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ESPN NFL 2K5 - A refreshing take on an already classic game
Information
ESPN NFL 2K5
- Developer: Visual Concepts
- Publisher: SEGA®
- Game Rating: E (Everyone)
- Release Date:July 31, 2004
- $19.99 / $1.99
- Players: 1 - 4
- Play Modes: SinglePlayer and multi-player
- Custom Soundtracks
- Dolby 5.1 Surround
- HDTV 480p, Xbox Live
- Playable on Xbox 360
Description
It is the Season of the Fan, and everyone is playing ESPN NFL 2K5, featuring the most responsive and intense gameplay around. The all-new Virtual Identity Profile System™ allows you to play your friends and top players as if they were sitting right next to you. So grab some controllers and get your game on.
ESPN presentation
Catch Chris Berman and new sideline reporter Suzy Kolber as they headline an updated ESPN program, complete with expanded halftime and post-game shows, a Player of the Game award, SkyCam™, and in-depth pass/run analysis.
V.I.P. System
Save your friends’ profiles to compete when they’re not available! Learn their tendencies, moves, and logic for more heated battles when next you meet. Or, improve your skills by playing against the profiles of coaches from around the league.
ESPN 25th Anniversary mode
Play classic NFL situations from the past 25 years, including The Immaculate Reception, The Catch, and more. It is your chance to rewrite history!
Maximum Tackle
Flex control like never before as you decide whether to go for the basic wrap-up tackle or the big hit. Ball carriers have the ability to break out of tackles for extra yardage.
The Crib™
Access a roster of music from JBoogie, RJD2, People Under the Stairs, and others. New point system allows you to increase your crib points with every game you play. Use your points to deck out your crib, buy music, play mini-games, and more. Increase your points by answering the crib phone to compete against Steve-O, Carmen Electra, Jamie Kennedy, FunkMaster Flex and other celebrities!
Innovative franchise play
Manage your team with the all new Weekly Prep™, where you can issue workout schedules, watch film breakdowns, and more. You can even evaluate simulated games! Also new is SportsCenter with Chris Berman anchoring and Mel Kiper and Trey Wingo bringing you the latest from around the NFL.
Breakthrough moves
Experience dazzling animations such as back-of-the-end-zone catches, quarterback evasions, all-new runs, and weather-related slips, falls, and trips.
Real NFL emotion
Undergo frantic turnover reactions, intense first down signals, quick timeout calls on the ground, and access to over 30 touchdown celebrations.
Updated First Person Football™
Take advantage of the updated exclusive First Person Football mode, with new camera switching, improved audio, passing control options, and more.
Your game, your music
Customize the sounds of the game by using your own ripped music to add true stadium atmosphere.
Introduction
This year's version of ESPN NFL raises an already lofty bar even higher with one of the most deep and complete football experiences around. Stuffed with new modes, the unique VIP feature, online capabilities and more of the challenging gameplay we all come to expect, ESPN is bigger and more involved than ever before.
Basics/Modes
Main Menu
Quick Game
In the Quick Game mode, there are more options than ever. On the matchup screen, be sure to choose teams, then pick some cool threads from the extensive collection of uniforms. Set your VIP by moving the cursor up and down, and turn Maximum Passing on, if that is your kinda thing (click in on the left stick). Once you are done, you go to the Coach Select screen.
Once you get here, you can see how the two VIPs stack up against one another. In addition to that VIP's record, you can check out their passing and running tendencies in a quick thumbnail view. You can also choose from the following options:
- Start Game
- VIP Coaches: Pick the VIP coaches you want for each team. Play your own VIP for a mind-blowing experience.
- NFL Coaches: You can also set set an NFL coach's VIP to see how Dennis Green might do with the current Vikings, or how Mike Holmgren would coach the Eagles.
- Lineup: Stay with the original starters, scramble the rosters from around the NFL and play with what amounts to randomized teams, or conduct your own ESPN Fantasy Draft and pick the ultimate team schoolyard style.
- Options: Set the stadium (there are tons of extra fantasy stadiums to choose from), playbooks, difficulty, quarter length, time of day and weather in this handy little menu.
- VIP: Check out all of the loaded VIPs from here, look at each one's stats, and manage them (load, save, create, set as active, etc.) in this menu.
Game Modes
This takes you to the menu of possible game types, minus Quick Game. Check out the Game Modes section below to see exactly what each one is.
The Crib
Unlock items by doing well during your games, then head to the Crib and revel in your possessions. Or, visit the Celebrity Phone to take on some of the world's B-list talent.
Features
This is where you find all of the extra goodies that you can play around with in the game.
- VIP: View loaded VIPs, look at each profile's stats, and manage your profiles (load, save, set as active, create) from this menu. Make sure you stop here immediately when booting up the game. VIP is one of the coolest features ESPN has to offer, and should not be overlooked.
- Roster Manager: Everything imaginable is included here. If you want to see who is on what squad, toss a player over to another team, or release someone to free agency, go to Team Rosters. Tweak the order of talent on a team by going to the Depth Chart. If you want to concoct a custom set of plays, head to the Manage Playbooks feature. You can base it on an existing book, or start from scratch. Once you go online and actually DL some rosters, they will be available for perusal with the Downloaded Rosters selection. Made too many changes? Reset the whole shebang with Reset Roster.
- Historic Teams: Here is your opportunity to add your favorite teams from yesteryear into the game. There are two available slots for Historic Teams, so if you feel like editing names for the '85 Bears or '75 Vikings into the game, you can do that.
- Team Create: This shares one of the two created team slots (with Historic Teams). It allows you to build a team from the ground up, choosing their logo and uniforms, assign their name and nickname, set the stadium, and draft a roster from existing NFL talent.
- Player Create: Same idea. Build a budding superstar, assign equipment and attributes and save him. The player is available in the free agent pool.
- Celebrations: You can customize your touchdown dances here, picking from a list of dozens.
- Stadium Music: Exclusive to the Xbox, this allows you to cut up songs on your Xbox and set them to play at key moments in the game (sacks, TDs, etc.).
Options
Set the way you want the game to play with the following options:
- Game Options: Set everything from quarter length to game speed. There is a thing called Performance EQ in this menu. This is basically rubber band or catch-up AI. Do not set this to On unless you want the CPU to catch up whenever you are ahead, or fail if they are ahead. It keeps games close, but what fun is that? You can also set multiple hot routes here, but doing so allows you to manipulate too much before the snap and may result in the game being too easy.
- Difficulty: We recommend All-Pro. Pro is a bit too forgiving, especially in the ground game. Rookie is a joke. Legend is for those who want the ultimate in challenge, or you can do a blend of what you like by manipulating the Custom sliders.
- Presentation: Use this to tailor the audio and visual presentation of the game, setting volume and camera angle, frequency of replays, etc.
- Penalties: Wanna cheat? Turn off the penalties you do not like here. Wuss.
- Controller Setup: You can use this as a quick reference for the controls, or use it to change controls you are having a hard time getting used to.
- Load/Save: Load, save and delete game files here.
- Audio Test: Use this to test your system setup. Change it from Mono to Stereo to ProLogic II to Dolby Digital 5.1. Make sure you have things set to the right system, or it does not sound right.
Game Modes
Franchise
The ultimate mission: take your team through several NFL seasons and make them into a dynasty. For tips on running your team, visit the Franchise section of this guide. Or, for help determining what your team needs, visit this season's Teams section. Start a Franchise to unlock something in the Crib.
First Person Football
Play the game from the perspective of a player on the field. A new feature for the series is the First Person Mode.
ESPN 25th Anniversary
This is a new mode for 2K5, and it ties into the Season of the Fan ESPN (the network) is promoting this season. This mode allows gamers to relive some of the classic moments and comebacks in NFL history, by putting them in the situation and making them fight out of it.
Practice
There are two sections of the Practice menu, discussed below:
- Basic Training: This mode puts you through a series of drills that gives you an idea of what all of the controls do. If you are new to the game, this should be the first stop on your tour.
- Scrimmage: The scrimmage mode allows you to practice Special Moves, flex your Offense, or play a Full Scrimmage. After Basic Training, this is a good place to go to practice individual plays in a playbook.
Situation
Set all of the parameters of the game, and then try to triumph over adversity. Begin a Situation and you are rewarded in The Crib.
Tournament
The classic tournament mode, this allows you to set up a bracket of either 4, 8 or 16 teams, then play it out. You can also do a Fantasy Draft in this mode. Beat a tourney to unlock some Crib gear.
First Person Mode
Not much changed in FPM from last year to this, so if you were pretty good at this mode, it is not necessary to read these tips, which are essentially the same as last year's. If this is your first time playing FPM, however, give this list a once-over to get prepared for an entirely different kind of football experience.
General Tips
- it is a good idea to check out the play from above before running it. Take a look at the zoomed-out field to see how things are going to develop before proceeding. If you need to make adjustments to your lines, you have to be zoomed-out in order to make those changes.
- Use the slowdown mode once on every play. This helps you see how things are unfolding on the field and give you an opportunity to decide where you are going to go.
- Call the plays you are most familiar with right off the bat. If you are not used to the mode yet, do not do too much play action or rolling out. Concentrate on the basic mechanics of the mode before tearing the cover off of it.
- Use the replays. Make sure you click the stick after each play to see what you dis. Getting an idea of how things look in third person helps you hone your first person skills.
