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Madden 2003 or NFL 2k3? Any reviews? (1 Viewer)

Randall Z

Stunt Coordinator
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Jul 4, 2000
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174
has anyone seen any reviews for either of these games for the xbox? Gotta get one of them on the 13th, but which one? Harder to answer is this. Any help here would be great.
 

Carl Johnson

Senior HTF Member
Joined
May 6, 1999
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Real Name
Carl III
I searched Google for NFL2k3 reviews and found some but I wouldn't put any faith into reviews for a game that hasn't been released. The previews suggest that NFL2k3 on the box is the best thing since sliced bread but they said the same thing about Mike Tyson Boxing, which once it was released was consistently bashed as the worst release in the history of console gaming.
 

Scott "E"

Second Unit
Joined
May 3, 2002
Messages
309
I got this from the XBOX newsgroup, it's the IGN review of NFL2K3:
__________________________________________________ __________
And then it was a two-horse race.
Let's face it. Ever since SEGA's NFL2K series came on to the scene, it's
been slowly climbing toward the summit of simulation style videogame
fooball, ever striving to overtake EA's Madden. You can't have a
conversation about one game without the other coming up. While some have
contended that the 2K series has already surpassed Madden, that assessment
was premature. The engine was previously too unforgiving, too arcadey, and
at times, too cheap.
This is the year when Madden finally has the competition it deserves. NFL
2K3 hangs with Madden in across the board, and even outstrips the old
stalwart in several key areas. Those key areas are huge for diehard sports
fans. NFL 2K3 boasts an incredibly detailed Franchise mode, enhanced AI, and
player animations that are unparalleled.
Presentation and Features
Building on the success of last year's 2K2, SEGA and Visual Concepts have
packed the game to the brim with features, stats and great presentation, an
area that had always been lacking in the 2K series. They ditched Randy Moss,
perennial crybaby, and signed tough guy Brian Urlacher as their cover
athlete, a move that will surely be welcomed by football purists. Then they
went and acquired the ESPN license when Konami released it. These two
aesthetic changes signal a huge shift for SEGA's game. With the inclusion of
Urlacher, they're getting back to what football is about: being better,
faster and stronger than the other guy. With the inclusion of ESPN, they
gain credibility and visibility by adding an experienced partner (like EA's
John Madden, an institution unto himself) into the mix.
They've done well not to waste the license they've acquired. The ESPN brand
is woven heavily throughout the game. Sportscenter's Dan Patrick introduces
things in an opening sequence, and from then on, the ESPN style of
presentation permeates the game. All of the menus look like screens you
might see on the network, the load screens and in-game overlays mirror the
graphical look of their NFL broadcasts.
At first, it was strange to see the ESPN stuff everywhere, as it hearkens
back to inferior efforts made by Konami in games like ESPN NFL Primetime.
But Visual Concepts understands what the license is all about. It isn't just
about a name and a look. It's about an attitude and an allegiance with the
best network on television. It's about distilling the feeling you get
watching an ESPN broadcast and knowing that the people who work for the
network live and die for sport the same way you do.
The presentation extends beyond merely the NFL and ESPN licenses, however.
The game mimics every facet of play in its visual style. For instance, when
you're in the general manager's role, you're in an office customized for
your team, at a desk with a computer and calendar. These objects aren't for
show. They are how you navigate the various modes and features in the game.
What's even cooler is when you go to the NFL draft. The whole experience
takes place in a packed "war room," and you're armed with a PDA, laptop and
notepad to keep dibs on your prospects. It seems like a little touch, but it
goes a long way toward adding authenticity to the game experience.
The commentary is still stellar, but we'll get into that more in the Sound
category. What bears new mention are the excellent replays that accompany
the in-game experience. Last year, an upgraded replay system included a
virtual telestrator, and in-depth commentary during replays. This year, the
game plunges even deeper, exposing more nuances of the game as the replay
runs. In addition, they've added a split-screen replay that shows what two
players are doing simultaneously on a play. This is something not even the
networks have been able to muster yet, but you can be sure they'll try after
playing this.
The game has also added new features, not the least of which is online play
(Xbox and PS2 versions). The interface for both online versions is the same.
It's simple and easy to manage, provided you're already connected correctly.
While we didn't get an opportunity to test out the PS2 online version, the
Xbox Live incarnation was pure heaven. There is virtually no lag, both in
gameplay and over the headset.
The online experience is intense, and perhaps even better than sitting right
next to someone playing. Online, you can focus completely on what your team
is doing, and not be distracted by your buddy calling plays, or spilling his
soda, or weakly trying to talk trash. Instead, you can hear him spilling his
