Friday, December 5, 2008

Tecmo Scores Another Touchdown.


REVIEW: It's been nearly 20 years since developer Tecmo released an entry in its now retro Tecmo Bowl series. Tecmo Bowl: Kickoff stays true to the basic concept of football, but also breathes new life into the series and the idea of an alternative to the juggernaut that is Madden. The addition of super abilities, cutscenes, customization, and Wi-Fi play are all welcomed features that enhance the overall experience. This title is sure to keep the player entertained without the hassle of having to know much about football.

Graphics: The entire game is basically an SNES title, which means everything is 16-bit. While this is a look I welcome in certain instances like this one, I can't help but wonder how it would have looked with better detailed players, environments, etc. The use of strictly sprites is a total throwback to satisfy old fans of the franchise or those who dig retro games. The cutscenes are a colorful addition and provide a bit of satisfaction when you score, create a great defensive play, etc. With all of that said, look elsewhere if you want to see what the DS is capable of when pushed to its limits.

Audio: The new score of music that the dev has added is one of my least favorite parts of the whole game. It feels like there aren't very many new tracks, causing them to become repetitive, and as a result, they're just plain out annoying. After you've heard them a few times it'll start to get on your nerves that there aren't more songs. None of them are particularly catchy, which I think is something that is key with video game music: a tune that is stuck in your head afterwords or moves you emotionally. It is a football game, so the music should motivate you or get your adrenaline pumping, which it fails to do. There is one good side to this though-- the original Tecmo Bowl music is an unlockable. I immediately switched to the old score as soon I got it, and I recommend anyone who buys this game does the same.

Controls: Taking a cue from games like Phantom Hourglass and Dragon Ball: Origins, everything can be controlled with the stylus. That includes things like player movement, menu navigation, and stat adjustment. In game the top screen showcases a virtual scoreboard and the touch screen displays all the action on the field. Using the stylus for menus is fine, but I soon realized using it to move your players is less than ideal in a sports game. The problem comes in when you pick a play and are trying to locate an open receiver on the field-- with your hand covering essentially half of the screen. It's just so much easier to use the button combinations to execute your plays, that way you can see everything on the screen clearly. It works fine for navigating the many menus in the game, but it feels like a case of "let's throw touch screen in for the hell of it!" Simply put, not every game needs to use the touch screen, use it for the things that improve the gameplay, not hinder it. However, the simplicity of the button combinations allow for anyone to jump right into the game and enjoy it.

Gameplay: Exactly what you'd expect from a Tecmo Bowl game; simple, yet addictive. The diversity of the modes help entertain multiple audiences. "Quick Game" allows for players to play in quick, short bursts, whereas "Season" lets players keep playing through a full schedule of games. And for those who want to take their team online, there's WiFi multiplayer with either registered friends or random players. Tecmo has also added the ability for you to edit every player's speed, power, control, accuracy, etc. On top of that you can name your own team, name your players, choose from a set of team logos, change your team colors, and fully edit your playbook. The customization adds a ton of replayability and die hard fans coming back to make their team the best. Skill Points are acquired by doing well in "Season" mode, and used to increase a player's unique ablities. For instance, you can make your QB throw a high speed pass, let a WR dive 2 yards after he's tackled, or allow your RB to juke around an opponent. Acquiring these skill points give players an incentive to play through "Season" mode and let them use their skills against friends or strangers over WiFi.

Judgment: Tecmo Bowl: Kickoff is definitely worth the price of admission ($30). And it's always nice to have another 16-bit game, in an age of gaming where graphics are arguably everything. The addition of customization options and WiFi play provide a reason to come back and play a little football everyday. Minor gripes are that the audio becomes annoying quickly, and the AI can be frustrating at times. Neither are a deal breaker, but it's good to keep them in mind when deciding to purchase this game or not. I specifically recommend it to fans of the past installments, football fans, and those who are tired of buying the newest Madden every year. Tecmo Bowl fans can rejoice because the franchise is back in a great way, and I'm stoked to see what Tecmo is cooking up for the Wii version! This entry in the series gets an A-.

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