2002 FIFA World Cup
Review by Starwind
"Good, but $49.99 for two game modes?"
As much as I hate to say it, I love EA's FIFA games, even if they are created in a shameless attempt to snag some cash in this, the 2002 World Cup. Electronic Arts has produced their recent incarnation of the yearly soccer game in World Cup flavor. Judging by the number of options (or lack thereof), there seems to be little more in this package than a cash cow waiting to be milked.
GRAPHICS: (10/10) The players and stadiums are done up in extraordinary detail. Most players still sport generic faces, but some star players have individualized faces to resemble their real-life counterparts, such as Beckham, Blanco, McBride, and others. Animations are also slightly improved from FIFA 2002, as there are more fluid transitions between player movements.
Presentation was spared no expense; when players enter the field (or pitch, for everyone else in the world but Americans...), streamers, camera flash bulbs, confetti, and various flags abound in the 2D crowd. Even the mascots (whose names I can't remember) are on the sidelines, as are coaches, cameramen, and referee assistants. Truly a great level of detail.
SOUND: (10/10) Commentary quality from John Motson and Andy Gray exceed any from any sports game. Very seldom do you hear late or misplaced comments. Little tidbits about the playing teams and the stadiums are now included, courtesy of Gray, in this edition of FIFA (which has not been done in FIFA 2002).
The music is now played by an orchestra (I forget which), rather than supplied by major recording artists. The mood is perfect for the game.
The crowd are now louder when a team scores a goal, as the pitch rises to a great level. Also, individualized team chants will emanate from the stadium, something I hadn't heard since FIFA 98 for the PC.
Players on the pitch will occasionally shout out commands or comments, which can be heard alongside the commentary (in FIFA 2002, only one or the other was allowed, I believe). One personal favorite aspect of this: for certain teams, the players' shouts will be spoken in their NATIVE LANGUAGE. It is awesome to hear English-speaking players say, ''Cross in!'', and Spanish-speaking players shout, ''Cruzala!'' Little details like those are what make this game's presentation top-notch. Konami would do well to learn from EA's example.
GAMEPLAY: (8/10) People seem to have a love-hate relationship with FIFA's gameplay. I have grown used to it, but for realism's sake, International Superstar Soccer (or any of its various incarnations) has better gameplay. I will draw some comparisons. (By the way, the last Konami game I've played is ISS: Pro Evolution on the Playstation, and before it, ISS 98).
EA takes the position that when a player ''has'' the ball, it cannot be taken away unless the player shoots/passes, or is tackled. Therefore, if your defender runs right into a rushing striker without your pressing any buttons, the ball will flow magically through your defender and onwards (whereas in ISS, you can claim the ball by running into the ball's path, much as you would in a real soccer game). This may not sound terrible, but in an aerial ball situation, what I figure the game's code dictates is the following:
If the ball is in the air and two opposing players are preparing to head the ball or chest it down, one of the players will automatically ''get'' the ball. It doesn't seem to depend on who gets there first, or which player is taller, more skilled, etc., but rather on the difficulty level. For if you have the game set on ''Beginner'' or ''Amateur,'' you will win the ball most of the time. ''Professional'' seems to be about 50/50, and ''World Class'' will have you give up the ball to the computer most of the time.
One annoying aspect of this AI algorithm is if two players are chasing a dead ball. You can be a full five feet in front of your opponent, and the game will literally STOP your player cold, despite your depressing the dash button and the analog stick, allowing the computer player to claim the ball. Absolutely mind-boggling why EA would code their games this way. One thing I notice is that on the PS2, these problems aren't as prevalant as on the PC version, where the AI is merciless.
Other than those, the gameplay is pretty smooth. Analog passing can be difficult to learn at first, but mastering it won't be too long. It eliminates the need for a ''through pass'' button, as you can now pass wherever the analog stick is pointed. Shots are aimed the same way. Passes and shots are given strength based on the amount of time a button is pressed (the PS2's pressure-sensitive aspect is not used). Goalie AI is fairly good, but sometimes questionable. In a crossing situation, the goalkeeper will stand where the ball would land, rather than in front of a striker about to head into the goal.
EXTRAS: (3/10) Friendly, World Cup, and some videos are all you get. The videos are alright, they include some commentary and personal opinions by John Motson about this year's World Cup. Only a few teams to unlock (All-Americas, All-Europeans, etc.). That's it. That's why this game isn't worth the $49.99 EBX wants for it.
CONCLUSION: A solid game in its own right, but this should have been some kind of expansion pack, rather than an individually released game. The presentation alone, though, is enough to warrant a purchase if you haven't already bought FIFA 2002. If you have, rent first.
Oh, and as for the ISS-FIFA controversy, for me, I can't stand Konami's shoddy presentation. FIFA wins. By a single goal, in penalties. (8/10)
Reviewer's Score: 8/10, Originally Posted: 06/12/02, Updated 06/12/02
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