drink, screaming in agony and falling to his knees, begging for mercy--all
completely over the headset. SEGA is the only company that has experience
putting a console football title online, and it shows.
The whole experience was enjoyable. It will be even better when you can test
your skills against the anonymous denizens of the world in ranked games that
determine your status as NFL 2K3 elite. I know the online aspect alone is
going to make me into a living room hermit, and I'm fully willing to accept
that fate.
NFL 2K3 boasts a new user records system as well, which allows you to
compete and earn a nationwide rank. Each time you complete a game in SEGA
Challenge mode, you will be issued a passcode, which you can then take and
enter at the website to see how you stack up to gamers across the country.
This is an idea that hearkens back to sending in Polaroids to magazines to
show that you got the high score on River Raid... except that it's
futuristic and instantaneous. Of course, this system hasn't yet launched, so
we'll have to reserve judgment on how it actually functions. The idea rocks,
though.
All these great things aside, 2K3 does have its share of problems in the
presentation department. First off, when you're playing a game, it's often
difficult to navigate to the specific play you want. Madden's system has
always struck me as more intuitive and quicker to use in a pinch. Separating
plays into the huge number of sets like 2K3 does just serves to confuse
gamers, especially those new to the sport or genre.
Another thing SEGA's football titles have always lacked is extras. Outside
of racking up personal stats and winning Super Bowls, there is nothing
compelling you to play multiple seasons and modes, unless you're a diehard
fan. Unlockable cheats, teams and uniforms would be a good place to start.
If you pass a certain win total, you should gain goodies. If you play (not
sim) a certain number of games, that should unlock something (a la Super
Smash Bros. Melee). Bells and whistles like creating a team, stadium and new
franchise city would also be nice additions. Other football games do it, and
well. SEGA should too.
Gameplay: Franchise
Gameplay has always been the series' strongest asset, and that continues
with 2K3. This is the most realistic playing football game around, and that
stretches from the field to the front office. SEGA and VC have done an
excellent job weaving a sim-style football game with an intricate, nuanced
management game. The result is the total football experience, an experience
heretofore only hinted at by previous games in the genre.
This isn't to say that 2K3 is the perfect football game. It has a lot of
room for improvement. But it's drawing ever closer to the lofty ideal that
football addicts crave.
Let's first talk about what's been fixed since last year's version. First
off, they've addressed some of the key features that were missing,
especially an in-depth franchise mode. The one that VC's whipped up this
time around finally surpasses Madden. It's safe to say that the depth of
this year's franchise mode hasn't been reached before in a simulation style
football game (that does not focus on purely management). A considerable
amount of meat has been added to the offseason experience, and an already
good trading system has been expanded.
We've already noted some of the changes to the draft, in terms of
aesthetics. This year, you'll be able to scout the players in a Combine,
sending assistant coaches to watch them and gather valuable information on
each. The system is pretty cool: the coach has a limited number of hours, so
you have to budget your time to get the broadest base of information. You
can assign hours to watch each recruit, and gather varying levels of info
based on how long you track each guy.
Then you'll take your knowledge to the Draft and pick the best of your crop.
If you've done a poor or unrealistic job of cataloguing talent, your
Franchise will be left in the dust. Once you get your guys, you'll need to
sign them, manage salary cap, and make sure you have enough blokes for every
position. It's harrowing work, but someone has to have fun doing it.
During the season, you can do all the standard things: set depth charts,
pick up free agents and cut players. Those are the rudimentary things in any
franchise mode. This one, however, boasts one of the stingiest trade systems
around. You'll have to be a pretty decent negotiator to make it all work, or
you'll get taken big time. The game allows for uneven trades, trades of
draft picks, and counter-offers by each squad. The trading game can be fun
and addictive... so much so that you may end up with an entirely different
roster than the one you started with.
Still, the trading system has its problems. In addition to being pretty
difficult to get good trades (especially for those not well-schooled in NFL
dealings), it is a little hard to navigate the menus. You can only
manipulate one team's roster at a time, meaning that if a deal changes, you
have to cycle all the way through the list of NFL teams to do a counter
offer. This could have been easily fixed by keeping your main team's roster
always present on the trade screen, but as it stands, it's a minor pain to
use.
Another area of trading that could use some work is the Trading Block
feature. This allows you to place a member of your squad up for trade in an
open forum. It's basically "trolling for takers." You can also peruse some
of the other NFL ballers set to be dealt from this menu. While it may be
interesting to see what other teams consider scrap, it doesn't do much good