- Remember that you can always look around. As they say in the NFL, "Keep your head on a swivel." The helmet blocks some of your peripheral vision, so looking side-to-side is crucial.
Playing Offense
- Running the ball is probably the best thing to start with. The threats are easiest to pick up, and the blocks are easy to follow. Before you get a sense of exactly how everything works, try sticking to a rather conservative gameplan for best results.
- Keep an eye on the danger indicators, and run away from them. If you see a threat blinking to the left, run to the right to create space for yourself. It is not exactly as cut and dried as that, but keeping the threat meters in mind is always good.
- do not forget about special moves. Sprint, spin, juke and stiffarm all work in FPM, and they should be capitalized on in order to produce big gains.
- In the passing game, focus on stuff that is easy to see at first. Not only are crossing routes very effective in this game, they are easiest to see and run in FPM. Make sure you use slowdown to check out your receivers.
- Vertical routes are a little tougher to see than horizontal ones. Watch the play at the line of scrimmage (did your guy blow past the corner, or was he bumped?) to figure out whether or not to throw to deep routes.
- do not be afraid of moving around in the pocket. If you are feeling pressure from behind, step up and fire. If there is pressure up the middle, roll out manually.
- do not forget that you can audible and run the hurry-up from this mode.
Playing Defense
- Always be sure to check out the man you are supposed to be covering before the play begins (WHITE on Xbox, L2 on PS2).
- If you are having problems switching players before the play begins, move to zoom-out mode and change them (and arrange them) there. While you are there, make any defensive adjustments you need to.
- While you are getting used to playing FPM, it is best to select a defensive player to control who does not open up huge holes if you take him out of position. Select an outside linebacker or strong safety and rove while you get a sense of everything.
- If an offensive player runs past you, or you fall on the ground, switch players immediately. There is almost no use trying to turn around and catch up to a player from behind.
- Once a ball is thrown, switch players quickly and try to pick it off. Often, you are placed in an advantageous position right as you switch, and you can simply step in front of the ball and take it the other way.
- The safety blitz is always a good play, as it is easy to control, and often yields good results. In fact, blitz plays in general (where you control the blitzing player) are wise, as long as you do not have too many guys blitzing at once.
- Creep your players up as close to the line as possible before the play starts. This is especially important on blitz plays, as it gives you a jump on the Defense.
- When rushing the QB, do not forget to jump and try to swat the ball as he is passing. Just because you cannot see your arms does not mean they cannot get in the way of the ball. The same is true when playing as a DB. Positioning is not everything. You can still use your arms to swat and intercept.
Offense
Choosing the correct plays, knowing how to attack defensive fronts, and learning the mechanics of running and passing are important ingredients to your success on the offensive side of the ball.
Choosing a Play
The possibilities in offensive play-calling are virtually limitless. Still, there are some "traditional" things to do in specific situations, coupled with things to do to play off of these traditions. In addition, once you get used to the playbook of your favorite team, you will find a certain stable of plays that work on each down.
First Down
Since you have three downs to follow, this down is all about testing the waters, and seeing what works. You want to gain some yards on first down so second and third are easier, but first down is also a good place to take a shot downfield, as there is little risk.
In terms of specific plays, we found that loading up the line with I-Jacks or I-Jokers and running outside seems to work really well on first down. Use tosses and counters to mix it up. If you are looking to pass on first down, you might consider running a deep, deep pattern in order to get the defense thinking about you going down the field later. As always, keeping the D off-balance is half the battle.
Second Down
Depending on what you did on first down, this down can mean different things. If you only have a couple of yards left to go, you can try to pound ahead and try to pick up the extra on the ground. Use an I-Form and follow the block of the fullback for best results. Or, to be crafty, on second and short, go deep, because you do not have much left to gain if the pass falls incomplete.
To be really sneaky, line up in something like an Empty Spread formation and call a pass play. If the middle of the line is left open (and it often is), you can snap the ball and manually run your QB up the gut for a nice gain. do not do it too often, as running with the QB this way puts him in danger and results in more fumbles.
If you find yourself in second and long, it is time to get some positive yardage. Usually this is a passing situation, as you want to pick up as many yards as possible to either get a first down or make third down easier. This is a good time to run slants to the center of the field or the sideline.
Third Down
This is do or die time. You have to get past the marker, or you have a grave decision coming up next play. If you have really short yardage to go, load up the line and try to muscle ahead with a run. On inches situations, it is always best to do a QB Sneak to pick up the required yards. You can try to use the Spread tip that we brought up in the second down section, but it works less often in this situation because the Defense expects a run up the gut.
If you have third and medium (5-7 yards), throw a pass to someone slanting or posting partway downfield. Unless you have a guy in single coverage, it is not wise to try to go really deep in this situation. Choose a play with lots of passing options, and make sure that the routes all go beyond the first down yardage marker. Make sure you are taking the appropriate drop (three steps, three seconds). If you release at the wrong time, the ball falls incomplete, and you do not want that.
In third and long, you might just have to drop back and heave it. Try to call a play that spreads the field and puts your squad in single coverage, because you stand a better chance of completing a long pass that way. If you are deep in your own end and not too far behind, you may want to play it safe and not risk interception. You can always punt if you are ahead or it is early in the game.
Fourth Down
Unless you are trailing, or deep in your opponent's territory, you probably want to punt on fourth. If you absolutely, positively need a first down, follow the rules of third down, but be extra careful with where you pass it. If it is fourth and extremely short, you may want to consider a power run or sneak.
Many of the things you learned in previous installments of the series works well here, too. After all, it is the same engine. There is a flow to play-calling which you start to recognize as you play more and more games. You want to mix things up as much as possible, but always have a couple go-to plays in mind to use if you are in trouble. If you use them often, they appear in the Favorites formation, which is an easy place to find them quickly. Note that you can tweak a lot of stuff at the line in order to fix what you might have missed in play calling.
As you get more comfortable calling plays, especially against human opponents, you notice that certain things really help to cross the opposition up. If you continually use the same formation to run, then call a play-action pass from the same set later in the game, the defense gets suckered into playing the run, and you likely be looking at a big gain.
Going against expectation is a good way to keep the defense on its toes. For instance, if you have been running to the strong side the whole game, switch one play and run to the weak side. The Defense is not expecting it, and you can rip them for big yards. The same holds true of where you run and pass. Sprinkle the ball around and make the defense cover as much of the field as possible, and lots of things open up (this is called "stretching the defense").
Be creative. Run plays from the Goalline set in the middle of the field. Line up in the Shotgun to run it. Call deep passing plays, with the idea that you are going to pull the ball down and run it with your QB the first chance you get. The more stuff like this you do, the more unpredictable you are, and the more your VIP will reflect that. If you play conventionally all of the time, you eventually get stopped by a team with more skill, so mix it up.
Before the Snap
Before the ball is snapped, there is plenty to do to assess whether the play you called will be successful. The first thing you should do is zoom out to look at the entire field, as well as how you match up with the defense that is been called. Things to look for:
- Are there receivers lined up with no one covering them? This often happens when a blitz is called, or when the defense has too few people in pass coverage. If you see this, you might want to snap quickly and get the ball to a receiver fast. Or, if you had called a run play, audible to the pass and zip the ball to the uncovered receiver. Another effective thing to do is to call a hot route that will exploit the open area of the field. More on that in the Hot Routes section below.
- Is the defense in zone or single coverage? Zone coverage usually means that not every defender is lined up directly across from an offensive player. If you cannot tell if it is zone or man coverage, send a receiver in motion. If a man follows him across the field, it is likely that man coverage is called.
- Are the defensive backs in press or loose coverage? If they are in press coverage, they will be lined up very close to your receivers. This may screw up timing patterns, so if you are looking for a quick release, you may want to audible to something else, or send the pressed receivers on hot routes.
- Is the defense stacked against the run? This is easy to see. If there are lots of guys along the line, and the linebackers are packed close to the line as well, the defense is keying on the run. If you have something called to go up the middle, you may want to rethink your decision.
Once you have surveyed the field, it is time to determine whether you want to tweak anything before the snap, or whether you are satisfied and just want to go with the play as called. If the defense has clearly keyed in on what you are doing, and seems to have everything covered, it is often wise to audible to something else. If they stack against one side, you can also flip the play at the line of scrimmage, which is a good idea once in a while to keep the D on its toes.
Audibles
Audibles create a way out for your offense, in case you notice that the defense is lining up to stop whatever you called once you get to the line. You can set up to three separate audibles for every single formation in the game. To do this, pause the game and go to the Game Plan menu, then select Audible Manager.
You want to pick two completely different plays here: usually an inside run and your favorite pass play in every formation. Save the final slot for an outside run or trick play. Tailor plays to the strengths of your team. For instance, if you run for crap, do not have three running audibles, because that definitely does not get the job done.
Always go with variety, though, or you could find yourself without options when you get to the line of scrimmage. Make sure whatever play you set as an audible can be further tweaked, meaning that you have multiple targets that can be called upon to go in motion, or switch to Hot Routes.
Another good way to fake out the Defense is by faking to call an audible. Press the audible button to bring up the menu, search through the play options, then press it again. Since all of the audibles are formation specific, this may confuse the other team into changing their coverage, and opening something up for your original play.
Hot Routes
Switching to a hot route is one of the most effective ways to bring a defense to its knees. For instance, if you notice that too many players are lined up at the line of scrimmage, you can call a crossing route or slant to exploit the area that is left behind them.
