Is Madden NFL 2004 the best Madden title to date? EA seems to think so.
November 15, 2003 | 10:00 PM PSTby: Ray Almeda
Once upon a time, thirteen years ago, Electronic Arts started the franchise that would rejuvenate sports titles forever, raising the bar with improvement every following year - Madden Football.
Even more than a decade ago, the same sports franchise continues to deliver with outstanding improvements, most of which are everything but detrimental to the quality of each year’s version. It’s certainly not easy for a development team to create a sports title that sells with similar if not better sales results annually. The Madden football franchise is the boldest game to mind when it comes to that circumstance. Usually, most would think that roster changes are enough to warrant a purchase of the same series every year. Certainly not. Like every year, this year’s Madden not only improves on the usual roster changes, but also introduces endless features that most football titles are hesitant to clone. The game skyrocketed the football gaming genre into full gear in the early 90s, and there’s no reason why the success wouldn’t continue – even today.
Even after thirteen years, Madden 2004 has once again arrived as a winner.
This year’s version of Madden further introduces newer features, most of which you will be hesitant to take advantage of at first – but as they say – patience is the key to success. All of Madden 2004’s components are tied together seamlessly. They blend really well, and of course, feel paralleled to the Madden gameplay that we’re all used to and love.
One of the newest features in this year’s gem is the playmaker control feature, which is simply a quick audible option – easy to use, difficult to master. Basically, the option allows players to slightly change their assigned play routes if they feel as if there is a major disadvantage based on the position of the other team’s players. This allows players to adjust offensive plays for example without using an audible. One instance this could be used is when a linebacker on the defensive side of your offensive team appears to be blitzing from a particular side where you’re planning to run your halfback to, you’ll be able to change the direction of the run on the fly by simply moving the C-stick in the opposite direction of the blitz.
Another great playmaker control is the ability to manually do blocks for your receivers and running backs as soon as the balls snap. From there, you can direct teammates on the field (linemen for halfbacks and other wide-receivers for your receiving wideout) to block for the player on your team with the ball using the C-stick. Although it may take a while to perfect, since you must adjust and time your blocks perfectly, otherwise another potent block may be put you at even a greater risk of getting tackled even earlier. Casual gamers may also have a problem with this feature because it requires the use for basically two controls – one thumb on the left analog stick and one on the C-stick, and that’s only for moving, without the additional special moves such as jukes and speed boosts. However with practice and a keen eye on the quarterback blocking as well, the playmaker control feature can easily be an advantage for extra yards, especially for owners of the game, who play against their friends who don’t know about this cool little feature.
On the defensive side, the playmaker control allows you to switch defensive back coverage using your cornerbacks. Basically, if your cornerback is lined up to defend a wide receiver that you’re not too comfortable defending with that cornerback, you can use the playmaker control using once again the C-stick and shift your pass coverage over to that particular side the wide receiver is on – making it harder for them to get open quickly. However, after the snap, you can either quick blitz or make your coverage guard the long pass, based on different situations.
I found these playmaker control schemes to be quite innovative and they give you full control on what your team does in the game – not being limited to just doing exactly what the play states. Of course the default next-gen football game features such as defensive line shifting and linebacker gap fill-ins are still in there, but these playmaker controls give you complete control – think of it as a buffet.
Most of the fundamental mechanics in this version have also been tweaked to a considerable extent. For example, the play-action passing plays no longer shift to a QB quickly anymore, giving the player more time to complete the fake play in either running it, or passing it to the closest halfback.
Also, the running game is noticeably improved. Most football games today still have that constant problem of linebackers getting their asses in your face, when they’re really supposed to be blocking for you. This time, linebackers will indeed move a bit when they know that you’re behind them, sometimes even opening a large enough gap for you to creep through, away from those nasty linebackers. Also, running on the outside seems a bit easier as the outcome of the play is determined more on the blocking of your offensive line, rather than the running skills of your half back. Madden is truly a game of angles.