for you to place your own players on the block. But since you're seldom
offered anything substantial for them, and there aren't yet RPG elements in
football games where players refuse to be a part of a team, or demand to be
traded, there seems to be little need for this feature.
The Franchise Mode as a whole adds a lot to the game experience. It allows
you to make the front office decisions you've always wanted to try with your
favorite team. But it also gives a good sense of how difficult running an
NFL front office can be. When you string together a series of championships,
or piece together the ultimate team on a shoestring budget, it feels just
that much better to play and win with them.
Gameplay: On-field Play
In terms of on-field play, NFL 2K3 stays true to its roots. There have been
marked improvements to this area as well, but if you've ever picked up this
game before, you'll instantly recognize the system and fall right into the
rhythm of the game. The controls are still tight and easy to get a grip on,
but hard to master.
A few things were pretty unbalanced in VC's last effort, but they've been
mostly fixed in 2K3. The first is broken tackles. In last year's game,
Jerome Bettis could easily go all-world on you in one game by breaking
tackles and refusing to go down. It all felt very cheap. This year, the
broken tackles have come back down to Earth. You'll rarely see a string of
more than two broken tackles, and if you do, it will be a back that is good
at doing it. The downside, of course, is that it's increasingly difficult to
run against an opposing defense. Their defenders, like yours, possess the
new kung fu grip, and aren't going to let you go.
Another thing that has been toned down is the amount of interceptions. This
was a cause for concern among many gamers last time out. The game will still
punish you if you fire it into too much coverage, but it tends to bat down
rather than intercept, which will lead to a lot less hair loss among fans of
this game.
Last game out, it was difficult to go downfield deep. Unless you were fairly
adept at Maximum Passing, it was tough to accurately lead a receiver. This
time out, if you put good touch on a ball, it's possible for your receiver
to catch it in stride and get a head of steam going to the end zone.
That's not to say that the AI is dumber. In fact, it's even sharper than it
was last year. Especially in the realm of pass coverage, 2K3's AI has taken
a serious step up. Last year, CPU linebackers would do a circling motion for
no reason when dropping into pass coverage (especially zone). Defending a
tight end or back coming out of the backfield was like lining up planets for
an eclipse--maybe their orbits would meet, and he could defend properly, and
maybe they wouldn't, and your guy would be dinged for a huge gain. That
problem seems to be ironed out, as well as the deep coverage by DBs. Once in
awhile when playing defense in last year's game, a safety or corner would
charge toward the wrong player or jump too early if left to his own devices.
True, this happens in the NFL as well, but not to such a degree. In this
year's version, as long as you've called the appropriate coverage, guys are
generally in the position to make a play.
There are other cool AI touches that exist in 2K3 which bear mentioning. If
you do accidentally throw the ball into coverage, and you have an aware
offensive player nearby, he will actually turn into a defender quickly and
knock down the ball rather than give up the interception. All players react
to a ball in the air, especially when it's been tipped. This can produce
some great moments, where players on both teams are vying for the ball. If
you pump fake the ball, you may actually see players downfield take a step
toward where the throw would have gone. The same is true of play action.
Linebackers will move towards the line, dropping their coverage to stop the
run. That you can use real NFL techniques to foil your opposition is the
sweetest thing.
But there are still some problems. With all of the advanced line blocking
that's going on, it's tough to get a defensive lineman through to pressure
the quarterback. There is a nifty bullrush move that's been added (where
your offensive lineman pushes the defender straight back into the
quarterback), that can disrupt the play, but the D-line sacks have been cut
considerably.
All in all, the game plays a little slower overall as well. You can still
adjust the speed in the options menu, but the default is a more languid pace
than 2K fans are used to. Cutting on a dime has been toned down, so you can
no longer move like a Tron bike on turf. While this is a welcome bit of
realism for some, those used to the fast-cutting lifestyle might be
disappointed.
Still, the bottom line is that SEGA's game feels realistic, gritty and
intense throughout. The plays are dynamic and hotly contested. You feel like
you're in control of your own destiny. In order to win, you'll need to be on
top of your football, because this is one game that gives back as much as it
takes. It forces you to keep a team's strengths in mind, and focus on them
while play-calling. Fortunately, there's enough stats and background on
every team on the disc to do considerable homework before heading in.
While the rabid fans out there think that sounds like paradise (and it is),
it also points out a problem SEGA is going to have going forward. It can be
summed up in one axiom: "With great realism comes great responsibility."
Putting a lot of pressure on gamers can work against the overall fun of the
game. It's safe to say that SEGA has built its fan base out of the
