PDA

View Full Version : New ESPN NFL Football 2005 details


Kodos
04-28-2004, 06:24 PM
To show what an equal-opportunity video football game promoter I am, here are a couple of articles about ESPN's new football game, including a mysterious "watch-and-react visual simulator". Could this be talking about a coach-mode or something similar?

From IGN. (http://sports.ign.com/articles/509/509821p1.html)

ESPN NFL 2005: Key Features Announced

Franchise, Maximum Tackle, and ESPN personalities unveiled.
April 28, 2004 - ESPN Videogames today announced three new additions to their ESPN NFL 2005 roster. From the additions of sideline reporter Suzy "Can I get a kiss" Kolber, Trey Wingo, and draft expert Mel Kiper to the expanded role of a new "virtual" Chris Berman, expect even more of a presence from the ESPN crew this season as Visual Concepts attempts to push for even more of a television-style broadcast, complete with game wrap-ups and highlights.

You can also expect to see a lot harder hits, as trying to compete with Madden's impressive Hit Stick, ESPN NFL 2005 will introduce Maximum Tackle into their lineup. But don't think the mode is just for defense, as beyond the hard hits (defenders can choose to launch themselves for the highlight hit, or take the safer wrap-tackle approach), the Maximum Tackles system will also enable superstar ball carriers the ability to break more tackles.

In terms of Franchise mode, the hottest new aspect is the week-to-week preparations wannabe coaches will be able to make, in terms of training, workout schedules, the ability to direct each coaches focus, and even incorporating a new watch-and-react visual simulator.

But that's not all ESPN Videogames is adding this year. Unfortunately, that's all we'll be able to tell you…for now.

Check back to IGN Sports this Friday for our exclusive, that's right exclusive first look at the game including the first media of the brand new graphics engine.



From Gaming-Age.com (http://www.gaming-age.com/news/2004/4/28-133)

Sega released some new information today regarding their next ESPN NFL title.

ESPN Videogames revealed today new details about their upcoming football title, ESPN NFL 2005. ESPN NFL 2005 will introduce several original features in Franchise Mode, the completely new Total Control Tackling system, and further builds upon the exciting ESPN presentation elements that include incorporation of ESPN personalities Suzy Kolber, Trey Wingo, and Mel Kiper, as well as an expanded role for Chris Berman.

ESPN NFL 2005 features Total Control Tackling(tm), a new dynamic gameplay mechanic that gives gamers a deeper level of control on both offense and defense. On offense as the ball carrier, the player can fight for extra yards while being tackled; with superstar players, there's even a good chance of breaking out of tackles. On defense, players now have full control when making tackles where they can choose to go for the big highlight hit, or the textbook wrap-up on opponents. Total Control Tackling(tm) adds a new dimension to the on-field game, offering a realistic and exciting gameplay experience.

Many enhancements have been made to ESPN NFL 2005's Franchise mode. Couch coaches hungering for the next innovations will be amazed with several new additions including week-to-week prep of the team's training and workout schedules, the ability to direct the coaches focus, and a new watch-and-react visual simulator.

Further realizing the commitment to telecast quality, ESPN NFL 2005 will feature energetic Suzy Kolber as both sideline and post-game interview reporter. SportsCenter anchor Trey Wingo, and ESPN NFL Draft guru Mel Kiper Jr. offer insight and opinion on the happenings in the NFL. A true-to-life representation of Chris Berman will provide game wrap-ups and all the hard-hitting highlights from the week's games.


-- Paul Bryant

HornedFrog Purple
04-28-2004, 06:27 PM
Aren't you putting your job at EA in jeopardy? :)

Sounds cool. I can't wait.

Kodos
04-28-2004, 06:29 PM
Aren't you putting your job at EA in jeopardy? :)

Sounds cool. I can't wait.

Nah. They like it when I appear to give opposing games a fair shake. All part of EA's evil plan for world domination!

Anthony
04-28-2004, 06:46 PM
great. now if only they'd say what the hell a watch-and-react thing is. they mention it twice with explaining it, like i'm supposed to know what it is.

Desnudo
04-28-2004, 07:07 PM
Does anyone else find the addition of Suzy Kolber more of a minus than a plus? I hope she doesn't overemphasize the end of every sentence like she does in real life. I look forward to Mel Kiper's draft comments though

hukarez
04-28-2004, 07:18 PM
Time to put in a pre-order once again. I guess espnvideogames.com has 'free shipping' as a standard these days.

bamcgee
04-28-2004, 07:19 PM
maybe they can wipe away some of the sweat from Berman's face this time. Must have been some hot lights in that studio.

Pumpy Tudors
04-28-2004, 07:28 PM
Oh, great, make it even MORE fucking easy to break tackles. I absolutely refuse to play against anyone who uses the Dolphins online anymore. Ricky Williams can break almost every tackle. He's like the 2004 version of Video Bo (although not nearly THAT powerful).

Hurst2112
04-28-2004, 07:35 PM
I'm gonna wait for a review by druez before I get it.

kingnebwsu
04-28-2004, 11:29 PM
Oh, great, make it even MORE fucking easy to break tackles. I absolutely refuse to play against anyone who uses the Dolphins online anymore. Ricky Williams can break almost every tackle. He's like the 2004 version of Video Bo (although not nearly THAT powerful).

It's sad, because to me this was the biggest thing that kept ESPN from being a truly great football game last year. Hope they fix it this year with this Dynamic Tackle thing, but I'm skeptical...

JeeberD
04-28-2004, 11:46 PM
I'm gonna wait for a review by druez before I get it.

Beautiful... :D

druez
04-29-2004, 12:42 AM
I won't play ESPN seriously till the fix their season stats for computer teams.

wade moore
04-29-2004, 03:43 AM
I 100% agree with druez. I cannot even contemplate this being ahead of madden in my book until that happens...

Although if they had on-line franchise and madden didn't.............................

SackAttack
04-29-2004, 04:33 AM
great. now if only they'd say what the hell a watch-and-react thing is. they mention it twice with explaining it, like i'm supposed to know what it is.

Have you played EA's MVP? If so, then you know what it is. It sims the game, play-by-play, and if your team starts to lose, you can jump in and take control. I don't know if it affects your momentum in ESPN NFL 2005 the way it does in MVP, but that's the deal.

druez
04-29-2004, 09:39 AM
I'm gonna wait for a review by druez before I get it.