The passing game is better than ever with both a more challenging defensive back unit and a nail-biting pass control system. Like the Sega Sports football titles, Madden incorporates the “button-hold” passing system into Madden 2004, where holding the button longer enough allows you to pass harder, making it harder for both the defensive back and wide receiver to catch – but it could be advantageous based on your situations. With the ever-popular hot-routes, receivers will once again be able to be controlled; especially if you already know the type of coverage a defensive back may be challenging your wideout with. With all of this said, Madden 2004’s passing system is as realistic as it gets. Finally, mistakes will truly depend on the player. This game isn’t so forgiving – but to my likings – that’s a good thing.
Blitzing offensive players on the defensive side of the ball is finally balanced on both sides of the gameplay, because of its “good/bad situational options,” which allow players to control how much risk they want to put in blitzing the other player’s quarterback or running back. With the playmaker feature once again, you’ll be able to control your defensive line, keeping them from going on an all-out blitz, which could easily leave you shocked at how far the left alone wide-receiver runs for the touchdown. The AI on Madden 2004 has been tweaked to more of a human extent – neither too dumb nor cheap.
Sure on paper all of these features look great on a game of this caliber, but the single most important new mode to this year’s sequel is the addition of the owner mode, which is tied directly to the franchise mode found in previous games. This new feature gives players full control on how their team does, from adjusting the value of your players, to even changing the ticket prices of your stadium. Not only will tests on the player market be a challenge for players willing to take on the owner mode, but the rather comprehensive team revenue system is highly important as well. Owners will be able to control production of tickets, merchandise (such as beet, soda etc.), and even parking. Just think on how it would feel to be Al Davis or Bill Walsh for a day, or even a full football season! Owners can decide how much money goes into advertising, etc. Of course, your team’s win/lose record is also important as they also affect your fan database, whom you must try to lure back into your stadium seats if their interests starts to take a plummet.
Owners also have advisors to their benefit to help them make decisions quick and easy – just like the real thing without the whining. These advisors will give you access to graphs and charts on showing you how your team has done over the course of the season financially. Just like real owners, you’ll also be given options to hire new personnel, which includes vendors, trainers, and even coaches. The learning curve of Madden’s newest mode to date is quite high, but with the right decisions and personnel, the rewards are endless.
The franchise mode is improved as usual with the ability to make training camps, scouting, and coach depth charts a priority in making the perfect decision for your franchise. Drills in the training camp of the game also allow your players to earn attribute upgrades to use towards permanent ability migrations.
Most of the other modes in the games are very much similar such as the create player, teams, playbooks, tournament, minicamp, two-minute drill, situation options, coach challenges, practice, football 101 (training mode), and even the ever-popular Madden cards, used to unlock cheats and hidden teams.
The game’s lush eye-candy can be compared to if not looked up upon to last year’s graphics. There have been some adjustments to the faces of the players, but they still look generic. It is indeed still difficult to decipher the faces of such superstars such as Michael Vick and Donovan McNabb, both of which seem to look similarly alike. Still, some cool details such as the grass’ detail in the game worsening as the game progresses because of the constant running the players etc. Jerseys will get dirtier as usual. However, other than the addition of badass looking player tackle animations and catches, Madden’s graphics engine remains in a general sense a clone from last year’s version. Not necessarily bad, but not groundbreaking either.
Al Michaels and the game’s star, John Madden, can once again be heard for the commentary of the game. Both samples are in high quality, if a bit still too repetitive. However, the blend of the two voices work very well, especially when compared to other football games, when it seemed as if two voice samples were just pasted together. The licensed soundtrack is also top notch with names such as OutKast and Blink 182 in the mix.
The GameCube version’s distinct feature over the other two consoles is simply its GBA connectivity. When the GBA has been connected to the GameCube, you can view a scoreboard, and do a suggested play from the Game Boy Advance.
The GameCube version doesn’t have online play – which the PS2 does have – but the fact that the looks very smooth and crisp on the GameCube make this game the graphical choice of the other Maddens, especially if they believe that load-time can be a concern. As always, it’s the must-have football title of the year, and an easy decision when choosing between two top-notch videogames.