diehardest of the diehard, but an overly technical, overly simmy game may
alienate the casual gamer. While the controls are easy to learn, it's tough
to teach years of both general and specific football knowledge to newcomers
who are looking for a fun game to play. Madden faces the same kind of
problems, but seems a little more forgiving than 2K3 in terms of difficulty,
especially in the higher settings. Point blank, the learning curve is too
steep for the casual gamer.
However, for its few problems, 2K3 does a thousand things right. And it's
meant for sim-heads anyway. There are so many little intricacies in the game
that you'll still be discovering new things to tweak and use weeks into
gameplay. In fact, there are so many that we can't possibly go into them all
within the scope of a review (who would read the thousands of words that
would take?). For instance, you can change your coverage during a game so
that specific athletes cover specific opponents. You can set in-game
audibles on the fly. You can sub athletes all over the field, whether it's a
good idea or not. A quick tour through any of the in-game menus will reveal
a host of high-level changes. Not everyone will be able to use them, but
it's a wonderful thing to now they're there. This is definitely a game where
you'll want to read the manual cover to cover, just to know all the cool
stuff you can manage.
Graphics
There are two areas where NFL 2K3's graphics outshine any game on the
market: player models and player animations. Since the goal is to produce
the most realistic-looking football possible, these are two key building
blocks.
Early in the 2K series, the models looked too shoulder-heavy. The
exaggerated upper bodies of these early models seemed blocky and jut plain
wrong. Last year toned down that look, and this year, the models look
downright believable. Everything is properly proportioned, according to
position, player size and body type. You'll be able to see differences in
Warrick Dunn and Peter Warrick just by glancing.
Individual body parts--arms, legs, butts (man, there are a lot of butt shots
in this game), fingers--all look great. The muscles are realistic-looking,
and the limb movement is better than it's ever been. The uniform detail
(especially the texture of the jerseys) is great as well, and the helmets
look amazing shining under the hot lights of the NFL.
The face models are arguably the most accurate out there, but they still
look strangely flat. At least this year there's a lot more of them in the
game, and we don't have to see that generic kicker mug over and over again.
The facial animations are a little more pronounced this year as well, making
for a much angrier, happier and disappointed game. True emotions are
difficult to portray, but the game makes a step in the right direction.
Probably 2K3's best graphical assets are its exquisite character animations.
Damn, these are pretty. VC has added a ton of new details to this area.
Tackles are a lot more varied, for instance. A defender may just lower his
shoulder and drop you , he may rip you down by your shoulders, or he may
grab you by the ankles and spin. All of these things are context-sensitive,
and the game does a great job of diversifying contexts and coming up with at
least a couple different tackles for each.
The ball-batting animations have gotten a lot better. There's a ton more
play when the ball's in the air, and the defensive backs have a whole new
set of moves to get in the way of a pass. My favorite moment playing the
game thus far happened like this: the opposing QB tossed what looked to be a
TD pass into the end zone. At the last moment, my DB swatted it into the
air. The opposing player tipped the ball back to himself and was about to
catch it when my defender tackled him. Not only is there some tremendous AI
at play there, there's an amazing amount of graphic detail.
The running animations showed a great improvement in last year's version.
Getting "skinny" through the line was one of them. More have been added this
year, including stumbling animations that recover (and fall), skirting the
line maneuvers, and enhanced stiff arm animations.
Some of the best touches come when the play has been concluded. If a ball
has been deflected out of a player's reach, he will look down at his hands
as if to say "why?". If a player catches a crucial first down, he may just
get up and point downfield. Showboat. End zone celebrations repeat a lot
less this year as well. Basically, the animation team seems to have packed
all that they could into the game in time for it to ship, and you can be
sure they're already plugging away adding stuff for next year.
But it's not all fun and games. NFL 2K3 falls down in a few graphical areas.
While the player models are highly detailed, the same cannot always be said
of the environments they play in. Sometimes grass textures look downright
splotchy and bad. The GameCube's grass textures are especially evil. At
times, the game looks too crisp, and at other times, not crisp enough.
Sometimes the players don't look like they're realistically interacting with
the ground. They bounce and carom off each other beautifully, but when it
comes to hitting the ground, players look a but like they're floating on a
thin layer of air, like a puck floats on an air hockey table.
Interaction with the environment, and objects within it, is a problem
throughout. There can be bad examples of clipping, where one character
seemingly passes through another's body. This has occurred in every NFL 2K
game that I can remember, and the problem lingers still. It's especially bad