:) lol :(

SirFozzie
04-29-2004, 10:08 AM
*chuckles*

Kodos
04-29-2004, 10:38 AM
Have you played EA's MVP? If so, then you know what it is. It sims the game, play-by-play, and if your team starts to lose, you can jump in and take control. I don't know if it affects your momentum in ESPN NFL 2005 the way it does in MVP, but that's the deal.


Oh, interesting. I've never played MVP, on account that baseball sucks. :)

Honolulu_Blue
04-29-2004, 10:48 AM
Oh, interesting. I've never played MVP, on account that baseball sucks. :)

This is one thing Kodos, Keith Foulke, and I all agree on.

chinaski
04-29-2004, 12:10 PM
Mel Kiper......... NOOOOoOooOoOooOOooooo

Hurst2112
04-29-2004, 12:24 PM
Mel Kiper......... NOOOOoOooOoOooOOooooo

Don't worry. They have a 'create a mel' feature that allows you to change his hair style and the amount of rambling he does in the game.

Kodos
04-29-2004, 12:33 PM
Don't worry. They have a 'create a mel' feature that allows you to change his hair style and the amount of rambling he does in the game.

So I can make his hair even MORE formidable? :D

MizzouRah
04-29-2004, 07:30 PM
When I saw Mel K, Jr. - I thought, in-depth draft module, with round by round analysis. :)


Todd

Kodos
04-30-2004, 07:20 PM
From IGN: (http://sports.ign.com/articles/510/510528p1.html)

Some of this stuff sound pretty damn cool if they implement it well... :)

ESPN NFL 2005: First Look
Exclusive info, screens, and movie of the game that hopes to tame Madden.


April 30, 2004 - Chris Berman finishes talking over a series of rumblin', bumblin', stumblin' highlights where Curtis "My Favorite" Martin scores the game winning touchdown. As the replay ends, Berman kicks it down to Suzy Kolber for a postgame interview. In the background, you can still hear the chanting crowd: "J-E-T-S, Jets! Jets! Jets!" With no Broadway Joe in sight, Suzy is safe to proceed, asking Martin about the game, and the Jets runner gives a few shout-outs before sprinting back to the locker room.

While this scenario seems like any typical Sunday, it isn't. In fact, it could be any day of the week. All you need is an Xbox or a PS2. That's right. This is exactly what's going to happen in ESPN Videogames' new football title, ESPN NFL 2005. Only thing is, it's not the real Boomer, Suzy, or Martin, it's their virtual stand-ins. Polygonal representations of a situation that happens after every game in real life, but has never been replicated in a video game…until now.

This is just an example of the type of broadcast-style presentation ESPN NFL 2005 is shooting for, and we haven't even gotten to the good stuff yet.

What could be better than cyber Suzy you might ask. Well, if you're Joe Namath, not much. But if you're a video game fanatic looking for some of the most groundbreaking enhancements seen to the genre, then sit back and bring some smelling salts, because the additions ESPN Videogames is talking about adding to this year's game might leave you laid out like you just took a blindside hit from The Freak.

Now let's head back into the studio of The Franchise Show as Boomer hands-off to Trey Wingo who's here to talk about all of the week's news, including trades, signings, cuts, and retirements. If you want to know about something that happened in this week's franchise, Wingo is your man. Later, Boomer's back with highlights from every game of the week, including yours (PS2 owners will need a hard drive, or instead of highlights, you'll get still pictures for your game).

But the show's not over.

Starting around Week 8 of your franchise, a special guest will visit the studio, draft expert Mel Kiper. Using 100's of portraits of NFL players and blending them together, ESPN 2005 will put faces to the names of fictitious rookies about to enter the draft, and Kiper is the man to help hype and sort out the ballers from the fallers. Every rookie will have his own face and name that Kiper recorded, so the virtual Kiper will break down the draft by position during The Franchise Show. He might start pumping up some running back named Bill Johnson from Ohio State or wideout Jon Hopkins from Stanford, and after you continue hearing how great these guys are for weeks, you start to get pumped up to add them to your team. Mel will even beak down what happens at the rookie combine and how each player performed, giving you, for the first time, a real reason to draft these made-up players, and turning the draft into more of the spectacle it is in real life.

But the additions to Franchise aren't all just talking polygons. In fact, there are three pretty significant features that will help further the Franchise experience.

The first feature is called Weekly Preparation. In the NFL, the fans see what happens every Sunday, but it's not like the team takes the rest of the week off to participate in dating shows and high-stakes card games. Okay, bad examples, but the players and coaches work diligently week in and week out to prepare for Sunday, and now you will have a hand in this preparation.

The week starts with you setting the tone of your head coach's weekly press conference and team meetings. You check out the scouting report on your next opponent, then decide what film needs to be watched by your coaches and players. If playing as the 49ers, for example, you can tell your assistant coaches to watch film of the opposing defensive backs, either by players or formations. You can then bring in individual players like Brandon Lloyd to watch film on a specific corner, or you can bring in your entire wide receiver corps. You then train this group or player through exercise/training programs to help increase their attributes. You can even choose whether or not you want to give your players a day off. Everything you do not only takes time off of the clock, but affects player attribute points. Heading into a week where you know you'll need a big passing game, you can actually increase a player like B-Lloyd's attributes by up to six points. Don't give him a day off, and yeah, he might be able to train more, but he could also become more fatigued during Sunday's game. If you're not into micromanagement, you can simply setup the week ahead of time and simulate all of the actions at once. Otherwise, it's up to you who trains for what and when, and how that will affect next week's game. At the end of the preparations, you'll see a results page showing the attribute gains of your players throughout the week. And if you think this won't affect gameplay, imagine the difference between a player with a rating of 90 versus a 96, or even an 80 to an 86. This preparation will affect each and every game you play in Franchise, and is a refreshing take on a subject that's been mostly ignored to this point.

The second Franchise addition is a visual simulator. Think ESPN's Gamecast Live with a video game twist. 49er ball, run, pass, run, punt. You can watch what happens in a speedy simulation, meanwhile adjusting your sliders to affect the game. If you don't like how the computer is controlling your team, or if it's the last drive of the game and you need a touchdown, you can then jump in and play the remainder of the contest. The producer of the game still wasn't sure if you'd be able to jump back into the Gamecast once you start to play, but it's an issue they're working on.