You may also want to use hot routes to exploit teams' expectations. If you been consistently going to a specific play, switch it up using a hot route. Change the fly pattern to a curl, or send your back on a fly out of the backfield. Variety is not only the spice of life, it is the rule to big yardage in the NFL. To call a hot route, press the Right Analog in the direction you want the play to go:
- Fly: UP
- In or Out: RIGHT or LEFT, depending on field position.
- Slant: Diagonally UP
- Curl: DOWN
Seeing the Field
In order to effectively use Hot Routes, make sure you go to the Options menu, choose Camera Selection and set Pass Play Zoom Out to "On." This allows you to see the whole field on pass plays, and give you a better idea of who is open and what you can exploit.
Fly
The fly route can be used effectively from many positions. If you line up to snap the ball and find that the D is in press coverage, and you have a big, strong receiver on the field (a guy like T.O or Randy), go ahead and switch him to a fly route and watch the magic happen. Chances are, he fights through the bump and get loose behind the corner. Make sure the safety is not drifting over, and loft it up to him as he gets separation.
Once in awhile, it is effective to change the halfback's route to a fly pattern, as the defense is not usually equipped to deal with this. The same is true of the tight end. Sometimes, fly routes from these positions result in mismatches with linebackers and safeties, or no coverage at all.
In or Out
These routes are not especially effective in ESPN at least as legitimate targets. What Ins and Outs are good for are to pull defenders away from the real target. If you want to make sure a specific deep route is not troubled by a safety, send the slot receiver or tight end on an In to draw the safety out of the way. Then, if your receiver beats his guy in man, he does not need to worry about a lurking safety.
Slant
This is hands-down the best kind of Hot Route to call. When should you use it? If you notice a DB playing cushion coverage, you have a couple of options. If that receiver is on the fat side of the field, and there is a little bit of sideline to work with, call a slant toward the sideline. Provided the corner maintains his distance (which happens a lot), your receiver is wide open in front of the back. Bullet a pass in there to victimize the space. If you wait a bit, the receiver scoots down the sideline and possibly get open down the flank, allowing you to lob a pass up and over. This is a very, very effective strategy and should be flogged for all it is worth.
You can also choose to slant the receiver in if you see the same separation, but since there are more bodies on the inside, it is a little riskier. However, if you are playing against a good cover corner, this might be the better option, as it eliminates the possibility he makes up ground and break on the ball when you throw it.
The slant is also effective when used with slot receivers and tight ends, especially across the middle of the field. If you see a lot of defensive players crowded up near the line of scrimmage, that is the perfect time to call a slanting Hot Route to the center of the pitch. Most likely, the linebackers commit to the blitz, leaving a large space across the middle unguarded. Watch your guy scamper free, and hit him in stride for a nice gain.
Another fun trick is to call intersecting downfield post routes like in the 50 Double Cross out of the Quads set. Then change one of the post routes to a slant route in the same direction. This is especially good if the DBs are playing loose.
Curl
This the the least effective of all Hot Routes, mainly because it exploits a lot of the same things you can better use the slant for. For instance, if the DBs are giving too much cushion, you can Hot Route to a curl and catch the ball in front of him. Make sure you deliver the ball on the three-step drop, so that your player has time to turn and put a move on the corner before proceeding.
Rushing
This year's running game has been toned down considerably from last year's (in terms of the insane amount of yardage one can gain), although it is still possible to shift it into high gear. You just have to learn some new skills to get the job done. The biggest new wrinkle in the running game is the inclusion of right stick moves. The proper application of these maneuvers results in some dazzling runs.
- UP: Tapping up on the right stick causes the runner to do a stutter step, and generally results in defenders getting faked out of their jocks. If you press up as you make contact, the back to spin out of tackles and obstructions (like linemen).
- DOWN: This causes the back to stop short, making tacklers pursuing from the side shoot right past. This is exceptionally effective against human opponents who look like they are about to dive.
- LEFT/RIGHT: This will juke slightly left and right, but it is not as pronounced of a movement as the button-based juke. The same bump-off happens (as pressing UP) if you come into contact with a player, so this move is also quite effective.
It is usually best to follow your blockers into the hole, or around the corner, then bust one of these moves. If you do it too soon, the move may be over before you even are near a defender to fake out, and your move will go for naught. You can string multiple moves together to create impressive chains of fluid shakes and jukes. Using these moves consistently makes you much harder to tackle, so even if the opposition get their mitts on you, you may be able to shake out of their grip.
Button moves also still work. You can spin and juke with these buttons, but it is not as effective as using the right stick. Get good at manipulating the stick to create some truly impressive, masterpiece runs. If you charge up your runner right after the snap, any move you pull off has more power and success. If you need to quickly get somewhere, you cannot always charge up, as you do not have the time.
In general, always follow your blocks. This is almost too simple to state, but a lot of people forget that they must be patient once a play begins. The halfback is much faster than the players blocking for him, so you must account for this. Hang around for a split second (especially on outside runs) and wait for the blocking players to set up, then take off with the sprint button.
If your halfback is not all that shifty and able to produce stuff on his own, you always want to run behind the fullback's blocks. Use the I-Form to do this. If you have a speedy back, it is always a good idea to load up the line and run to the outside. Call an I-Jacks or I-Jokers and a Strong Toss, or something equivalent, tap the speed button and get to the corner. If you have a strong, hefty back like Bettis, pound it inside and make your yardage through broken tackles and true grit.
Passing
The Passing game has not changed much from last season, except that the CPU AI is improved. You definitely do not want to try to force the ball into places it should not go, or you get picked off. As with the running game, it is good to know exactly what kind of athlete you have playing the quarterback position. Is this a guy who can scramble all over the place and heave a ball off his back foot, and still put some mustard on the ball, or is he the stand in the pocket no matter what kind of guy? You want to play to your quarterback's style, not the other way around.
If you are playing a single player game, always zoom out prior to snapping in order to see how the play you called matches up with what the defense has called.
When you snap the ball, you have a sense of what is happening. If a blitz is on and players are pouring at you, you have to get rid of the ball quickly. Always have a dump-off option in mind when you come to the line, in case this happens. Or, you can always toss the ball out of bounds if you are in serious danger of being crushed. If you feel pressure, you can also roll and throw, depending on how well your QB does at throwing on the run. To make his roll out faster, pull the ball down as you sprint out. This has the added effect of pulling defenders up to you who think you are about to run.
On the other hand, if you have good protection, quickly scan the field for options. If your best receiver is in single coverage, he is always your first read. Otherwise, just look for the guy that has separated himself from the defenders. do not throw into double and triple coverage just to get the ball to your favorite guy. Take a look at the whole field, then deliver the ball.
Get used to the three step, three second rule. Take the three-step drop (or roll-out) that the CPU will automatically do for you, then throw the pass right after the third step. Getting into a rhythm is very important in the game, as it will allow you to complete a ton of passes, and deliver them in-step to receivers, which can result in lots of downfield plays. This is especially crucial with timed routes, like hooks and slants.
If nothing is open immediately, you might want to consider pump-faking. This often freezes the defense and allows your receivers to get more open than they otherwise would be. Do this only when you have adequate time in the pocket. It also helps if you pump fake one way, then throw to the opposite side of the field.
When it is time to actually throw, remember that you can put different touch on the ball according to how you hold the button. If you know a player is only going to be open for a split second, and need to get it there in a hurry, hold down the button to deliver a hard, sharp pass. If you want to lob the ball, a simple tap works. Make sure you do not try to lob the ball to a runner in the flat, as it flutters and go incomplete. Likewise, if there is a defender between the QB and the target, do not bullet it, or you throw an interception.
For those who prefer to use Maximum Passing, click in on the Right Stick at the matchup screen, then select it. Maximum Passing allows you to lead a receiver to a spot on the field, which can make a huge difference if you learn its mechanics.
Unless you are manually catching passes (which you may want to get used to, as it gives you total control), let the computer do it all for you. Absolutely do not touch the analog stick or any buttons when the ball is about to touch your hands, or it just might glance off. Remember that expression about running before you catch? do not do it and you have a lot more completions.
Protecting a Lead
If you built up a healthy lead, and do not want to see it go away, the name of the game is keeping the ball away from the opposition. This means ball control and milking the clock for all it is worth. If you have a quality halfback, this proposition is much easier. Line up in a run package and pound the ball with a good dose of inside rushing plays. Mix your runs up, sometimes going left, and sometimes heading right. do not always run to the wide side of the field, as that is predictable.
If you do not have a good running back, you can still control the clock with high percentage completions. Pass to the flats (watch out for lurking linebackers) and on short drag and hook routes. Make sure you are always setting your feet and never throw into double coverage. As long as you melt a lot of time off the clock, it does not matter whether you punt or score. Always take as much time off the clock before snapping as possible. Although it might be irksome to a human opponent, it ensures victory. do not snap until the play clock goes under five, and all is golden.
Coming From Behind - The No-Huddle
Coming from behind requires precise management of the clock, coupled with a lot of big plays. When we say precise clock management, that does not mean use your time outs as quickly as possible. Often, it is just the opposite. You need to preserve your timeouts to stop the opposing team from running the clock out on you.
