By Ned Jordan
Madden's monopolistic grab of the NFL license was a blessing in a disguise
for the NFL Blitz franchise, even though many would have thought that it would
have been Blitz's death knell. Blitz may have lost the ‘NFL' from its title, but
it gained the freedom to emphasize whatever aspects of the sport it wanted to
without the watchful eye of the NFL looking over its shoulder. Bone crunching
tackles, gruesome injuries, excessive taunting and celebrating, expletives,
backroom deals, ... Blitz: The League II (BTL2) revels in everything the NFL
censors would squash without hesitation.
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Central to BTL2 is its campaign/career mode. You begin the mode as a
multisport phenom known by the nickname ‘Franchise'. Your sport of choice is
football, but you'll sign with the league only if you can play for your hometown
team. In this case, your home town can be anywhere you want it to be; it's just
a way to segue into the game's team creation tools. The team creator is pretty
and lets you choose your team name and select its logo from a large library of
available logos, most of which are actually really cool. You can also select up
to three team colors and apply them as you wish to a variety of mix and match
helmet and uniform styles. As for Mr. Franchise, you select his positions (he
plays both sides of the ball, of course) and starting stats by selecting answers
to a series of ten questions asked by reports at the press conference announcing
your signing with The League. Once you're on the field you'll be able to control
any player, though, so your selection of a position won't keep you out of the
action on half of the plays like in some other games in which you take on the
role of a single player.
There's a story that accompanies the campaign game as you play your way
through it. The story is related through cutscenes and ‘phone calls' from your
agent and other characters. The story is surprisingly interesting for a sports
game and it touches on everything you'd probably find clinging to the dark
underbelly of professional sports. You don't have any interaction with the story
scenes, though; your goals in this are all tied to your success on the field
both as a team and for your superstar athlete. You can have an overall goal such
as winning the majority of your next string of games, or individual game goals
such as scoring a given number of touchdowns with your star player. You can also
put a wager on each game which usually involves betting on the point spread for
the game, but you can only bet for your team and not against it.
Now it's time to look at the gameplay on the gridiron, because that's where
you'll be spending most of your time with the game. The football in this game
doesn't mirror the game played by the NCAA or NFL. First of all, this is 8 on 8
football and not 11 on 11. The second major difference is that it takes 30 yards
to get a first down. Further more, this is no-holds-barred football – there are
no penalties for pass interference, late hits, or deliberately injuring an
opponent. Each player in the game is rated in a number of categories, and while
these ratings do have some effect on the gameplay, there's no doubt that you're
playing arcade style football rather than a realistic sports sim – and that's
before you even look at the game's Clash and Unleashed system. Good plays on the
field cause your Clash meter to fill, while even better plays reward you with
special Clash icons. The power stored in the Clash meter can be used to briefly
slow down time – a little less for the player you're controlling, a little more
for those around him – giving you that extra edge to dodge a would be tackler or
bring down the ball carrier. Collect six Clash icons, and you put the Clash
meter into Unleashed mode. Using Unleashed at the right moment will cause an
offensive player to shed tacklers and burst into the clear or a defensive player
to slam the ball carrier to the ground with a high likelihood of causing an
injury or a turn over. It's a showboat feature that makes for some cool-looking
action on the field, but the game would probably be better without it. It's very
frustrating to execute a brilliant play and then right before the payoff have
your opponent engage Unleashed and instantly erase your hard work and all of his
mistakes. It's also possible for one team to maintain an unfair advantage over
the other by keeping their Clash meter in Unleashed mode for an extended period
of time. An Unleashed play can earn several Clash icons putting the meter back
into Unleashed mode again. In the mean time the other team's Clash meter will
remain empty as they have their helmets handed to them on one play after
another, and all they can do is watch the scoreboard light up for the other
team.
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