The third improvement to Franchise comes in the name of contract signings. You can now finally setup contracts on a year-per-year basis, even including signing bonuses into the mix to make this portion of the game more realistic. This will also enable virtual owners and GM's the ability to try and manipulate the salary cap more toward their advantage, back-loading contracts so that you can sign that one free agent who could potentially lead your team to Super Bowl glory.

And while all of the improvements to Franchise are exciting, if the gameplay itself wasn't worth playing, all you'd be left with is one of those "looks good on paper" teams. Luckily for gamers, it looks like ESPN NFL 2005 is poised to play at the same high-quality as its list of features.

The biggest new gameplay addition is Maximum Tackle. If you hold the tackle button, your player will attempt a textbook wrap-up. Tap the button, however, and you'll unload with a dynamic hit, blasting the ball carrier toward the turf and increasing the chances for injuries and fumbles. This will enable fast-fingered defenders to even combo the tackle, wrapping up the runner with his first player, then switching defenders and fly in for the fiercer blow. Maximum Tackle is a two-sided feature, however, as it also works for the ball carrier, in the all new, "you're never down until you're down" scenario (not that we needed any more broken tackles after last year, but ESPN Videogames promises they're working on the issue). The Maximum Tackle broken tackles are more of players stumbling out from defender's grasps then either breaking free or falling facemask first. It should lead to more seamless blends of broken tackles, and not the free-for-all that was the 2004 game.

Speaking of running with the ball, the game will also feature all-new run animations, including spins, jukes, cuts, and plants. Forget the days of the joystick jockey running full speed to the left, then breaking back right without slowing down. This season, you'll actually see as a player plants his foot, then cuts back the other direction, slowing down just like a real runner would. The dynamic weather will also become more of a factor, as it's easy for a guy like Clinton Portis to make his cut on dry turf, but if he tries to make too harsh of a cut in the snow or rain, he might end up falling on his ass.

Another addition is the new Quarterback Evade button. If you thought Michael Vick was dangerous in last year's game, now he's even going to be more difficult to get your hands on. Tap the right analog stick as a defender flies toward you and watch as your quarterback ducks or steps up in the pocket to clear room for a throw. The more agile the quarterback, the better he'll be at evading the rush. Sounds like another year of Falcon video game dominance.

Play calling has also received an upgrade, as the game will keep track of every play you choose, and the plays you use more than once will be put into a Favorite Plays column for you to easily scroll through and select. To top things off, there will be more trick plays in this year's playbook, and you'll see the addition of more team and coach specific plays, like the new Redskin Joe Gibbs plays.

If you were a fan of the Cribs feature the game offered last year, you'll be happy to know that this year's pimped-out room will be tree times bigger. This year, it will even involve an economy to unlock special items, whereas you earn points for accomplishing different goals, then it's up to you on what you want to spend your points on. There will be catalogues and catalogues of items to buy, including new mini-games like a dartboard and shuffleboard, there will be a placement system for you to hang posters and trophies, and you will even be able to unlock touchdown celebrations that you can then assign to your players before a game. That's right, ESPN is about to take custom celebrations to an unheard of level, as you begin the game with 40 selectable dances from the worm to the slam dunk. Like I said, you can then assign different dances to different face buttons and bust-a-move on your opponent from the end zone. Buy new dances with your points, then use them late in games to further humiliate opponents.

Last year's other huge, and probably most talked about feature was First-Person Football. Gimmick or gem, it's not going away. This year, you'll be able to switch between first and third-person games at will. So if you want to run a few plays through the eyes of Eli to see what he sees in the pocket, it's up to you. Unlike Manning, however, if you don't like what you see, you have the opportunity to at least switch back. To help the virtual Mannings of the gaming world, the first-person passing game has also been revamped. Passing will now incorporate a progression system where you'll automatically look at the primary target, then by clicking the right analog stick, you can work your way through the series of progressions. If you liked passing the ball the old way, you will still have that option as well.

To make you feel even more like an actual NFL player, ESPN Videogames worked in conjunction with Dolby Labs to completely redo the sound. Those with a 3D sound system will now be able to hear different sounds generating from different speakers in your setup. This will work for all aspects of the game, but First-Person Football should benefit the most as you will now be able to hear footsteps of people behind you as opposed to simply hearing the rustling of a random player close to the action.

And since this year is ESPN's 25th anniversary, ESPN NFL 2005 will celebrate with fans by offering a new mode enabling you to relive the top 25 NFL games of the past 25 years. With an intro from Chris Berman where he actually talks about the games and the players of old, like John Taylor's Super Bowl winning catch from Joe Montana. The only thing is, once you play the game, there is no mention of Joe Montana or Taylor, only a vague likeness to the personalities and abilities of yesteryear. The cool part is, though, that there is a player editor, so you can easily just plug in the correct names and numbers when you get a chance. This mode gives you the chance to change or relive history, dropping you into the critical situation of the game, and letting your skills decide what happens.

If that's not enough, ESPN NFL will also incorporate living rosters into online play. So now, not only will you be able to play in leagues and tournaments with friends, but you will also be able to make trades, track injuries, and even check out all of your stats and schedules on the Web. In fact, everything you can track in season mode you will also be able to track online. But it's the living rosters addition that will make hardcore fans smile. Trading players with friends is one thing, but then to actually see it incorporated into your league, that's the kind of online functionality gamers have been dreaming about.

So now you know about the new features, but there's still a word or two (maybe a couple hundred) about the graphics. ESPN rewrote the entire graphics library for the Xbox version of the game for 2005. That's right, started from scratch. The reason is simple: Every year the game was designed with the PS2 as the lead platform, then ported over to the Xbox. This move obviously didn't take advantage of the Xbox's superior graphics engine, so this year, the Xbox version was designed as the lead SKU, enabling the designers of the game push the Xbox engine to the max.

The new graphics engine incorporates a technique called Triple Pass Rendering. Instead of just molding a player onto a skeleton, Triple Pass Rendering takes into account everything from the wrinkles in the jersey to the flexing of muscles. Normal maps utilize geometry to show creases in the uniform in a more natural, not drawn in way. Then the light map is added to enhance the overall look of both the textures and player models. Combine those two elements with the new muscle rig system, and you will actually notice the muscles on players arms flex as they grab the ball and maneuver smoothly down the field.