Rather, what you want to do is get used to running the no-huddle, and get comfortable with calling time-saving audibles like the automatic spike. In addition, you need to make adjustments at the line to put your team in better position to win on every play. That means getting to the line, calling a quick audible or hot routes and going from there.
do not think that just because you are behind that you need to score on every play. As long as you are quick at getting to the line of scrimmage and calling a play, you can continue to throw across the middle, rather than always looking to the sidelines. Of course, if you are able to throw consistently and get out of bounds, that is always ideal. Use Hot Routes to change plays to head for the sidelines if you do not have a lot handy in your No-Huddle playbook.
Formations
I
In this formation, the halfback and fullback line up directly behind the quarterback, forming an "I." Normally, there is one wide out on either side and one tight end. The I is great for running inside, as the fullback usually provides a lead block for the halfback.
Ace
The Ace formation is balanced for the run and pass. One back (usually the halfback) lines up five yards behind the QB. This leaves one tight end and several receivers to catch passes. This formation is versatile, but what you do with it depends on your personnel and the version of it you select. If you have a speedy back, you may want to run sweep and toss running plays out of this formation, because one of its main characteristics is that it spreads the field. If your back does not have the wheels, keep him in the backfield to protect the QB as he passes.
Split
The Split is one of the most versatile sets in the game. Two running backs are in a split formation in the backfield. A receiver lines up in the slot to the right, along with a tight end. One wide out lines up on the left. Run or pass out of this formation, according to your team's strengths. If you have speedy receivers, heave it up top. If you have a quick back, run outside.
Shotgun
The shotgun formation is primarily used for passing. The QB takes a couple of steps back off the line and the ball is snapped back to him. The extra distance gives him a chance to survey the field and read the defense before dishing the ball.
Goal Line
Goal line formations are designed for short yardage. More often than not, you are running this formation when you need to pick up a couple of inches or maybe a yard. There is massive run support and protection, with two tight ends, a fullback and only one receiver.
Defense
The defensive side of things has improved AI-wise, but a lot of the mechanics you are used to in previous installments carry through.
General Tips
If you are not playing a human opponent, always take a glance at the overhead camera to see who is matching up with whom. This allows you to see whether you need to audible. For instance, if you call a play and leave a receiver completely uncovered, you may want to at least audible to a zone coverage to make sure you are not leaving huge lanes and gaps. Generally, zones limit huge plays because someone is always around to tackle even if the team manages a chunk of yardage.
By zooming out, you can also see where you can move defenders manually. Sometimes it is wise to move a blitzing player closer to the line before the play. Or, if you notice that a 'backer has to pick up a specific running back, and is on the opposite side of the field, you may want to make him manually scoot over to provide better coverage.
Another way to figure out what the offense is thinking is to watch formation and motion. This gives you a sense of where they are going to want to go with the ball. If you see a line that is stacked on both ends with tight ends, it is likely you are going to be in for a run. If the field is spread, with tons of receivers in the formation, it might be a pass. You always have to be diligent, though, that your opponent is not trying to show one thing and do another. it is usually a good idea to keep a linebacker or safety in the middle of the field in order to protect against big plays that attempt to play on your expectations.
In ESPN NFL 2K5, man coverage generally works better than zone, provided you have enough people on the field to cover all of the receivers. You do not want to get caught with a linebacker covering a slot receiver, as this presents a mismatch, and could result in a significant gain for the opposition, precisely what you are trying to limit. Wait until the opposition's package pops up on the play select screen and tailor your call to match it. If they have only one receiver, you can feel pretty good about loading up against the run. If they have five receivers, though, you best be in a Nickel or Dime, or pay the consequences.
Calling a Play
The key to calling a play is to know the situation.
First Down
First down is a fresh slate. Your opponent can and do anything, so you need maximum flexibility. This is the down where you want to call something kind of general, and make plays with your individual players.
The 4-3 2 Man is a good play to call. Almost always. In fact, if you have a solid defense, you can get away with calling only this defense the entire game. It covers almost the entire field, it is tough to beat with a deep ball, and it is tough to run against. If you feel confident about the tackling abbilities of your secondary, you can begin with a Nickel 2 Man as well. If you are looking to blitz on first, do something safe like a 4-3 Strong Blast 1. This only commits one blitzer, and will help plug up any runs going to the right side of the line.
Second and Short
Second and short can be problematic. If it is really short, you can almost be certain that a team is going to give the pass a try, because they have nothing to lose. This is what makes second and short the toughest playcalling situation in football. Usually, sticking with some sort of man coverage in a 4-3 is the best bet. But leave a safety back in case the offense decides to go long.
This becomes a broken record, but 4-3 2 Man is a pretty good defense for this situation as well. You might also want to slip into a Bear defense which clogs the line with bodies, but allows for coverage on the inevitable pass play. A Nickel formation that blitzes its linebackers up the middle is not bad, either, because in short yardage situations, it is most attractive to pound the ball up the gut.
Second and Long
This is Nickel or Bear territory. If you want to be conservative, run something like a (guess what?) 2 Man from the Nickel, and if you want to be fancy, try a Strong Blast 1 from this set. Basically, keep Man coverage, make sure you have safeties over the top and keep a guy in the middle to mop up crossing routes.
Third and Short
Third and short calls for a 4-3 or an aggressive Nickel that sends defenders to clog up the holes. As per usual, a 2 Man is a good call (are you getting the sense that this play works?), but you can afford to go with some kind of zone here, too (something like 2 Hard). Just make sure you manage to get some penetration from a lineman or linebacker if this is the case.
Third and Long
Third and long is a passing down. For this, you can feel confident about calling a Dime package. it is usually not wise to send too many folks on the blitz, simply because you A) need them in coverage and B) the linemen usually do a decent job of getting pressure.
Any Down and Very Long
If a team is trying to pick up twenty plus yards, you want to switch to a defense that covers deep. The Dime is definitely the way to go. For max coverage, go for a Cover 12.
When in doubt, use the coach's in-game selection. This is usually a decent option, and always takes into account the situation you are going up against. You do not want to rely on it, though, as there are usually even better plays that you can call. plays that fit your personal style better.
Before the Snap
The time before the snap is your only opportunity to make adjustments to the play you called. The very first thing you should do (if playing against the CPU) is zoom out and take a look at the whole field. If you are going against a human opponent, play like you are checking player fatigue.
If you guessed wrong what the defense called, or see something in the offense you can exploit, you can change your Defense to an entirely different play quickly by calling an audible. In your audible arsenal, you should have several standard plays that help cover contingencies.
- 4-3 Strong Blast 1: This puts pressure on the right side of the line without spreading your squad too thin. A good standard blitz.
- Nickel 2 Man: Man coverage, with two deep safeties covering everything behind. This is a decent standard defense.
- Dime Cover 12: This effectively keeps everything in front of you. Not good in anything but a long pass situation, but quite good if that is what you are looking at.
If you notice that you do not have enough defenders to cover all of the receivers in the formation, that can be a problem. If you see that the offense has most of their guys on the line, you are probably looking at an upcoming run. Either use an audible, or adjust other things to cover each situation.
When you are zoomed out, take a look to see if there is a receiver lined up with no one on him. This only really applies to man coverages. Zone coverage is a different story. However, if you notice that a man has too much of a cushion, as no defenders are nearby, go ahead and manually move a free defender (a safety or linebacker) over to cover.
When you are satisfied that you have all receivers covered, work on tweaking things according to positioning on the field. If you are covering the wide side of the field, you may want to line shift over to take away that side. Likewise, if a tight end goes in motion, line shift the direction he goes to take away the strong side run. Be wary, though. Tight end motion can mean that the offense is trying to draw your defense over to make a run to the weak side easier.
If you are confident a run is going to go up the middle, use a line shift and pinch the line by pressing DOWN on the right stick. If a run is probably going to the outside, but you do not know which way, or you want to be prepared to cover passes in the flat, spread the line by pressing UP on the right stick. Doing this may also make is easier for you to play as a defensive end and get around the corner. However, you want to avoid spreading your line if the offense burns you up the middle. And you almost never want to spread out when facing a mobile QB, unless your middle linebacker is a stud.
You can also shift the linbackers around pre-snap. This does not have as drastic an effect, but it can provide a little extra help if you need it. Like the line, backers can be shifted to the left and right. Use this if you are pretty sure play is going to flow to one side of the field. On a left pitch, for instance, you'll want to shift left. To bring the linebackers inside, press the shift button then DOWN. To spread them out (and flatten to the line), press linebacker shift, then UP. The latter maneuver is good if you want a linebacker to blitz from an outside position.
If you are really sure a play is going a specific direction, you can actually cheat both your linebackers and your line in that direction. Or, if you want to gang up on an inside run, but leave some room for error, collapse your linemen and spread out your linebackers. You can also manipulate the DBs, but we'll cover that in the section below.
DB Adjustments
Before the snap, you can adjust the defensive backs in a couple of key ways. Zoom out and take a look at the whole field. If your DBs are lined up improperly, or you want to force an issue on D, you have a few options. Press the DB adjust button and hold it, then press the right stick in a given direction to manipulate things. This year, you can press the DB adjust button, then select the icon of the player you want to change, and give him one of these commands.
- UP: Drops the defenders off the line, and provides a cushion in front of the defenders. This is good if you do not want to give up the big play, or you've called a play that brings the DBs close to the line (and then realize your opponent might be throwing long).
- DOWN: This puts your DBs in press coverage (or bump and run). Utilize this when you want to throw off the opposition's timing, or if you are facing a marquee receiver who has consistently beat your CB off the line. Note that if the receiver breaks through the initial contact, he could be off to the races, especially if there is no safety help, so use this sparingly.