when the play is stopped. Officials are like ghosts, and objects, players
and other refs pass through them at will. While clipping does not affect
gameplay, it still may bother the graphics snobs out there.
The lighting also does not look quite as good as some other games on the
market. And no one has quite perfected the effect that sunlight has on a
game. When you're watching a harshly sunlit game on TV, the light jersey
colors wash out and, if they're white, even appear to glow (like light
colors do in Sony's Ico, but to a lesser degree). The field appears light
green, almost white in places where the sun is directly shining. To date, no
videogame has even approached this effect. That said, the weather effects
look great. There's nothing quite like playing in a soupy game at Soldier
Field or running over a dusting of snow at Lambeau. The shadow effects in
domes are nice as well, and the mild self-shadowing going on here looks
good, but the lighting still doesn't vary enough or look quite real.
There's also a slight frame rate drop in all versions, especially when all
eleven players are interacting in the same general area (down near the goal
line is worst). The problem is most pronounced on PS2 and GameCube, but
exists slightly on the Xbox as well. Again, only snobs need apply.
Sound
The ambient football sound effects and crowd noise are the best in the
business. It's nice to hear the roar and swell of the crowd drown out even
the game announcers when something monumental is happening. These crowds are
smart, too. They cheer when a penalty goes against the other team, and groan
when their own team gives one up. After a big play or score, the crowd stays
active and is quicker to build when the next big thing happens. Dynamic
crowd noise has never been more accurate, or more invigorating. Crank your
home system and let it wash over you, and you'll be surprised how much it
can affect you (especially when the neighbors call the cops).
The on-field noises are good, too. The crack of helmets and grunts in the
trenches are all well-done, and sound a lot like the background noise you
hear in any typical NFL broadcast. You can also hear players calling each
other out, jawing across the line, calling out coverages, etc. All of this
stuff adds another layer of realism.
As stated in the Presentation section above, the commentary is once again
strong. It features the same fictitious team as in years past, and these
guys still call a mean game. It's a good blend of straight call, analysis
and humor. For instance, after an especially bad play, the color guy said
something to the effect, "I haven't seen a play fail like that since I
starred as Puck in my college's production of A Midsummer Night's Dream."
This kind of commentary helps keep the game fresh, without going as
off-the-wall as something like NHL 2002.
Show me a game commentary that doesn't get repetitive, and I'll show you a
happy man. Sadly, even this commentary repeats itself. It's not as bad as in
years past, but you'll be sick of some of the remarks by the second season.
-- Chris Carle
Closing Comments
In the final analysis, NFL 2K3 is a great football game that inches ever
closer to football simulation nirvana. The inclusion of several key
features, especially this year's multi-faceted Franchise Mode, makes huge
strides over last year's offering. Invariably, there's going to be argument
and consternation about the final score, which I'll tell you now is an 9.1.
To be sure, there will be a rush to the IGN Boards to discuss and (in the
case of some fans) lament this score. The main point of contention will be
the fact that last year's version earned a 9.0 on PS2, and an 8.3 on Xbox.
It did not make an appearance on the Cube in 2K2. In addition, you'll
probably be asking yourself how this game stacks up to Madden this year.
There is but one thing to say: different reviewers, different reviews. I
haven't played this year's Madden, yet. As for the other scores, I
personally would have placed 2K2 firmly in the 8.4 range, and last year's
Madden slightly higher at 8.6. By those standards, 9.1 is not only a great
achievement for SEGA and VC, but a pretty darn good score. End of
discussion. Franchise Mode. Online play. National user stat tracking.
Challenging and realistic AI. There is so much going on in NFL 2K3 that it
will keep you busy until the next one (which I expect to make similar
improvements) arrives next summer. If you take your football seriously, you
owe yourself this game. It's now the deepest football game on the market,
and is poised to remain good for many years.
-- Chris Carle
Presentation
A great license and excellent cover boy add authenticity and credibility.
The menus and features are much improved over last year, although some
things are still hard to navigate. 9.0
Graphics
The best player models in the business, and some of the most realistic
animations we've seen. Face maps still look flat, field textures could be
better and clipping is a factor. 8.0
Sound
These are the best damn crowds we've ever heard. Good use of contextual
commentary, although it still gets repetitive. 8.0
Gameplay
This game plays so close to real football it's scary... and extra scary to
novices, who may balk at the learning curve. Interceptions and broken
tackles have been toned down. 9.0
Lasting Appeal
The biggest, meanest Franchise mode around adds tons of playability with new
features: scouting combines, preseason, enhanced trading and more. Online
play will lengthen the life. 10.0
OVERALL SCORE (not an average) 9.1
__________________________________________________ __________
 