Another addition to the overall look of the game is the addition of all new cut scenes. Last year, there were only about 40 of these cut scenes, and while they looked cool at first, the majority of gamers simply ended up buttoning past them after a few games. This year expect over 200 new cut scenes to add more variety, including scenes from the locker room to fans tailgating in the parking lots before games.

Dirt off your Shoulder

Can you hear it? There they are again. They're the footsteps closing in on Madden. Could this be the year where the big man is finally sacked at his own game?

We'll have to wait and see what EA Sports has left to counter this overwhelming list of new features from ESPN.

One thing's for sure, though. At the rate both games keep improving, this could be the best year for football video games in the history of the genre.

illinifan999
04-30-2004, 07:26 PM
Hopefully, they'll get rid of the "jiraid" Then maybe I can play a game without wanting to take the lower half of the players off.

MizzouRah
04-30-2004, 07:31 PM
Starting around Week 8 of your franchise, a special guest will visit the studio, draft expert Mel Kiper. Using 100's of portraits of NFL players and blending them together, ESPN 2005 will put faces to the names of fictitious rookies about to enter the draft, and Kiper is the man to help hype and sort out the ballers from the fallers. Every rookie will have his own face and name that Kiper recorded, so the virtual Kiper will break down the draft by position during The Franchise Show. He might start pumping up some running back named Bill Johnson from Ohio State or wideout Jon Hopkins from Stanford, and after you continue hearing how great these guys are for weeks, you start to get pumped up to add them to your team. Mel will even beak down what happens at the rookie combine and how each player performed, giving you, for the first time, a real reason to draft these made-up players, and turning the draft into more of the spectacle it is in real life.

YES! What I was looking for!!


So now you know about the new features, but there's still a word or two (maybe a couple hundred) about the graphics. ESPN rewrote the entire graphics library for the Xbox version of the game for 2005. That's right, started from scratch. The reason is simple: Every year the game was designed with the PS2 as the lead platform, then ported over to the Xbox. This move obviously didn't take advantage of the Xbox's superior graphics engine, so this year, the Xbox version was designed as the lead SKU, enabling the designers of the game push the Xbox engine to the max.

Bout time!!


Thanks Kodos!


Todd

Eaglesfan27
04-30-2004, 07:33 PM
I've never really wanted to even give ESPN football a chance... this year might be the year that I check it out.. some interesting sounding features in that little blurb. I'll look forward to hearing reviews from people on here :)

Anthony
04-30-2004, 07:36 PM
whne isn't there interesting sounding features? that said, i will keep my eye on this one.

Eaglesfan27
04-30-2004, 07:41 PM
whne isn't there interesting sounding features? that said, i will keep my eye on this one.

I guess I should have been more clear. None of the features in past years have really sounded interesting to ME. This year for the first time, ESPN has some features that sound really interesting to me. Particularly, the faces for fictional players. The little silhoutettes don't do it for me as I progress in my madden careers. Also, the presentation and weekly preparation sound intriguing. Past year's versions never had any features that piqued my interest as much as this year's version.

HornedFrog Purple
04-30-2004, 09:30 PM
I actually liked playing ESPN over Madden last year except for Jerome Bettis and Ricky Williams breaking 10 of my defenders tackles and my last guy manages to nudge them out of bounds. Up in the article it said they were looking at that problem.

It was the same story different verse with Vick in Madden, though the playmaker thing was pretty fun.

I like this because ESPN is giving Madden some really good competition so the level for both are raising higher each release.

kingnebwsu
05-01-2004, 02:10 AM
If they can fix the breaking tackles issue from the last several years, plus make the franchise mode fannntastic with all these features...I may buy (and KEEP) a football game for the first time in a while :) Here's to hoping...

Pumpy Tudors
05-01-2004, 08:50 AM
Yo, Neb, if they fix the broken tackles, I'll play ya over Xbox Live. :)

ice4277
05-01-2004, 10:48 AM
If they can fix the breaking tackles issue from the last several years, plus make the franchise mode fannntastic with all these features...I may buy (and KEEP) a football game for the first time in a while :) Here's to hoping...
Ditto. I enjoyed last years ESPN Football, but the break tackle issue killed the fun for me after awhile. If they can fix the tackling issues and implement most of this stuff, I may actually play more than half a season of an NFL-based video game.

Kodos
05-12-2004, 07:16 PM
From IGN (http://sports.ign.com/articles/514/514284p1.html).

E3 2004: ESPN NFL 2005
Virtual Identity Profile unveiled.

May 12, 2004 -
And you thought VIP status was for celebrities only. Unveiled behind closed doors was ESPN NFL 2005's latest groundbreaking feature, the Virtual Identity Profile System.

Here's the breakdown: Say you play your friend and lose 35-0. "Keep practicing," he says with a laugh. Now, in the old days, practicing against the computer is all you could do. But when it comes to playing against your friend, his tendencies, his team, his formation, there's only so much you could do against the computer to prepare for the next time he comes over for a game.

That's all about to change.

With the VIP system, you can load the profile of your friend as the computer team then play against a virtual version of your buddy the minute he leaves. And using the VIP technology, the CPU will play exactly like the profile it's using, from how often they blitz, to run-to-pass ration, to 4th down conversions, to the amount of times they go for wrap tackles as opposed to the big hit.

But that's not all.

The game tracks the ratio of spins to jukes, swim moves to clubs, average yards per gain, and provides a full pass and run chart to breakdown every little thing from throws to the left and long to runs up the middle. VIP tracks blocking schemes, hot routes, audibles, hot blitzes, red zone efficiency, and line shifts. It even shows how your numbers perform against the NFL average.

To top it off, you can put your personal profiles online so that other gamers can play against your profile, scout your tendencies, and maybe learn a new way to run a specific play.

This also enables you to go to the leaderboard, download the top player's profile, and practice your game against the best players in the country.

It's the ultimate scouting tool that enables you to breakdown how players play, and will really add another element to checking out opponents and practicing before you play against someone in a tournament or league.

Another awesome addition to ESPN NFL 2005's already loaded lineup.

Football season can't come soon enough.

Kodos
05-19-2004, 06:43 PM
From IGN. (http://sports.ign.com/articles/515/515904p1.html?fromint=1)

E3 2004: ESPN NFL 2005 Hands-on
You know the features, but how does it play?
May 14, 2004 - Stephen Davis runs up the middle, tries to cut left, slips and is tackled while he tries to regain his footing.

It looks like the year of 300-yard rushing games is over.