- RIGHT: Spreads out the DBs. If the offense is spreading their receivers, you should spread your DBs. This can also be effective against outside runs.
- LEFT: Pinches the DBs. If a run is going inside, or the offense has called a big set (like Jokers), you may want to stuff as many bodies on the inside as possible. Then again, you may want to leave them out as a safety valve against outside runs.
Line Play: After the Snap
This year's game almost begs you to play as a lineman, especially the right DT. This is the guy who lines up to the left of the opposition's center (when facing your D-line). No matter what his skill level, this guy has the best potential to wreak havoc on the inside.
When the ball is snapped, charge up your meter. When it is blinking, do a rip or swim move, preferably to the inside. If the QB takes a drop, you have time enough to get in and sack him after beating your guy. Go ahead and charge up again and tat the quarterback, he may even cough up the ball. If it is a run, you've pretty much insured that one side of the line is completely useless when you get consistent penetration.
If you do not quite make it to the QB on the pass rush, jump up to get your hand in the passing lane. When it seems like the QB is going to throw, leap up and try to block the pass. Getting a hand on the ball leads to either an incompletion or interception, both of which are favorable outcomes.
There is no way to stress just how effective these techniques are. If you perfect them, you frustrate your friends and even the CPU, because they will not be able to complete a deep pass without getting seriously hassled. Line up in the 4-3 Man, bring the right DT and watch the sacks (and batted balls) pile up.
Linebacker Play: After the Snap
You can also do some damage with a linebacker, but you have to be careful that you do not take him too far away from where he is supposed to be, or you could leave huge holes in the defense. Most times, you want to select the linebacker that does not have an assignment as the one to control (zoom out and check out the whole field to check out who this is).
Your primary responsibility is the center of the field, so you do not want to leave it prematurely. Watch for receivers and tight ends cutting across the center, and cover them by getting between them and the QB. Often, especially in multiplayer, you can sit in the middle of the field and wait for an errant pass to swipe. When an offensive player gets locked into a receiver, he/she often does not see a lingering linebacker, and that is your opportunity to jump the route and make a big play.
Linebackers are also good at coming up to stop the run. On running downs, you should concentrate on anything to the outside of the defensive line. The line usually bottles up inside runs pretty well, but have a tough time getting to some of the outside runs. You have to be able to recognize where a run is going, and then sprint over to stop the back before he gets going.
You can also manually blitz as a linebacker. Just be sure you do not pull your guy too far out of position and leave an easy completion or run open. When blitzing, you have a couple of options. You can take an outside linebacker and try to cruise around the corner, but that is often too time-intensive. What works for us is to blitz between the tackle and the guard and accelerate through the hole. To spread the defense wider, use a defensive line shift, and open everything up. Then head through the open space and try to get in on the quarterback. Even if you do not reach him, often your blitz will draw attention away from other players who can step up and make a play.
Tackling Tips
The key to good defense, aside from smart play calling, is solid tackling. Since NFL players are strong yet nimble, you need a lot of skill to bring players down on the defensive side of the ball. It is always best to tackle head-on. The worst that can happen is that you get bowled over, or sloughed off, but at least you slow the offensive player down so that someone can come to your aid. Gang tackling is very necessary in this game, so try to force a player towards the most other bodies. For instance, On an outside run, try to tackle from the outside and force play inside. Remember, you do not always have to tackle a man to stop him, either. If you are near the sidelines, simply running him out of bounds do the trick as well. Be aware of where you are on the field, and use your environment to your advantage.
Diving at offensive players is a pretty bad idea, especially if you are attempting to tackle from behind. Gone are the days of the ten yard horizontal leap, even if charged up. Try to meet the other head-on as mentioned above, or at least at an angle. Use turbo when tackling to make a bigger hit, but make sure you do not just glance off of the person you are trying to tackle. Again, being square to the guy is most important. You do not want to take a bad angle and try to tackle from the back or side, the runner will most likely leave you in the dust.
If you are trailing a player and trying to catch up, stay on the turbo button until you get within a couple of steps, or catch up completely. Again, do not dive. That should be the absolute last resort. It is better to give up ten yards of field catching up to a guy than diving at his ankles and missing while he scampers to the end zone.
Covering and Intercepting
Once the ball is snapped, you have a few options as a defender. you can cheat to the run or try to sack the QB, or you can drop into coverage. Covering receivers manually is difficult, but it can reap serious rewards if you learn how to do it correctly. Do not select a corner or safety at the beginning of a play. Take a lineman or linebacker first. If the ball goes to the air, switch to a DB and try to make a play on the ball manually.
Sometimes, you can play the man instead of the ball. If you see the ball coming to a specific player, zero in and try to hit him just as it is reaching his body. Often, you jar the ball loose, and live to fight another down.
When it is time to pick off the ball, remember that there are a couple of defensive controls. You do not want to go pressing the bat ball button, when clearly what you want is to intercept. You will not catch everything on defense, but if you learn the difference between the two buttons, you catch a lot more.
Teams
NFC West
- Arizona Cardinals
- St. Louis Rams
- San Francisco 49ers
- Seattle Seahawks
NFC North
- Chicago Bears
- Detroit Lions
- Green Bay Packers
- Minnesota Vikings
NFC South
- Atlanta Falcons
- Carolina Panthers
- New Orleans Saints
- Tampa Bay Buccaneers
NFC East
- Dallas Cowboys
- NY Giants
- Philadelphia Eagles
- Washington Redskins
AFC West
- Denver Broncos
- Kansas City Chiefs
- Oakland Raiders
- San Diego Chargers
NFC North
- Baltimore Ravens
- Cincinatti Bengals
- Cleveland Browns
- Pittsburgh Steelers
NFC South
- Houston Texans
- Indianapolis Colts
- Jacksonville Jaguars
- Tennessee Titans
NFC East
- Buffalo Bills
- Miami Dolphins
- New England Patriots
- NY Jets
Franchise
To start a Franchise go to the Game Modes screen from the main menu and select that option. A screen appears that allows you to customize your Franchise experience. Choose from the following options:
- Weekly Preparation On/Off: Train your team before upcoming contests, and can be challenging for newcomers. If you are not into micro-managing your team, set this to Off, and the prep is taken care of automatically.
- First Person Football On/Off: Setting this to on, allows you to play the season in FPM. This can be turned off before or between games during the course of the season.
- Fantasy Draft Roster On/Off: Setting this to on, wipes all the rosters in the league, allowing you to restock them. This is a huge effort, but gives you total control over personnel from the get-go.
- Customize League On/Off: Setting this to on, allows you to move teams around between divisions. Unveil your personal plan for how the league should be structured.
- Preseason Games On/Off: Do you want to play a few games and gear up your team before making it count? Then leave this option on.
- Trade Deadline On/Off: When the setting is on, you cannot trade after the sixth week.
- Owner Firing On/Off: If this is set to on, your owner can be canned.
- Edit Rookies On/Off: When this setting is on, you are able to edit the incoming 2004-2005 class.
- Draft Players: If this is set to Player, you are responsible for drafting all of your players.
- Sign Draft Picks: Set this to Player, the CPU automatically signs all of your Draft Picks for you.
- Re-Sign players: When set to Player, you have the duty of negotiating contracts and re-signing players from season to season.
- Sign and Cut: Keep this on Player in order to wheel and deal for all of the top prospects in the league. Setting it to Assistant Coach takes a lot of personnel decisions out of your hands.
- Update Depth Chart: Keep this in the Player's hands.
After you set up the options, go pick your team or teams. You are taken inside the coach's office and introduced to
Getting Started
Schedule
The first selection in the menu is the one you visit most often, as it is your portal to play your games, and also where you keep up with the day-to-day business of the franchise. You also be able to choose between the Team and Weekly schedule from here.
Front Office
Play general manager in the front office, making all personnel and money decisions, and dealing with stuff like this:
- Franchise Status: Quick thumbnail of your Franchise, and includes key info, like primary and secondary goals (read: expectations), and the details of your current coaching contract. Also listed at the top of the page is your team's current position in the ESPN Power Rankings.
- Contracts: Check how your guys are doing contract-wise. Players are listed by how many years are left on their contract. If their contract is up, the Status field reads "expiring." If they are retiring. Otherwise, this field lists how many years are left on a player's contract. Peruse the sections below for more about negotiating contracts.
- Cap Management: This is more of a thumbnail of your team's finances than anything. It can help to look here to check to see if you have enough money to pull the trigger on a trade, or if you have any bloated salaries you can cut.
- Team Needs: Check what your team is missing, personnel-wise. There is a have/need quotient for each position. You can stand to be down by one in most positions, but you should never be two below what you need. If you have more than you need in any one position, that is good trade fodder or leverage to pick up better players.
- Trades: Deals are made and broken. Select up to three players to trade, then select up to three players and draft picks to trade for. Hit Start to see how the transaction plays out. Often, the opposing team gives you a counteroffer. Make sure you balance all of your options before trading, because after you accept a trade, that is it. You have the player, and you absorb his salary.
- Trading Block: Take a look at the Trading Block to see what the opposing teams have to spare. While you cannot often find what you are looking for by visiting this screen you see a gem on this board.
Gameplan
Extend your coaching muscle to the proverbial drawing board. The Gameplan option allow you to script plays, set the depth chart and make all other off-field coachly decisions.