Todd Terwilliger

Screenwriter
Joined
Feb 18, 2001
Messages
1,745
IGN gave Madden a 9.1 as well so this puts them in a dead heat at the moment. Myself, I'm torn - I converted to 2K2 last year after having been a Madden stalwart (I wanted to try something different). I loved it but all my friends play Madden and with internet play this year, I don't know if I can withstand the allure of migrating back to Madden. I don't think I can justify getting both. Decisions, decisions, decisions.
 

ChristopherS

Second Unit
Joined
May 28, 2000
Messages
295
According to the posts at Operation Sports, IGN ranked NFL 2k3 very slightly ahead of Madden across all the systems. Bottom line is you cannot go wrong with either game.
I am going with NFL 2k3 simply because I have a XBOX and EA did not implement any online capabilities in Madden for the XBOX. If I also had a PS2 I would probably buy both.
Chris :)
 

pitchman

Screenwriter
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Real Name
Gary
OK, IGN Insider gives NFL 2K3 a 9.2 on PS2, a 9.1 on Xbox and a 9.0 on GCN. Madden NFL 2003 gets a 9.1 on PS2, an 8.8 on Xbox (no online play!) and an 8.8 on GCN.
According to IGN, the differences are slight, but they give the nod to NFL 2K3 pretty much across the board. Madden has slightly better realism, but NFL 2K3 has slightly better graphics (player animations) and very realistic game play. Each version takes a hit here or there for specific platform quibbles. In the case of no online play, it's a pretty big quibble.:frowning:
Since I am blessed (or cursed, depending on your perspective) with all three systems, personally I plan on renting various versions and trying them out before I settle on a purchase.
I don't always agree with IGN, but in this instance, I think you probably can't go wrong with either game. It all boils down to personal preference.
BTW, IGN and Gamespot pretty much agree that NFL Fever 2003 is not as refined as Madden or 2K3.
Gary
 

