I guess it’s about time to do a run down of HC 09. I don’t do reviews but here’s a list of things that I think I think.
1. HC really makes Madden’s franchise mode look poor. If HC is innovation then Madden’s franchise mode is stagnation.
1a. I really can’t play Madden’s franchise mode because of HC.
2. Do not use the play creator with your franchise unless you want to kill off your franchise. You can create plays from the main screen but if you do it in your career, you will turn off injuries. Players won’t get hurt and hurt players won’t heal. This needs a patch.
3. The feeling of immersion should be considered one of the most innovative features in the last five years of sports games. Excluding text-based games, sports games were nothing more than a collection of exibition games over a season. There was no flavor, no team styles, no storylines. HC has all of those things. The draft stories and college information given to you by Adam Shefter brings together an NFL that is living outside of your team.
4. Head Coach is a good game but not great. It has a few serious bugs (injury/play creator) and a few niggling issues.
4a. No matter how bad a QB plays, the CPU will never replace him in a season. In a test season, the Ravens found a QB on the free agent list that was rated higher than Boller and Troy Smith. He started all 16 games — threw 13 touchdowns with 39 ints. The Ravens finished the year 3-13. This hurts you career because some teams are unable to adjust during the season. You might never see a Romo or Cutler start mid-season.
4b. Fumbles and Pick 6’s are pretty high. These are carry-overs from Madden 08. They are toned down considerably.
4c. No CPU in super sim. This basically makes super sim a mode to finish games and blowouts. Otherwise you might see boxscores where your RB runs the ball over 40 times.
4d. The play creator has been neutered to the point of being pointless. You can not create orginal run plays. (I haven’t found a way!) Instead, you have to find a play that has the FB and HB blocking and hitting the game where you want — then edit the formation around them. Searching for plays to edit is a very tedius task.
4e. There are some stat anomolies like QBs having too many ints.
4f. The two-minute offense is broken’ish. You can’t audible, send in another play, spike the ball, or call another play. You are at the mercy of the last play you called unless you waste a timeout.
5. Save often! There is a freezing problem with most games. I don’t know what causes it but make sure to save every week or every day in your career.
6. The good.
6a. Draft classes add a unique flavor to the game. Virtual re-made greats like John Elway and Dan Marino are draftable. The game will actually give you status reports of how theses players are doing in their college career.
6b. Injuries are very well done. I lost an entire offensive line battery because of injuries. I’ve never had to worry about depth in Madden or NFL 2k.
6c. Drafting and free agency is fun.
6d. I enjoy how player bidding, player negotiations and trading are handled. You never really select what you want, you select packages. It’s really a mini-game of compromise where personality detemines how successful you are. So you might want to offer a low-ball contract offer to a free agent. He will counter with his offer. Every package that’s lower than yours and higher than his are taken off the board. You keeping going until you can find the same package to agree upon or the time runs out. If it runs out there’s a chance he won’t want to sign with your team.
6e. A GM might be terrible and overvalue busts. A player might be a pushover and you can lowball him. A player might be better (ratings) with a different coaching staff. Ratings mean everything!
6f. Playbooks are a weird design idea. You are given a very basic playbook set. You can gain plays when you hiring coaches or stealing your oppenent’s plays. The playbooks are very sparse.
6g. Playbook knowlege is key. If your players don’t know a play, that will not run their route, block or cover their man.
7. In-game graphics are nothing special. They are closer to PS2 than the 360. They are functional and do not take too much away from the game.
7a. The menus are good looking and very functional. There are some quirks like not being able to see your cap room with bidding on a free agent.
7b. The clipboard idea makes this game. The timer idea, while adding some drama shouldn’t be in a sim game. Leave if your FA bidding, drafting etc when I run out of time to gameplay because I want to look at the NFL injury board is silly. (The timer pauses when you are not in the main clipboard screen.)
8. Defining moments sometimes can affect your approval too much. While it’s rare, sometimes the game will give you a defining moment that makes you wonder, like calling a punt on 4th and 5, on your own 40.
9. Gameplay
9a. In-game gameplay is running off of a pretty basic Madden engine. The gameplays different as their are more offline throws and problems with players doing stupid things.
9b. The play calling screen isn’t any better or worse than Madden’s play calling screen. It’s pretty limiting and it should use more of the screen.
9c. The AI calls a pretty good game and avoids some of the AI gaffs that plague Madden.
9d. Teams play their style of ball. New England pass. Pittsburgh run. Mike Martz throws deep. Teams could use their star players a bit better but you will seem teams play similar to their NFL counterparts.
10. The game needs a patch. First it should focus on the play creator design bug. Second it should fix some of the roster issues like benching players. Lastly, it should look at letting teams at least spike a ball during the two-minute offense.
10a. No word of the patch. Okay the game isn’t Madden, but in days of release there was already word of a patch. Here, they are debating whether or not there should be a patch.