- Depth Chart: Reorder the depth chart to set your default starters for every game. You cannot set players by package that has to be done during the game. You cannot determine the kick returners for the season. If you are not happy with your return men, that needs to be handled at the beginning of each and every game.
- Playbook Manager: Allows you to manage a lot of things, including the Playbook, Audibles and Substitutions. All of these selections, apply to the playbook that you are creating.
- Coach's Card: A progress report for your NFL coach, come here to check how your guys is faring in the NFL. This section tracks career records, playoff records, years with current team, how many times you have been to/won the Super Bowl.
- Coach Gameplan: Slider bars that determine your coaching strategy. If you are a passing squad, pump up the passing slider. If your QB has a good arm, go to the Deep side of the Pass option. For Defense, determine if you want to gang up on the run or pass, and if you prefer to play man or zone. Then set a percentage for how often to blitz, and how often to play man or zone. The defaults are all half/half, so only mess with it to make up for a deficit on your squad.
Features
- VIP: Manage your VIP, check your user stats, and take a look at any of the other available VIPs on your system.
- Celebrations: Set and edit your touchdown celebrations using this feature.
- Stadium Music: For the Xbox only. Set up and manage the celebration music for your team's stadium.
Options
- Franchise Options: Turn FPM on/off or switch up the Assistant Coach Duties once the season begins.
- Game Options: This sets the specifics of the game. Quarter length, game speed, and so on. It also allows you to turn on multiple hot routes, performance EQ (basically a catch-up mode), and coach mode.
- Load/Save: Load, save or delete game files.
- Difficulty: You can either select Rookie, Pro, All Pro or Legend. Or, if you do not like those, adjust the various sliders yourself for things like running, passing, and pursuit to create Custom settings. The higher the bar, the more difficult these things are the better the CPU will be at them.
- Presentation: Set everything from menu music to overlays to volume of commentary here.
- Penalties: Certain penalties can only be turned on/of, all others are on sliders. The higher the bar, the more sensitive are the refs.
- Controller Setup: Choose from three different control set-ups.
Before the Season
Before the season (or even the preseason) commences, you want to make all the trades and upgrades you possibly can. In the first season of your Franchise, treat the time before the first game as your entire preseason.
Front Office: Trading Tips
Now is the time to address your Team's Needs. A lot of trading is simple give-and-take. The key is balance. If you have a balanced team with strength at a few key positions, you give yourself the tools you need to play the best possible game. Take a look at these trading tips in order to get the most out of your team's pocketbook, and ultimately, field the best team.
They are Called Superstars For a Reason
The most important players on your team are at the skill positions. Make sure you have a good QB, halfback and primary wide receiver at the very least. Do not settle for a rating in the 70's at any of these positions. There is plenty of talent available in the NFL, you just need to have to know how to bargain for it.
After these three positions, you need at least one really good linebacker. Make sure he is quick and has a high tackle rating, because a quality linebacker is the most effective all-around defensive player on your team. A good linebacker has the power to rove, close up holes, drop into coverage, and get in on a sack once in awhile.
A good secondary is key as well. Your two primary corners should be speedy and, well, good at coverage. Make sure their overall ratings are in at least the 80's as well. Your safeties should be good run-stoppers, as well as good cover guys. Safeties have to tackle well, in addition. The safety is the last line of defense before the end zone, so if your guy is a pushover, he gets pushed over, and the opposing team dances on his face in the end zone.
Call the Practice Squad
The least important positions in this game are special teams guys (kickers and punters), tight ends and offensive linemen. that is not to say they are not important, just not as crucial as having a good trigger man and quality coverage on Defense. A good offensive line will make a lot of your rushing dreams come true. But if you have a good halfback, he makes a lot of things happen on his own.
How far can a Kicker kick? Get a guy with a booming leg, and then just grow your skills so you can kick with him in any conditions. The kicking position is almost pure user skill, so taking a lower-rated player only matters if he has an extremely weak leg. If your kicker is really good, he can be a powerful bargaining chip to get another skilled player that you are seeking.
Do not Settle
Do not take too much of a ratings hit in any trade. If you are looking to deal a high-priced or ineffective player, do not accept much lower than his rating. Look at every team if you have to. Different franchises have different needs, so try different combinations of trades with each team until something works for you.
The Counter Offer
A lot of teams make you a counter offer after you suggested a trade. Often, they ask too much, but once in awhile, they want a player who is just taking up space on your roster. If you do not like a counteroffer, you can counter their counteroffer. Try adding a draft pick to their side of the deal if you feel it is a little lopsided. This can often work to your advantage.
Make the Trade
If you have a lot of cap room, make that blockbuster trade. Do not wait around. Assess what your team needs most, and bargain until you get it. Do not compromise another area of your game too much, but if your team really needs a halfback, go get a halfback. If you do not like your personnel right off the bat, the only way you can change it before you begin the season is by trading.
Use whatever means at your disposal to get the players you want. There are always workarounds if you splurge including cutting players and rebuilding after you win your first Super Bowl. You can always give up high draft picks to go after the marquee players you desire. While the draft is a great way to pick up players, you can usually do as well signing free agents and trading.
Team Needs
See where your team is lacking players. Remember, these are recommendations, not hard and fast rules. You can survive with only five receivers and four CBs, and you can probably get by with a pair of inside linebackers. But make sure your team is not too lean. While trading, keep referring back to this chart to make sure you are not giving away your entire team.
During the Season
Maintain Your Franchise
The season is almost all about playing the games. You put your team on the field, now it is time to fly with them. Once in a while, however, you may need to make some moves in the midst of a season. that is what this section is about. Remember that the trading deadline is after the sixth week, so make all your moves before then.
Weekly Preparation
This is a new wrinkle in this year's game, and can be complicated for those who have never tackled it. Weekly preparation allows you to affect your players' skill rankings by manipulating the way they get ready for the coming week.
Trading Midseason
Trading during the season is a lot like trading before it starts, except you are doing it for different reasons. You may need to pick up an extra player to bolster a position that is been weakened by injury, or trade a player who is not performing to expectations. Too much midseason trading is not advised, as it upsets the chemistry and balance of your team.
Do not Know What You Need?
If your team is playing horrendous ball, or just mediocre ball, and cannot get over the hump to win. Take a look at your team ratings. Pay attention to the little presentations as the game is loading. they point to problem areas on the squad. For instance, if you are ranked 20th or below in any statistical category, it may be time to change your approach or fire some people.
Check the Trading Block
During the season is when you want to check the trading block. It is rare to find something you are specifically looking for, but there are some surprises if you are diligent about checking. If a team is looking to move an athlete, they seem to be more willing to cut a deal. You can benefit greatly from this. Do not put your own players on the block. Just do a straight-up trade when you want to deal someone. Trading block offers seem to be a little weaker than the offers you get when you directly initiate.
Rookie Scouting
Midway through the season, you can do some preliminary scouting of rookie talent. In the Front Office menu, select Rookie Scouting. From here, you can see who is looking good on the Big Board or Rookie Report. Athletes can be sorted by position. The top player at the position is listed highest on the list. Use these lists to start getting yourself acquainted with some names you might want to look at when the offseason comes.
Offseason
This year's game runs the offseason from the Play Games/Email menu screen. Not much has changed about the way the offseason works.
Retirement PeriodGo to the Contracts screen in the Front Office menu to see who is trying to retire. If you have any super-skilled athletes retiring, try to talk them out of retirement. Offer them the contract they are looking for, and give them a short term extension (one or two years), and they could help your team another year or so. Do not waste all of your money trying to keep a high-paid retiree, but save the Jerry Rices and Brett Favres of the world, at the very least. If a player has a rating lower than 70, let him leave, and develop a younger, cheaper player to take his place.
Re-Signing Period
The next item on the agenda is the group of players whose contracts are up. They are released to free agency if you do not re-sign them, so think long and hard about who you want to keep. If a player had a spectacular year, his asking price will go up considerably. Look at the player's rating and gauge how much you need to keep him.
Do not pay a player in the 70's much more than $1 million/year. For someone in the 80's, try to keep it in the $2 mil/yr range. For someone in the 90's (marquee players, the best players at their position), you can expect to pay up to $5 mil/yr. Cut guys loose if they are asking for an unreasonable amount. You can pick up cheaper (and possibly better) guys in free agency.
Now is a good time to check out the Team Needs as well, and make sure you are not making too much work for yourself in the Free Agent and Draft portions of the offseason. If you leave too much open, and then do not score in either area, you are left with a pretty anemic team. As with everything, resigning and renogiating are all about balance. You do not want to just resign everyone, and you do not want to cut the entire team either. Leave some work to do in other facets of the front office, but not too much.
You may have a couple players on the roster that you want to immediately lock in for the long term. This is usually a pretty easy proposition, unless a guy is dead set against a multi-year contract. Just go to Renegotiate Contract, bump up the number of years, and see how your guy reacts. Most accept the new offer without a fuss. This locks your guys in at the current rate, which could be good for you if they improve a lot in the long run. Do not do this for everyone just your best guys.
If you have a high-paid player whose numbers have dropped off, it is a good idea to show him the door in order to clear some cap room and get some fresh meat on your team. Cut whoever is unecessary right off the bat, so you can see what you are working with, cap-wise.