Not only do players plant their feet on the ground like they're actually running this year, they can't make immediate cuts back and forth due to momentum, they slip on wet surfaces, and best of all, they don't look like they're running with sticks up their asses.

Could it be that the one aspect of the game that people liked least last season turns out to be 2005's best feature? It's too early to tell, but it definitely looks to be a huge improvement.

In fact, the game's animations and player models in general are really going to blow people away. Close-up, far away, replay, gameplay, doesn't matter, it will all leave fans scratching their helmets in awe. Muscles flex, the lighting really brings out the best of every angle, and creases and folds in the jersey are just unreal.

The new tackling system has already been added to the game as well. Tap the button to deliver a brutal hit. Hold the button to attempt to wrap-up the ball carrier. You'll really have to know who you're trying to tackle, as a guy like Dante Hall might put a move on you if you go for the big hit, while you might get brushed off if you go for a wrap-tackle against The Bus.

At the end of each game, your user profile will be updated thanks to the new Virtual Identity System (VIP). This includes everything from how often you blitz to your 3rd down conversion percentage. It tracks the number of times you use hot routes, your average yards per run, and even provides a passing chart showcasing the length and direction of all of your passing plays. Incredible.

Once stored, your personal VIP can be uploaded online for others to play against, while at the same time, you could be downloading the VIP's of the best players in the country so you can scout tendencies, plays, and audibles to see how they win. Assign the computer team a specific VIP to play as, and it's like you're playing against a human opponent even though another player is really nowhere in sight.

This will also be great to practice against your friend while the sucker is out of town, so when he comes back, you'll already know how to beat him.

On the floor, you can only play exhibition games in two-minute quarters, but it was enough to draw huge lines of people wanting to get their football fix now that training camps are under way in real life. And by the smiles on everyone's faces, not to mention the shouting crowds after each big play, it looks like ESPN NFL is once again a legitimate threat to challenge for best sports game of the year.

-- Jon Robinson

ISiddiqui
05-19-2004, 07:29 PM
WOW... this game is sounding better by the update. It sounds like the running game is much more improved and realistic. I'll definetly be looking to pick up this one.

illinifan999
05-19-2004, 07:45 PM
Hmmm, if they got rid of the players running with a stick up their ass. I'll give this one a rent. Wonder if you can load up your own profile and play against your virtual self.

Sun Tzu
05-19-2004, 08:17 PM
Sold.

Pumpy Tudors
05-19-2004, 09:46 PM
Hmmm, if they got rid of the players running with a stick up their ass. I'll give this one a rent. Wonder if you can load up your own profile and play against your virtual self.

The stick up the ass bothers you that much?

There go my weekend plans.

kingnebwsu
05-19-2004, 11:57 PM
Yo, Neb, if they fix the broken tackles, I'll play ya over Xbox Live. :)

Done and done. I think you may be on my buddy list already (or I deleted you when I was tidying it up). You can add me to your list, my gamertag is KingNeb.
I play RS3 now, will be playing the new RS3 in August, then Halo 2 on 11/9. I'll rent ESPN Football and ESPN Basketball this year, hopefully they're good :)

Pumpy Tudors
05-20-2004, 01:27 AM
Done and done. I think you may be on my buddy list already (or I deleted you when I was tidying it up). You can add me to your list, my gamertag is KingNeb.
I play RS3 now, will be playing the new RS3 in August, then Halo 2 on 11/9. I'll rent ESPN Football and ESPN Basketball this year, hopefully they're good :)

Yeah, I've played RS3 with you a few times, as well as Links. Haven't played much Xbox Live recently, but I'll give ESPN Football a rental, and we'll get going. My gamertag is Pumpy, in case you deleted me.

This is off-topic, but out of curiosity, will you be getting NCAA Football 2005, or are EA football games not your thing? I'm getting that game as soon as it's out, and I'm looking forward to playing it on Xbox Live bigtime. I've already told my wife to forget about any contact with me for a few weeks after that game comes out.

Eaglesfan27
05-20-2004, 11:55 AM
I'm not used to playing football on an X-Box, but if that doesn't deter you I will be getting NCAA Football 2005 ;)

My handle is Eaglesfan27.

Pumpy Tudors
05-20-2004, 08:09 PM
I'm not used to playing football on an X-Box, but if that doesn't deter you I will be getting NCAA Football 2005 ;)

My handle is Eaglesfan27.

Awesome, an all-NOLA matchup. What school do you think you'll play as? I'm sure I'll usually play as Tulane or Memphis.

I threadjacked! Ha ha!

Eaglesfan27
05-20-2004, 08:24 PM
Awesome, an all-NOLA matchup. What school do you think you'll play as? I'm sure I'll usually play as Tulane or Memphis.

I threadjacked! Ha ha!

My favorite three teams are USC, LSU, Tulane in that order. However, none of them seems like a fair matchup even with my meager skills. So, I'll have to wait and see how teams are ranked in the game, but I'll want to pick someone who will be more of a fair matchup for the team you are playing. My early guess, maybe Louisville? I like some of the players on their team.

Pumpy Tudors
05-20-2004, 08:34 PM
My favorite three teams are USC, LSU, Tulane in that order. However, none of them seems like a fair matchup even with my meager skills. So, I'll have to wait and see how teams are ranked in the game, but I'll want to pick someone who will be more of a fair matchup for the team you are playing. My early guess, maybe Louisville? I like some of the players on their team.

It's okay if you take USC or LSU up against my Tulane or Memphis team. As long as you don't play cheese (and I'm sure you don't), I won't care if I get my ass kicked. I've played the last two NCAA games on Xbox, so I have quite a bit more experience anyway. It might not be that huge of a mismatch at first. I'm not bragging about having major skills or anything, but you admit that you haven't played football on the Xbox, so there will be a "feeling-out" period.

Eaglesfan27
05-20-2004, 08:53 PM
It's okay if you take USC or LSU up against my Tulane or Memphis team. As long as you don't play cheese (and I'm sure you don't), I won't care if I get my ass kicked. I've played the last two NCAA games on Xbox, so I have quite a bit more experience anyway. It might not be that huge of a mismatch at first. I'm not bragging about having major skills or anything, but you admit that you haven't played football on the Xbox, so there will be a "feeling-out" period.