Kevin Alexander

Screenwriter
Joined
Apr 17, 1999
Messages
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BTW, IGN and Gamespot pretty much agree that NFL Fever 2003 is not as refined as Madden or 2K3.
I'll reserve judgement until all games are availiable for my own review. Alot of people have lost money due to senseless reviews by IGN that left people wondering: "What were they thinking?" Fever was a nice football game last year and the sales reflected that. No reason to believe that it will suck this year.
 

pitchman

Screenwriter
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Messages
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Location
Columbia, MO
Real Name
Gary
Kevin, I did not mean to imply that NFL Fever 2003
will suck this year
as you put it. In point of fact, both IGN and GameSpot rated it as "good" (IGN - 7.7, GameSpot - 7.2), still clearly a notch below the competition. The major criticism (despite adding online play) is that there appears to be an overall lack of innovation this go round, compared to the other guys.

The game looks and plays almost exactly like 2002 (which certainly is not a bad thing) but without all the new refinements EA and Sega added this year.

What I should have said is that early reviews lead toward this being a two-horse race, and Fever is not in the running.

Fair enough?

Gary
 

Kevin Alexander

Screenwriter
Joined
Apr 17, 1999
Messages
1,365
Gary, just because I quoted a small part of your post doesn't mean that I was criticizing what you said. What I take issue with is the reviewing trend w/ IGN and Gamespot.
 

Andrew_Sch

Senior HTF Member
Joined
Dec 30, 2001
Messages
2,153
I'm a 2K stalwart from day one, so I'll be heading over to BB to pick up 2K3 for PS2 after my early dentist appointment Tuesday.

Man, that's a lot of acronyms!!
 

Tim Markley

Screenwriter
Joined
Jun 12, 1999
Messages
1,279
I'm still undecided on which one I'm going to buy. I was a big fan of the NFL 2K series on the DC but last year I bought Madden for the PS2. IMO it was a much more realistic game than NFL 2K2. This year I'll be buying one of them for the XBox. The online play with Sega interests me but it won't be a major factor in the final decision. The smart thing to do would be to rent them both and then buy the one I prefer. Unfortunately I'm anxious to buy one of them this week and don't want to wait. :D I would rather give my money to Sega than EA so I might end up going back to NFL 2K3 this year.
 

Andrew Grall

Supporting Actor
Joined
May 17, 1999
Messages
645
I have been a Madden fan for years. Last year, I purchased both Madden 2002 and NFL2k2 for my X-Box. While last year I think Madden had more realism, MFL2k2 was pretty darned good. And this year, the reviews (and E3 impressions) all seem to say that Sega did the most innovation with their game. Great graphics, widescreen compatible, very deep franchise mode (perhaps even better than Madden's according to some reviews), great gameplay...
Couple that with my 2 gripes about Madden:
1. Pigheadedness (or "payoff" from Sony) kepy online play off the X-Box version.
2. Removal of online francise mode from the PC version.
And I will be getting NFL2k3 this week. :)
 

Evan S

Senior HTF Member
Joined
Nov 21, 2001
Messages
2,210
If 2K3 by Sega is comparable to their 2K3 World Series Baseball in terms of quality gameplay, then I will be all over NFL 2K3. Sounds like a winner. The Madden franchise lost me 4 years ago. 16:9 support combined with online capability and a game that's reviewed very favorably to Madden makes this a no-brainer IMO.
 

Tim Markley

Screenwriter
Joined
Jun 12, 1999
Messages
1,279
Can anyone confirm that NFL 2K3 on the XBox will be 16:9 capable and/or progressive? I know that Madden 2003 will be both 16:9 and 480p.
 

Randall Z

Stunt Coordinator
Joined
Jul 4, 2000
Messages
174
Until my fantasy draft in 2 weeks, this will be my most gut-wrenching decision. I miss the good 'ol days when tecmo super bowl was the only game to get.
I guess for me what it will come down to is online play (NFL 2k3) vs. importing college players from NCAA 2003(Madden 2003).
decisions, decisions...
:confused:
if only my wife would let me get both. :frowning:
 

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