Free Agency
Time to scavenge the league and pick up other team's leftovers. Guys whose contracts ran out and did not or could not resign with last year's squad. Most of the action happens in the first couple of days, when the really talented players are snatched up. Spend some quality time looking through your roster. Take a look at each position. If you do not have at least one player at 70 or higher in every position, take note of the areas that are lacking and target those in free agency. Here are a few tips to survive the free agency signing period:
- Keep a close eye on your cap room. Remember, you still have rookies to bring in. Count on your top draft pick alone pulling down about $2 mil, and the rest commanding anywhere from $200,000 to $500,000. Keep about $4 mil aside for the Draft, unless you do not have many high picks, or don ot plan on actually signing the players you draft.
- Keep an eye on other teams' interest. Each player has an On the Table Offers section where you can view what other teams are going to give. Stay one step ahead of the competition if you hope to win your most coveted athletes.
- Target your number one guy and go after him hardcore. Offer more than the other teams are giving, respect his wishes (if he wants three years, give him three years) and keep checking back. Stay vigilant.
- By the same token, don't get involved in a stupid bidding war for a player who is not really all that good.
- Work fast. You do not have all that much time in a given day. Go in with a plan (write it down if you have to), and be speedy about making your offers. Conversely, if you do not have much to do, make your offers and then press Start twice to advance.
- Look for bargains. Even if you do not really need a specific player, if he is rated high and making little money, he could be a good pickup. He may allow you to cut a higher-paid player at the same skill level, or at the very least, be good fodder for a trade.
- Constantly keep an eye on Team Needs. Do not leave more than five positions up to the draft. After all, you may not be able to help picking up a couple of stinkers from college.
- Do not sign anyone lower than a 60. that is what the draft is for. Unproven college players seem to grow faster and blossom than washed-up Free Agents.
- If a player accepts your offer, that is it. He is on your team at the contract terms discussed. Make sure you are serious about any offer you make, because you will have to pay it if he accepts.
NFL Combine
The Combine allows you the opportunity to scout talent before you bring it on to your team. The way it works is this. You have four days to scout, and each day you can assign hours to various players to learn more about him. The more you assign, the more you learn. Looking at a guy three hours over the course of the combine gives you a full report, with projected ratings.
Keep checking back at Team Needs to make sure you address all of your openings. This is your last chance to scout and bring guys on to your roster. If you need three CBs, look for that. If you did an adequate job at filling most positions before the draft, just search for the best players.
Other teams are looking at the same athletes, and they may be higher seeded in the draft chart. Do not scout the top ten athletes in the country, as that gets you nowhere. Instead, pick from the whole list, so you have a good idea of the range. Here are some tips to help your Combine go smoothly:
- Find the players you want to scout the first day, and use three hours on your top couple of guys. Be sure to be realistic about your position in the draft. Unless you finished close to last in the league, do not look too high. Take a look at the guys at number 4 and below for starters. If you did suck it up, by all means look at those top picks.
- Watch the Stock arrow. This tells you whether a player is impressing or depressing the onlookers. Look at the up or sideways arrow guys over the down arrow guys first.
- Make sure you scout at least one guy for every one of your Team Needs. This gives you more to work with heading into the draft melee.
- Pay attention to the comments in the Coach's Notes section. This gives you an idea of the specifics of each player. you are looking for a well-rounded guy, but if he is weak in just one area, he may still be a good pick-up. After all, rookies get better over time.
- Keep checking back to your Scouting Targets to see if you need more info on any player. The guys you are most interested in should be fully scouted going into the draft.
The NFL Draft
Now's the time to put your Combine knowledge to work. Focus on getting your top guy in the first round. Make sure you address your team needs first, then just go after the most talented guy. Learn how to use your draft aids to help you make the most of your time.
The main display is a computer screen showing the draft candidates. You can flip this display to show what is already gone down in the round. Use the right analog to flip over to Team Needs (to the left). This gives you an idea of what to shoot for as the draft progresses. Go down from the main screen to see your PDA. This will display suggested picks. This is a great tool to use if you are unsure of who to select next. If you are out of scouted players, you can almost use the PDA exclusively to fill in the remainder of your draft.
To the right is the Combine Targets section. Find all of the guys you looked at in the Combine. Grab the best selection from this list if he is still available. You see other guys you scouted get signed by other teams. If too many of them get nabbed before you get to them, though, you know you scouted wrong. Learn from that and do not scout too many players around the same skill level next time.
Once the Draft starts, you are taken to the big board and watch other teams select their picks. When it comes to you, you are "on the clock," so you must move quickly to secure the players you want. Take a look at all of your devices to make your decision. Make sure you are not loading up too much on one position by glancing at Team Needs.
As the draft progresses, you use up all of your scouted players. There is no problem taking an un-scouted player, especially in the later rounds. These guys are usually in the 40-60 range anyway, ratings-wise. Who knows if you even sign them.
Rookie Signing Period
You may have some cap problems trying to sign all of your draft picks, especially your top guy, unless you were wise about managing the cap. Do not feel like you absolutely need to sign everyone just because you drafted them. This even goes for the top dog. If he thinks he is worth $4 mil just because you tapped him first, you do not need to pay it unless you really need that position. Often, you can get second and third rounders to do as good (or better) in the long run.
If there is a player you really want to keep, and the cap is in your way, take a look at some of your marquee guys. Are they still producing? Do not be timid if you need to ice one of your best guys to sign a couple of rookies who will work almost as good (but be better in the long run), bite the bullet and do it. Cap room is a beautiful thing.
Aside from just cutting guys, you may want to consider a lop-sided trade with a team who has a lot of cap room. Unload a $5 mil contract on someone who can afford it, and you just may be investing in your future.
Review: First Encounter
By Alex McLain
SEGA® Sports recently announced that the ESPN line of sports titles will ship at the budget price of $20 instead of the usual $50 for a top-shelf game. Budget-priced games are fine and dandy, and many of them are good games, but typically they do not shine (rightly so for the price) with same production value as other titles. That rule could not apply less to ESPN NFL 2K5. In fact, I dare you to find a sports title that outshines the production value and overall quality of this game. I’ll put it to you plainly: ESPN NFL 2K5 is the best football game I’ve ever played. Actually, no, let me rephrase that: ESPN Football 2K5 is the best sports game I’ve ever played. Period. End of discussion.
That last point might be a bit aggrandizing, but I don’t think so. I’ve only just scratched the surface of the game and all the glittering goodness beyond my initial reach can only add to the experience. Now, we all know what football games are supposed to be about, and we all know the basic features (season, franchise, online, create-a-team, create-a-player, etc.), so let’s chat a bit about some of the major features ESPN is adding to the experience this year.
V.I.P System™
As you can see, it is trademarked, so you know they’re banking on this feature. The V.I.P System allows you to save how you and your friends play the game. You see, while you’re playing, ESPN Football 2K5 is actually tracking what plays you call, how you run them, what your general tendencies are, what you do in specific situations, and so on and so forth. The game is actually creating a virtual version of your play-style. You can save your friends V.I.P after you play them or even upload your own V.I.P for friends and complete strangers to download and play against. In fact, if your friend is playing against your V.I.P and your profile runs into a situation you’ve never been in, it will make an educated guess and choose a course of action that is in keeping with your overall style. Of course, it’s constantly updated, so the more you play, the more complete your V.I.P will be.
Maximum Tackle™
It may seem like a bit of a small change, but you’ll soon find that the strategic element that this feature allows really changes the way you play and look at defense. Maximum tackle allows you to choose between exploding with a big hit, to knock the ball-carrier down (but possibly allow for a broken tackle) and grab him with a good solid wrap-tackle (which may allow them to drag you for a couple extra yards). This choice becomes relevant on nearly ever single defensive play. Snap judgments will have to be made. It adds a sense of urgency and tactical realism to the game.
Weekly Preparation
This feature has been added onto the Franchise mode. In essence, it allows you to prepare your team, just as a coach would on the days leading up to the game. You can have players watch film, do specific workouts or drills, treat injured players in an attempt to hasten their recovery, hold team meetings (and even select the tone and purpose of the meeting), give them a day off, and a few other options to boot.
It will feed any football fanatic's need to feel even more in control of a team. Also, the decisions you make will not only affect the skills of your players for the next game, but it will affect player morale as well. Balance is the key. You need to work your players, but not exhaust or irritate them.If you do not really feel the need to be that hands on, you can turn the option off and not worry about it.
ESPN Twenty-Fifth Anniversary
This year is, after-all, ESPN's Twenty-Fifth Anniversary. To celebrate the occasion they have added this feature into the game. It is a series of user-controlled reenactments of football’s most glorious moments. Want to see how you would handle the Ice Bowl? Now is your chance. Care to see if you can recreate the Immaculate Reception, The Catch, or even John Elway's miraculous Drive from 1987? You can do that, too. There are, naturally enough, 25 different historic moments waiting for your personal touch.
We have left out a host of smaller upgrades, we have not talked about any of the online options (do not worry, we have got a whole article on that coming your way), I’ve probably ignored a few other big editions as well. But, the bottom line is: You won’t find a finer football videogame experience on the freakin' planet. For 20 bucks, this is the best deal I have ever seen in the industry. Do not waste it.
Review: Test Drive
By Shawn Drotar, Managing Editor, OperationSports.com
Summer is in full swing, and NFL training camps haven’t even begun, but for the Xbox®, the football season’s just about to start. ESPN NFL 2K5 is set to hit your Xbox console this July like a charging All-Pro linebacker.
