadiums, and players in the game. The game features all the teams, players, stadiums and every other aspect of the game. Unfortunately, there are no historical teams or an all time legends team, which is a bit of a bummer. But that does not reflect poorly on the game. The game itself is plenty of fun. It may be though that NFL Fever 2000 is just a reverse engineered Madden, the fact is that both games have two distinctly different styles of gameplay. NFL Fever 2000 is slightly faster paced and hard hitting, while Madden is a more accurate simulation.

Can't Catch Me
Sack Mr. Favre?
Give It To 'Em

As stated before, NFL Fever 2000 is a faster and more upbeat game than Madden is. NFL Fever 2000 features all of the great aspects of the game, which keeps it a true to real simulation, while also making it a bit towards arcade play. Because the game was released a month or two before the football season started, the rosters are a bit dated, but there are free roster updates available at the NFL Fever 2000 website. The players all consist of various player ratings, different for each position. The superstars will have higher ratings than that of regular players. Depending on these ratings, the players will react differently or perform better in a given situation.

There are three main different modes of play, practice, season/playoffs, and exhibition. The practice mode, is a great way for beginners and pros alike to fine tune their skills on the field with offense or defensive practice. The season mode is the typical, take your team through the course of the season, accumulate wins and statistics for the players, and then go on into the playoffs and win the super bowl. The exhibition mode is the same as it is in any game, pick two teams and then go play.

Deke
"Do a Little Dance"
Passing the Ball

What the game is based almost exclusively is towards the passing game. Almost all offensive gaming is geared towards the passing game. The method of passing is relatively simple and quite accurate. The player will hike the ball, and while the controller is in the hand of the quarterback, the player will hit the button again, and will display all the buttons corresponding to a receiver. To pass the ball, the player will then just hit the button corresponding to the player with the letter above them. To throw a bullet pass, the player will hold the button down, and a sharp, fast pass will be thrown. If the button is just tapped, the quarterback will throw a lob pass with high a arc on it to make long passes easier to grab. The passing model is rock solid, and is very easy to work with.

Any running game? Well, in the NFL, running backs have one of the largest jobs to do, and that is to run the ball. Well, in NFL Fever 2000, the running game is nearly non existent because of the super charged AI in the game. The running model isn't the most solid, as the players will line up in the correct formation, and then once the ball is hiked, the quarter back will telepath the handoff or lateral back towards the running back and almost every time lead to a loss of yards. This is the most predominant problem with the running game in either veteran or pro difficulty levels, in rookie, the running game works perfectly well.

Kicking the ball is rock solid as well. The direction and power is direct in a small arrow that moves. The player will simply press the button in the direction he wants to kick it, and then a second arrow will appear indicating strength of the kick.

There is a huge playbook for each of the teams with every formation in NFL football. 4-3, 3-4, Dime, Nickel, Goalline, I-Formation, Shotgun, Pro Form, etc. are all here. There are a wide range of different plays to use and have different variety in the game. There is also a set of plays where one of the commentators, a former football player, will "Make a Call" as to what type of play should be called in that situation, giving rookie players a slight edge.

Juked out
Romo With the Sack!
First Down, Chiefs!

For extras, there is a player creator, plays creators, and other editors are included. The player creator is easy to use, and quite simple to follow. Just create a player, name, ratings, and then put him on a team. All statistics are adjustable from speed to agility. The play creator is a nifty little tool that will allow the player to import/export plays from team to team or create new plays. Even though the play editor allows new plays to be made, it doesn't allow full freedom to creating plays. A base model is used, and then options for motion or going out to receive catches through a series of set paths are put in. Something that really adds to the intense play of the game is the automatic replay feature, where the camera will automatically zoom down on the field of the players when a large play is made and replay the play. For one last thing, at the end of each drive, a drive chart showing how each play was made and how they got to score is displayed as well for extra statistical feeling.

One slightly disappointing is the lack of a options like career mode in the season play. Once the season is over, the season is over. Adding a special career mode where plays continue playing on with that team and building new statistics and ratings as the season progresses. Another downfall is the lack of smart trades. The computer will never initiate its own trades or even turn down/offer trades to the player. The player simply clicks trade on a player and the opposing team will just exchange players.

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Added:  Saturday, November 13, 1999
Reviewer:  Chris Kim
Score:
Page: 2/5

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