“It’s in the game,” because you can never go wrong.
Even more than a decade ago, the same sports franchise continues to deliver with outstanding improvements, most of which are everything but detrimental to the quality of each year’s version. It’s certainly not easy for a development team to create a sports title that sells with similar if not better sales results annually. The Madden football franchise is the boldest game to mind when it comes to that circumstance. Usually, most would think that roster changes are enough to warrant a purchase of the same series every year. Certainly not. Like every year, this year’s Madden not only improves on the usual roster changes, but also introduces endless features that most football titles are hesitant to clone. The game skyrocketed the football gaming genre into full gear in the early 90s, and there’s no reason why the success wouldn’t continue – even today.
Even after thirteen years, Madden 2004 has once again arrived as a winner.
This year’s version of Madden further introduces newer features, most of which you will be hesitant to take advantage of at first – but as they say – patience is the key to success. All of Madden 2004’s components are tied together seamlessly. They blend really well, and of course, feel paralleled to the Madden gameplay that we’re all used to and love.
One of the newest features in this year’s gem is the playmaker control feature, which is simply a quick audible option – easy to use, difficult to master. Basically, the option allows players to slightly change their assigned play routes if they feel as if there is a major disadvantage based on the position of the other team’s players. This allows players to adjust offensive plays for example without using an audible. One instance this could be used is when a linebacker on the defensive side of your offensive team appears to be blitzing from a particular side where you’re planning to run your halfback to, you’ll be able to change the direction of the run on the fly by simply moving the C-stick in the opposite direction of the blitz.
Another great playmaker control is the ability to manually do blocks for your receivers and running backs as soon as the balls snap. From there, you can direct teammates on the field (linemen for halfbacks and other wide-receivers for your receiving wideout) to block for the player on your team with the ball using the C-stick. Although it may take a while to perfect, since you must adjust and time your blocks perfectly, otherwise another potent block may be put you at even a greater risk of getting tackled even earlier. Casual gamers may also have a problem with this feature because it requires the use for basically two controls – one thumb on the left analog stick and one on the C-stick, and that’s only for moving, without the additional special moves such as jukes and speed boosts. However with practice and a keen eye on the quarterback blocking as well, the playmaker control feature can easily be an advantage for extra yards, especially for owners of the game, who play against their friends who don’t know about this cool little feature.
On the defensive side, the playmaker control allows you to switch defensive back coverage using your cornerbacks. Basically, if your cornerback is lined up to defend a wide receiver that you’re not too comfortable defending with that cornerback, you can use the playmaker control using once again the C-stick and shift your pass coverage over to that particular side the wide receiver is on – making it harder for them to get open quickly. However, after the snap, you can either quick blitz or make your coverage guard the long pass, based on different situations.
I found these playmaker control schemes to be quite innovative and they give you full control on what your team does in the game – not being limited to just doing exactly what the play states. Of course the default next-gen football game features such as defensive line shifting and linebacker gap fill-ins are still in there, but these playmaker controls give you complete control – think of it as a buffet.
Most of the fundamental mechanics in this version have also been tweaked to a considerable extent. For example, the play-action passing plays no longer shift to a QB quickly anymore, giving the player more time to complete the fake play in either running it, or passing it to the closest halfback.
Also, the running game is noticeably improved. Most football games today still have that constant problem of linebackers getting their asses in your face, when they’re really supposed to be blocking for you. This time, linebackers will indeed move a bit when they know that you’re behind them, sometimes even opening a large enough gap for you to creep through, away from those nasty linebackers. Also, running on the outside seems a bit easier as the outcome of the play is determined more on the blocking of your offensive line, rather than the running skills of your half back. Madden is truly a game of angles.