The NFL has never looked or sounded as good in a video game incarnation as it does in ESPN NFL 2K5 on your Xbox. Sporting jaw-dropping graphics and animations, ESPN NFL also uses positional Dolby Digital surround sound to maximum advantage. Add splashy ESPN television-style presentations to this tasty mix and you can be forgiven for mistaking it for the real thing.
The first impression of note is the ESPN flavor of the game. If you’re an avid ESPN viewer, you’ll recognize the musical cues, graphics, and virtually every other part of each game’s presentation, as they’re all taken straight off the world’s best sports network and placed right onto your Xbox.
Once you get into a game, it only gets better. The player models are nothing short of astounding, and they’re animated in more ways than you can imagine. A solid physics model is incorporated with the already-impressive animations, and the results are mesmerizing. Players collide with each other as they tackle en masse, smash into each other in midair, and hit the ground so hard that you’ll cringe. Real-time lighting and shadows (even from passing clouds above!) give the game an eerily realistic look. Cameramen follow your players’ moves from the sidelines, and the NFL’s great stadiums are painstakingly re-created. Each team even has the correct fonts on their jerseys — this ESPN NFL development team has taken no shortcuts, spending the time to make every detail count. The end result is a football game that looks more realistic than any before it.
The sounds are brought to life by ESPN Game Sound, a remarkably effective Dolby Digital mix that surrounds you with the roaring crowds and crashing pads of the NFL. You’ll hear players barking out plays and talking trash, some of it quite specific to your performance, or lack thereof. The two commentators for the game are the best in any sports video game, hands down. They’re timely, often funny, and discuss your game in specific detail. For music, ESPN NFL adds a new wrinkle to the sports game genre. Taking advantage of the custom soundtrack abilities on the Xbox, ESPN NFL allows you to customize the music played in your home stadium. You can clip portions of any song on your Xbox hard drive and use it in the game; in fact, you can even pick which in-game events trigger which clips. Want to play part of Velvet Revolver’s Slither when the opponent loses a fumble? Go right ahead. It’s a novel idea, and one that only the Xbox can turn into a reality.
The ESPN presentation throughout the game remains the icing on the cake. ESPN’s The Schwam, anchorman Chris Berman, introduces the game in animated form, and his halftime and post-game shows highlight replays from your game. Chris also goes over relevant team and player stats. It’s quite impressive, and a lot of fun to watch. ESPN’s sideline reporter, Suzy Kolber, can be heard after halftime, or checking up on injured players. She also conducts (in animated form) a post-game interview with the MVP of the game. And, throughout the game, there’s even more ESPN flavor. You’ll get stat overlays, brilliant replays, and player information screens, along with a variety of entertaining cut scenes that really add to the uncanny feeling that you’re watching a real, live NFL game on ESPN.
ESPN NFL 2K5 blends together a smart mix of sim football and arcade elements, and it’s fully compatible with XboxLive®, to boot. Moreover, while it’s priced at a stunning $19.99, it’s no budget title. No corners were cut here, folks—this game will be as good as or better than most games twice its price.
Review: Thinking on the Fly
By Shawn Drotar, Managing Editor, OperationSports.com
When it comes to success on the football field, the ability to make adjustments on the fly—moment by moment—becomes a necessity. In ESPN NFL 2K5, all the tools you’ll need to become the next Mike Shanahan or Jon Gruden are at your disposal, and you’ll need to learn how to use them all effectively if you expect to become one of the greats.
While still in the offensive huddle, you’ll notice that there are options available to switch out certain personnel on the fly, instead of having to stop the game and modify your depth chart. The X button will substitute different running backs into your backfield, while the B button will swap out your receivers. This can be very helpful in certain situations. You may want to rotate a tired player out for a few plays, or perhaps you’d rather have the quick, all-purpose running back available on third down. Substitutions can now be made quickly and effectively, without giving your opponent any obvious signs that you’ve done so. In the defensive huddle, the same tools exist, except the X button swaps defensive backs, and the B button makes subs along the D-line. Keep your players fresh, keep your opponents guessing, and you’re on your way to victory.
Have you found a play during the game that you’d like to use again? At the play calling screen, add it to your selection of audibles by pulling the right trigger and pressing either X, A, or B. This will add the play to your current list of audibles—and assign it to the button you just pressed. This is great for exploiting weaknesses that you’ve just discovered. It’s simple to come back to the play later in the game and see if the defense hasn’t learned any better. If they haven’t, you’ll have a powerful weapon for the rest of the contest.
Hot routes provide yet another way for the savvy offensive coordinator to exploit mismatches. See a weak spot in the zone? Order your receiver to change his route and take advantage of it. There are eight different hot routes that can be quickly assigned by flicking the right thumbstick and tapping the button corresponding to the desired receiver. Notice that the blitz is coming? You can use the hot route tool to order a player to pass block as well. Instead of pushing the right thumbstick in a direction, press it down like a button, and your quarterback will thank you.
The defense has a few tricks of its own, however, and, if they’re used correctly, they can completely stifle any offense. Moving the right thumbstick in one of four directions will change the positioning of the defensive line. You can quickly shift from one side of the line to the other in the hopes of overwhelming the offense and breaking up the play quickly. Using the right thumbstick in combination with the left trigger will do essentially the same thing for the linebackers. The right thumbstick in combination with the right trigger lets you adjust your defensive backs’ coverages. You can even change the assignments for individual linebackers or defensive backs by pulling the left or right trigger. Select the player by using the corresponding face button, and have him double-team a wideout, blitz the quarterback—the combinations are endless. The smart defensive player will find a way to incorporate all of these tools into their defensive schemes.
ESPN NFL 2K5 is a deep, intelligent simulation of the NFL game, and those willing to put in the time to learn how to use and master essential tools on the practice field will become formidable opponents indeed. The world’s best players are out there on Xbox Live® right now—and they’re bringing their best game every day. Will you be ready for them?
Review: Very Important Players
By Shawn Drotar, Managing Editor, OperationSports.com
ESPN NFL 2K5 brings something completely new to Xbox Live®, and it’ll change the way you think about playing football games. Past football titles have kept exhaustive stats for users during their games, and while ESPN NFL 2K5 does that as well, it takes stat tracking to the next level with the VIP system.
The VIP system tracks every play you call, and how you execute them on the field, and turns them into a single, comprehensive file that characterizes all of your tendencies… and then uses that to alter the way a CPU-controlled team plays.
So how does this work? Your VIP profile will be saved on your Xbox® hard drive, and it’s viewable through the “Features” menu of the game. You’ll notice a clipboard that details the way you play NFL 2K5.
The Offensive Playcalling page shows you the percentage of times that you flip the direction of a play, hurry to the line, and use motion, hot routes, or audibles for a play. It will also note the number of times you let the CPU coach pick the play. (Other players’ notes in these areas help forecast how often they change their plays on the fly, and can help you prepare accordingly.)
The Offensive Tendencies page uses a novel chart to reflect the way you actually move a player on the field. The chart shows how likely you are to use the juke, stiff arm, shoulder charge, spin, or shimmy. It also uses a pie chart to illustrate if you prefer to tap the turbo button for speed, or if you generally hold it down for a more effective juke or shoulder charge. Your favorite hot route is recorded, too.
A similar page displays Defensive Tendencies. A chart shows how you shift your defensive line (between left/right, spread, pinch, or none). A pie chart shows your tap vs. charge of the turbo button, and a meter records your tackling preferences, be they wrap tackles, more risky dive tackles, or anything in between. The second page displays defensive line special move tendencies, the percentage of time a hot blitz is assigned, the way you play as a defensive back, and whether you’re more likely to go for the interception or play more conservatively, batting the ball down. The third page details the frequency and direction of linebacker and secondary defensive shifts.
The next screen shows pertinent yardage statistics: rushing for and against, passing for and against, and points for and against. The next page, Offensive Recap, shows success rates for third and fourth down conversion, and two charts detail pass vs. run ratio and rushing TD vs. passing TD ratio. Rushing Breakdown shows how many attempts head to the left, right, or middle, and the average yardage per rush in each direction. The Passing Chart has a similar function. It shows how many passing attempts and completions were made to the left, right, or middle—as well as short, middle, and left distances to provide a complete overall view of your passing game.
The NFL Comparison page displays your rushing and passing yards per game as opposed to real NFL statistics. The Red Zone page shows your effectiveness and TD/FG conversion rate in the red zone for both offense and defense.
As you can see, the VIP system’s tracking borders on obsessive, and it paints a complete picture of any ESPN NFL 2K5 player. But the beauty of the VIP system does not stop there. Using Xbox Live, you can download the VIP profile of any player, and then load it as an opposing coach. You can then play against a CPU team that plays exactly like the human player does, with eerie realism.
If you are trying to climb the NFL 2K5 leaderboard, the VIP system is invaluable. If you are simply looking for a new challenge, it works just as well. VIP is a breakthrough in AI for console systems, and sports games are never the same again. Get on Xbox Live and download your next opponent today.
ESPN NFL 2K5 Cheats
Get One-Million Crib Points
Enter PhatBank as a case-sensitive VIP name. Make sure you capitalize the P and B.
Unlock All Crib Items
Enter CribMax as a case-sensitive VIP name. Make sure you capitalize the C and M.
Mark All Milestones as Complete
Enter MadSkilz as a case-sensitive VIP name. Make sure you capitalize the M and S.
Unlock Cheat Mode
Select the VIP Manager option and enter VIP names to activate the corresponding cheat function.