I definitely don't play cheese. I look forward to playing you, and I don't care if I get my ass kicked either. :)

kingnebwsu
05-20-2004, 09:39 PM
I will be renting all the console football games this year for the X-box. I will end up throwing them all out the window at some point, but until then look for me on Xbox live. We better hookup on FOFC first, because I don't play my sports games much anymore (sigh). Maybe playing with some of you guys will rekindle my interest in console sports games. I dunno what it is. I think it's the fact that I don't have any buddies around here who play sports games. That's fine, but it makes it hard to pick up and play a casual game (offline I mean).

But yeah, I'll wanna play as Ohio State on NCAA, Bungles/Broncos on ESPN. As I said, sports games really piss me off, so I sadly don't have a long period of playtime with them. I dunno, maybe I need to get beyond my gripes and just enjoy the games for what they are? I have problems doing that, because I think the console sports games should be better than what they are right now. In 2004, we should have advanced way beyond previous console sports games. While I think they are much improved, a lot of areas leave stuff to be desired.

Tonight, for example, I was playing NFL Street on the Gamecube. My brother absolutely loves this game, so I figured I'd give it a brief look. The look was very brief. I quit when he was ahead 14-6. Several things instantly drove me insane. The "skating" from Madden was there. I tried to run in a 2-point conversion, and my guy skated out of bounds just before the end-zone (he was wide open). This happened another time. Also, we played a pick-up game. I started out thinking, "hey, this isn't so bad," but then I noticed that the players from the different teams weren't wearing the same color uniforms!!! No shirts/skins, no white/dark, just everyone wearing their own uniform. I thought I was going to pick up a fumble, but it was actually HIS lineman who picked up the ball. Sigh. I haven't purchased an EA game for 22 months, I don't own any EA games for this generation of consoles, and I will not purchase an EA game anytime soon. In just a few minutes tonight, I got a refresher course in why I'm crazy against EA's products.

Anyway, look for me "kingneb" on XBL this July and we'll play some football :)

Kodos
05-25-2004, 01:10 PM
Here is a massive but interesting update on the upcoming ESPN Football game...

From PopCultureShock.com (http://www.popcultureshock.com/reviews.php?id=2982)

ESPN NFL Football 2005

Release: 2004-08-26
System: Xbox, PS2
Publisher: ESPN Videogames
Developer: Visual Concepts
Price: 49.99


Innovation is defined as: “An introduction of a new idea into the marketplace in the form of a new product or service, or an improvement in organization or process.” Apparently, the good folks at Visual Concepts and Sega Sports must share the same “word of the day calendar”, because ESPN NFL Football 2005 looks to be the most innovative, genre defining sports game…EVER.

After another year of challenging the juggernaut known as Electronic Arts, VC has begun what I’d like to call an “evolution” of digital sports gaming- not only will this game change the way that you view sports games as a whole, but how you appreciate them and the effect that they have on pop culture. Any true fan of the “NFL experience” WILL enjoy this game; read on and lets discuss the finer details of what will push this game into the hearts and minds of football fans everywhere.

Last year, Visual Concepts introduced a level of realism and presentation unseen in previous football titles; with Chris Berman, the ESPN license, and the “SportsCenter” themed music and menus, it would be hard to argue that VC really wanted to bring the feeling of ESPN programming into YOUR living room. This year, with more emphasis on the NFL “experience”, changes were made to create a complete, virtual football world. The first thing that Visual Concepts did was to bring more ESPN talent to the fold; expect to see Trey Wingo, Suzy Kolber (sideline reporter), and Mel Kiper Jr (draft guru). “The Franchise Show”, headlined by Trey Wingo, is where coaches and players get the low down on games from previous weeks. Stats, HIGHLIGHTS, (yes actual in-game highlights from the players’ game!) as well as in-depth analysis for each game are all discussed in real-time by a living, breathing, polygonal Trey Wingo. After week eight of the season, Mel Kiper Jr. will join Trey in the studio to discuss the upcoming NFL draft, and the top prospects each team needs to look for. VC has gone way over the top with this feature, as they have created more than 1,000 fictional rookies, complete with pics, names, and stat sheets that will be referenced by the draft expert, Kiper Jr. To add even more depth and life-like realism, sideline reporter Suzy Kolber will be joining the team this year as well- not content to simply deliver injury updates and stats, Suzy will actually conduct post-game sideline interviews…LIVE! If that doesn’t get gamers going, I don’t know what will. This is the exact type of innovation that we have all been clamoring for and kudos to Visual Concepts for listening to our pleas.

There were various builds of ESPN NFL 2005 floating around the various booths at E3; fortunately for us the most complete build was found at the Sega booth (About 60 percent complete). Ironically, according to various members of VC, the version I was playing was 6 builds BEHIND the latest revision- this is important solely to demonstrate the amount of work still being done on the game. Also, the audio portion of the game was not complete; there are actually some aural surprises in store for the fans that were not being divulged at the present time.

So, you are impressed by the upgrades to the presentation, but what many gamers want to know is…..how does it play this year? Have the minds at Visual Concepts taken steps to correct the “unstoppable” running game of last year, coupled with the relentless amount of broken tackles? Introducing: “Maximum Tackle”, the answer to all our prayers. The premise of Maximum Tackle is simple, yet deep. Essentially, you press the X button to deliver a career-ending type of hit; holding down the X button will produce a wrap tackle. When delivering a tackle, a reticule appears under the player you are attempting to tackle- Different colors indicating when the runner is almost down will flash and then the tackler will have to press the X button as fast as possible to complete the tackle. Maximum Tackle is designed to work for both the defense AND the offense; the offensive player will have the same opportunity to break OUT of the tackle by countering the defensive player by pressing the A button. To think that even the structure of tackling has been changed to reflect more of a realistic “tug-o-war” is awesome; being a former defensive tackle in my youth I can truly appreciate how accurate this really is. Think about it- when making a tackle, there are three major factors involved- leverage, form, and strength. The strategy involved in getting “underneath” your man (leverage) to make a tackle is calculated based on the other persons “position” on the field. Using your strength can compensate for trying to make a tackle too “high”, thus enabling you to tackle your opponent by pulling them down from behind. Having perfect form when making a tackle (never put your head down!) means staying low to the ground arms out, and making the hit with your helmet positioned between the opponents numbers. The hits seem to take center stage also, as I witnessed some serious bone-jarring crunches. Players more realistically “take flight” when being hit as they leap in the air; there is certainly more of a personal touch when making big hits. I also enjoyed the fact the three man gang-tackles were prevalent; one would-be tackler would hold the runner straight up while the others attempted to knock the ball loose…AWESOME. An excellent job by the minds at VC for addressing something as “routine” as tackling- just another reason why the realism in this years title clearly separates it from other football games.