The passing game is better than ever with both a more challenging defensive back unit and a nail-biting pass control system. Like the Sega Sports football titles, Madden incorporates the “button-hold” passing system into Madden 2004, where holding the button longer enough allows you to pass harder, making it harder for both the defensive back and wide receiver to catch – but it could be advantageous based on your situations. With the ever-popular hot-routes, receivers will once again be able to be controlled; especially if you already know the type of coverage a defensive back may be challenging your wideout with. With all of this said, Madden 2004’s passing system is as realistic as it gets. Finally, mistakes will truly depend on the player. This game isn’t so forgiving – but to my likings – that’s a good thing.
Blitzing offensive players on the defensive side of the ball is finally balanced on both sides of the gameplay, because of its “good/bad situational options,” which allow players to control how much risk they want to put in blitzing the other player’s quarterback or running back. With the playmaker feature once again, you’ll be able to control your defensive line, keeping them from going on an all-out blitz, which could easily leave you shocked at how far the left alone wide-receiver runs for the touchdown. The AI on Madden 2004 has been tweaked to more of a human extent – neither too dumb nor cheap.
Sure on paper all of these features look great on a game of this caliber, but the single most important new mode to this year’s sequel is the addition of the owner mode, which is tied directly to the franchise mode found in previous games. This new feature gives players full control on how their team does, from adjusting the value of your players, to even changing the ticket prices of your stadium. Not only will tests on the player market be a challenge for players willing to take on the owner mode, but the rather comprehensive team revenue system is highly important as well. Owners will be able to control production of tickets, merchandise (such as beet, soda etc.), and even parking. Just think on how it would feel to be Al Davis or Bill Walsh for a day, or even a full football season! Owners can decide how much money goes into advertising, etc. Of course, your team’s win/lose record is also important as they also affect your fan database, whom you must try to lure back into your stadium seats if their interests starts to take a plummet.
Owners also have advisors to their benefit to help them make decisions quick and easy – just like the real thing without the whining. These advisors will give you access to graphs and charts on showing you how your team has done over the course of the season financially. Just like real owners, you’ll also be given options to hire new personnel, which includes vendors, trainers, and even coaches. The learning curve of Madden’s newest mode to date is quite high, but with the right decisions and personnel, the rewards are endless.
The franchise mode is improved as usual with the ability to make training camps, scouting, and coach depth charts a priority in making the perfect decision for your franchise. Drills in the training camp of the game also allow your players to earn attribute upgrades to use towards permanent ability migrations.
Most of the other modes in the games are very much similar such as the create player, teams, playbooks, tournament, minicamp, two-minute drill, situation options, coach challenges, practice, football 101 (training mode), and even the ever-popular Madden cards, used to unlock cheats and hidden teams.
The game’s lush eye-candy can be compared to if not looked up upon to last year’s graphics. There have been some adjustments to the faces of the players, but they still look generic. It is indeed still difficult to decipher the faces of such superstars such as Michael Vick and Donovan McNabb, both of which seem to look similarly alike. Still, some cool details such as the grass’ detail in the game worsening as the game progresses because of the constant running the players etc. Jerseys will get dirtier as usual. However, other than the addition of badass looking player tackle animations and catches, Madden’s graphics engine remains in a general sense a clone from last year’s version. Not necessarily bad, but not groundbreaking either.
Al Michaels and the game’s star, John Madden, can once again be heard for the commentary of the game. Both samples are in high quality, if a bit still too repetitive. However, the blend of the two voices work very well, especially when compared to other football games, when it seemed as if two voice samples were just pasted together. The licensed soundtrack is also top notch with names such as OutKast and Blink 182 in the mix.
The GameCube version’s distinct feature over the other two consoles is simply its GBA connectivity. When the GBA has been connected to the GameCube, you can view a scoreboard, and do a suggested play from the Game Boy Advance.
The GameCube version doesn’t have online play – which the PS2 does have – but the fact that the looks very smooth and crisp on the GameCube make this game the graphical choice of the other Maddens, especially if they believe that load-time can be a concern. As always, it’s the must-have football title of the year, and an easy decision when choosing between two top-notch videogames.
“It’s in the game,” because you can never go wrong.





















