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| Difficulty: 1 | Learning Curve: 1 | Published by: scarface | Date: 2008-02-20 |
| Gameplay | | 7
| Graphics | | 7
| Sound | | 8
| Value | | 7
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Overview
Lets get down to the good parts over 200 classic players to pick from, a exciting and highly realistic gameplay engine. You can also build up your teams and take them online. Great animation and on-field sound effects. The bad parts all that was done in this game with the gameplay being great was done the same as NFL 2k5. A big lack in offline modes and the player models look ancient and the commentary is pretty much recycled from 2k5. Think they should of used more ways of customization options.
All-Pro is precisely the kind of football you remember from NFL 2K5--maybe a little too much like it--but with a roster of classic players from NFL yore. The premise? Build your own team out of your favorite old-timers, and compete against other teams full of heroes of the gridiron, both offline and online. It's a very cool idea for a game, especially in the way you build your team, but some niggling issues with the gameplay and presentation, as well as a stripped-down package of modes, prevents 2K8 from being a truly great return for 2K football. Which I always liked the 2K games for great game play and player control.
GamePlay
But what do you do with all these classic players? Essentially, from the moment you first boot up the game, your task is to build the team of your dreams. To build this team, you're provided 11 empty slots with which to fill superstars, and the remaining slots are taken up by generic players. The classic players are ranked in gold, silver, and bronze tiers. You get two gold, three silver, and six bronze players for any team you create, and they can fill whatever positions you like. Want a potent offense? Grab Jerry Rice and Walter Payton, toss in a silver-tier quarterback like Joe Theismann or Randall Cunningham, and you're in good shape. Prefer the defensive game to be the focus of a team? Pick Ronnie Lott, Dick Butkus, Lem Barney, and Ed "Too Tall" Jones, and you're looking pretty scary.
Once you get your team on the field, any fan of NFL 2K5 is going to be able to settle into a groove pretty quickly. That's because this game might as well be 2K5 with a handful of gameplay tweaks. Some of those tweaks include a new gang tackling system that actually looks and feels superior to anything found in recent Madden games, and a new right-analog-stick tackling mechanic that essentially lets you do big hits, high and low tackles, or reach tackles (the last of which rarely ever seems to work very well).
There's also a new kick meter that tries to turn the right analog stick into a kicker's leg, having you pull back on it to start the play, and then push forward to kick (provided you time it and aim correctly). Nifty idea, but it doesn't work well at all. Kickoffs seem to work fine, but kicking field goals is a lot more scattershot than it should be. You know something's off when you're timing your kicks nearly perfectly and putting little angle on the ball beyond where you set the arrow pointer, and you're still missing kicks from 35 yards out. Finding the right combination of star players is half the fun.
Interestingly enough, it's not the changes made to 2K8's design that really sell it--it's the stuff you remember. It probably speaks best to how fantastic a game 2K5 was that 2K8's gameplay can still be considered great fun, and still feel realistic, considering how much of it is identical to that game. The running game is still the best in the business, with moves and blocking that look and feel just about as spot-on as you could ever hope for. The passing game is no slouch either, though there's a weird bit of delay between when you press the button to throw to a receiver, and when the pass actually launches--one that might be somewhat realistic, but feels overwrought when you're just trying to get the ball out quickly. Defense is stingy and mechanically sound. Defensive backs tend to drop a few too many interceptions, and defensive players still like to stand dead still in one spot when assigned to zone coverage (wide receivers tend to do the same thing on certain types of routes), but those quibbles aside, it's hard to complain much about the defensive game.
So, if the game still plays so well, what prevents it from being truly great? It's a lot of things, many of which are elements that are missing. As an offline, single-player game, All-Pro is a weak effort. You get a quick game mode, and one season to play through against a series of pre-made teams, and once you win the championship (or don't), that's pretty much the end of it. There's no franchise mode, no crib, none of the amenities 2K Sports fans have become accustomed to over the years.
Multiplayer
Well one thing we can count on that is multiplayer gaming is not lacking, in fact it’s sweet to say that it feels like a game specifically built for multiplayer competition. Most of the fun comes from pitting your teams against other people’s concoctions to see how well yours does. You can do that in 4 modes and those modes are standard ranked, player matches, tournaments and seasons. But there still is no fantasy-draft option, but given that it has limited number of worthy players in the game its somewhat understandable.
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