Mike Vick fans rejoice! This year, instead of merely dodging attacking defenses with your feet and “special” moves, you armchair QB’s finally have a chance to escape via the new “Qb evade” maneuver. This will finally give the pocket-passers of the world more of an opportunity to stay in the pocket, and let plays develop around you; instead of merely rolling out of harms’ way, you can now dodge the “incoming traffic”. By simply pressing the right analog stick away from the direction in which the pressure is coming, the Qb will stiff-arm, duck under, dip his shoulder, or step back to avoid taking a sack. Obviously, this adds tremendous depth to play selection, as knowing the timing of receiver’s routes becomes extremely important. Imagine Brett Favre taking a quick 3-step drop, looking to his right, and knowing that his wideout needs a few more precious seconds to get in position for a catch; unfortunately for him, the “D”has doubled down on the center, creating a situation where he can only take a sack or throw the ball away. Well, with Qb evade, he can duck under the pressure in front of him, slide to the right and throw a 30 yard frozen rope to his favorite receiver. Before everyone gets too excited, the Qb evade is based on the agility and strength stats of each Qb. Clearly, Kerry Collins and Kurt Warner would have a much more difficult time evading defenders, as say Mike Vick or Quincy Carter would. However, a strong, mobile Qb like Steve McNair or Daunte Culpepper could potentially stiff arm or “shrug off” defenders, and run for a first down. I really enjoyed this gameplay addition, simply because there were too many times in last year’s ESPN NFL Football where the QB’s would just evade pressure randomly- at least now the user has complete control over the decision of how to avoid pressure.

Another change for the QB’s’ lies in the actual trajectory of balls being thrown; I have always taken exception with the flawed look of the ball rotating through the air. For some reason, the “arc” just was not as smooth as it should have been. Believe me when I say that is no longer an issue; the ball actually “floats” based on position of the ball being thrown, versus the players’ momentum. Difficult to properly describe, but when fans see it, they will certainly appreciate the attention paid to such a minute detail.

A huge complaint for ESPN NFL has been the highly-touted “stick-up-the-bum” when running animation; basically even though the animations were very fluid for runners’, their legs (while running) looked quite unnatural. Please kids, calm down. They fixed it. The legs are more proportionate, and you will certainly notice different running “styles” by various running backs, receivers, etc. Once again, VC has come through with over 4,000 brand new animations to please the fans.


For all of you players who have been used to running full speed, turning on a dime, and out running the defense, I have good news, and bad news. The good news is that the new momentum system in place is absolutely breathtaking. The bad news is that the old tired $h!t that worked before, is now completely obsolete. Players will now cut, pivot; lose their balance, slip and fall. THIS IS THE WAY RUNNING SHOULD BE. I was amazed that players would slow down, plant their feet, and then instinctively change direction. The running game will be new for everyone this year, and I personally love the realistic direction that the running game has now become. Players are now rewarded for hitting the hole and running towards the direction of the blocking scheme, and not just trying to fake all of the defenders out of their shoes. I applaud this type of realism, and really enjoyed the subtle nuances of reading defenses and the effect of efficient play calling…good stuff.

On defense, the pursuit angles of defenders were another issue that has been seemingly addressed this year. The first thing that I noticed was that on defense, my men seemed to automatically “take” better pursuit angles. Now, I am also aware that in every category across the board, stat categories will definitely separate players’ abilities. A linebacker like Ray Lewis will probably take a more definitive angle when tackling, than someone who has a lower defensive awareness rating. It is nice to see that all of the ratings will finally have more tangible effects upon each player; after all NFL scouts rate players in so many categories to determine draft status and talent. Defensive battles fought on the line of scrimmage are extremely intense; no longer will o-linemen hold blocks for an infinite amount of time. Overall, the defensive A.I. seemed to be much better than before, (including Defensive Back awareness) and not a single game was a huge blowout. (On a side note, for the e3 demo, quarters were limited to 2 minutes only, however overtime was available in the event of a tie.)

Player progression has been on the minds of gamers for some time; VC scratched the surface last year with post season increases/decreases. Even Madden allows you to increase stats with their refined training camp system; I was curious to see how this years’ ESPN would adjust to compete with this immensely popular feature. Welcome to “Weekly Prep”; a gift from the football gods, and the answer to our prayers. The premise is simple; various assistant coaches on Offense and Defense are allotted specific hours each week that are assigned to players to watch game film. Depending on which players watch film, and the duration of the training/exercises afterwards, players’ stats will change for that particular week. Train a player too hard, and he might wear down during the game more quickly. This really puts the onus on hardcore armchair pigskin coaches to really know their X’s and O’s; it also serves to be one of the most riveting and in-depth changes that directly affect gameplay from week to week.


Let’s talk graphics, shall we? It’s no secret that ESPN has been a pioneer in terms of pushing the visual limits in all of their sports titles. From being the first title to feature more than 650 real NFL player faces, to sporting some of the best player models around, ESPN has constantly been ahead of the game. The first thing that everyone should know is that this year, the Xbox was chosen as the lead development platform for ESPN NFL 2005. Oh yeah, that means all you Xbox owners out there can rejoice; no more Ps2 ports of code- just outstanding graphics and sound. Making the Xbox the lead “sku” for development was an easy choice for VC, as they can do more “tricks” with the graphics on the Xbox (Normal mapping, sharper 480p resolution, and increased polygons per player model). If you enjoyed the look of last years’ game, (which was fantastic), then prepare yourself for some magnificent changes for 2005. That’s not to say that there was no room for improvement, as Visual Concepts was not content to merely stick with last years’ graphic engine. I immediately noticed the detail on the player models’ arms, hands and fingers. It is truly INSANE to see the muscles bulge and flex when players’ are moving all over the field, making tackles/catches. The players faces have been improved with a full texture “wrap”- basically the faces are mapped to fit the entire head, and not just on the face. This is noticeable when players take off their helmets, and slam them into the ground in disgust-Awesome!!! Speaking of visual improvement, last year there were roughly 40 various cut scenes throughout the game. This year, the developers have gone overboard and included roughly 200 brand new cut scenes- expect to see revamped player celebrations, more interaction between coaches, fans, and players, and of course all new CHEERLEADER GRAPHICS….oh yeah!

The atmosphere of the game has been improved as well; during sunny games player jerseys (numbers and names) will become “washed out” (Similar to an actual NFL game). Unfortunately, I was unable to see any variable weather effects, or discover whether this year player jerseys will become progressively dirty as the game rages on - Rest assured though, that if VC can squeeze anymore out of their graphics engine, they will. The textures of the field were an odd anomaly; field turf/ turf lined stadiums were perfect, but their grass texture counterparts were less than impressive. The grass seemed a bit “muddy-looking” and unnatural, but I am sure by the final revision the grass will look as polished as the rest of the game.

V.I.P. No, this is NOT some kind of Pam Anderson football tie-in; this feature is what many are calling the “Madden Killer”. See, the VIP has nothing to do with graphics, sound, or presentation. The VIP captures the raw essence that is football, and breaks it down into it the basics. X’s and O’s. Imagine playing your best friend in a game of ESPN NFL 2005; you think that you know his usual tactics, and adjust your play calling and offensive scheme accordingly. Well, this time something goes horribly wrong- you end up getting spanked 49-6 at home. What the hell happened? You rack your brain, and cannot figure out how he did it. Was it a new set of plays..? Or did he call audibles at crucial points in the game to defeat your defense? Doesn’t matter anyway, since there is no WAY you can go back and break down his entire game strategy against you…is there? Ladies and gentleman, children off all ages, gather round. What I am about to describe to you is probably the single coolest feature in any sports game that I have EVER played. Virtual Identity Profile (or V.I.P) is created after any game where your opponent has created their own profile. Essentially, the V.I.P, over 10 various screens will analyze and decipher every single tendency of your opponent. What plays were run, audibles called, even positional substitution are all recorded by the V.I .P. What frequency does the other team run/pass and on what down? How many times did the other team run for 1st downs, when the necessary yardage was 3 or fewer yards? It’s all there- true football fanatics will love the fact that they can now breakdown every single solitary aspect of an opponent. Oh, but it doesn’t stop there, my friends, oh no….Once the V.I.P has been saved onto the Xbox hard drive, it can then be uploaded via Xbox Live to an ESPN NFL server which will allow anyone on Xbox Live to then download, and assign a cpu player to use that profile. Of course this applies to single-player games as well; if you want to play an exhibition game against a cpu challenger, any VIP profile stored can be assigned to the cpu opponent. Couple this with the fact that Xbox Live servers are now “open”; this means that no more waiting for rosters to be updated by Sega. Now, when you update your rosters at home, they can be played online against any Xbox Live opponent. I also hear that ESPN will update power rankings and stats via the Espn website; to provide the most accurate and up to date Live experience EVER.

Other notable changes/ inclusions for this years’ game include:

A new “Crib” mode, which will be more than twice as big as the first. This year you will be able to unlock various items via the new Crib points system. Unlockable goodies include: stadiums, throwback gear, and my personal favorite: 50 different touchdown celebrations, which can be edited and assigned to ANY player on any team. (All I need is a “sharpie” and a smile!!)

Celebrity endorsement from celebrities such as:

Carmen Electra

Steve-O (of MTV’s Jackass)

Funkmaster Flex

Jamie Kennedy (Malibu’s Most Wanted)

David Arquette (Mr. Courtney Cox)

Each celebrity actually designed their own team, from players, to stadiums as well as playbooks to challenge lucky gamers in the “Crib” While in the Crib, your virtual phone will ring; one of the aforementioned celebrities will challenge you to a game of ESPN NFL Football, and will talk virtual “smack” to you during the game. I like the fact that ESPN and VC are trying to reach out and grab some of the “pop culture shock” (wink, wink) that has helped the “Madden” football series become a household brand.

In Franchise mode, contracts of players can be signed on a “per year” basis; including signing bonuses and incentives. Also included in Franchise mode is a “visual simulator”; this plays the game through text of each play being shown on the screen (For any fantasy football freaks, this is similar to ESPN’s Gamecast).


All player models are “thicker”; the thinness when a player gets “skinny” or runs upright has been redesigned to resemble a more realistic look.

When diving for catches, you no longer have to “slow down” and then dive for balls; the animation has been smoothed out so that you actually propel yourself forward based on your speed, momentum, and direction (On a similar note, manual catching has become more “natural” and more forgiving when catching passes on-the-fly).

Player jerseys look plain SICK. Check out the new Bengal uniforms (black top/black sleeves, white pants) and the Redskin 2004 alternate (White top/White Bottom). The gloss and sheen of the uniforms, as well as the progressive wrinkling looks great; unfortunately, there was no word on whether or not the away team could have the same “shade” of uniform as the home team.

The game will support custom soundtracks, which can be used in menus as well as on the field. Visual Concepts is also cooking up some new immersive audio package as well; the details are scarce right now, but more on that when it becomes readily available.

Once again, E3 and Visual Concepts have left me SPENT. I honestly believe that Greg Thomas and his staff scour the message boards religiously, on quest to create the most comprehensive, detailed, and most importantly FUN sports titles out there. I would like to personally thank Anthony Chau, Chien, Kai, and “Da man” Dave Z for all of the information they provided along with the rest of the Visual Concepts camp. Mark your calendars, as August could be the hottest month of the year for more than just the heat; ESPN NFL Football 2005 is raising the standard on all sports titles and making it’s mark to challenge Madden NFL for digital football supremacy.


-- Big Tony

Franklinnoble
05-25-2004, 01:25 PM
You're gonna get pimp-slapped by EA for posting that, you know...

Easy Mac
05-25-2004, 02:12 PM
Thank God I'm a fan of football and not the "NFL Experience."

Was this guy a paid Sega shill?

Philliesfan980
05-25-2004, 03:24 PM
Once again, it looks like it will be another great year from ESPN. While it may not be as good as Madden, it will be a great game nonetheless.

ice4277
05-25-2004, 06:29 PM
Thank God I'm a fan of football and not the "NFL Experience."

Was this guy a paid Sega shill?
No worse than the Madden suckfests you usually see this time of year.

wade moore
05-26-2004, 03:14 AM
The on-line league portion interested me.. it did not seem clear.. is it actual on-line "franchise" mode where it stores year-to-year data, etc.. or is it just saying you can do it manually?