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In the grand scheme of things, FIFA Soccer 2004 is a good PC game. It adapts well to newcomers but keeps plenty in reserve for skilled, seasoned veterans. It is the first FIFA to feature a career mode. And, despite some issues we'll tackle later, it is nicely presented and blessed with an incredibly deep control system. Unfortunately, it is marred with blemishes. It also follows a pattern that's beginning to creep into the most recent versions of some of EA Sports' team sport titles. Namely, despite its many positive attributes, its most important element--gameplay--simply doesn't seeThis may be seen as a harsh judgment, considering the perennial popularity and general critical acclaim the series continually garners, but the truth is that FIFA has been around for over a decade now. In that time, EA Sports has blown the roof off of the game's audio-video components. Starting in 1994--with 2D sprites and flat, comparatively lifeless environments--and culminating in today's stunningly better-than-TV delivery and incredible motion-captured players, the FIFA presentation has never failed to impress.
Rather than instilling the game with artificially intelligent opponents and teammates who truly mimic the nuances and dynamics of real-life, world-class soccer stars--and thus compelling the human player to act accordingly--the development team continually seems more fixated on adding incredibly complex button-pumping maneuvers that feel more clinical than sport-oriented. Furthermore, though FIFA's AI programming is quite acceptable in the short term, it begins to feel downright repetitious after you've played a couple dozen contests. This sort of thing was perfectly fine for much of the first 10 years, but recently it's all beginning to feel a little old. We'll explore this concept further, but let's first look at some of FIFA 2004's more noticeable practical innovations.
As is typical of the series, EA Sports has once again tweaked its gameplay/AI engine just enough to keep us interested. For the most part, the game does feel marginally better. You're likely to notice, right off the bat, that it features a comparatively large number of deflected and intercepted balls. Whether you're shooting or passing, chances are that if you're in the midst of a group of players, your ball will strike something on its way to the target. This is a good thing, as are the newly modified defensive alignments and structuring. In FIFA 2004, AI defenses tend to back off the ball carrier somewhat and, thus, clog your path to the net. This, in turn, forces you into a far more passing-oriented attack than ever before.
To really excel in FIFA 2004's more-imposing difficulty levels, you'll have to do more than learn the fine art of pinpoint passing. The game's new "off-the-ball control," accessed during gameplay by clicking a specified button or key, allows you to take command of your nonball-carrying players while you're still controlling the ball carrier. A great concept, off-the-ball control lets you direct a given player to a new location, and it makes him perform other actions he most likely would not have made if left under the guidance of the game's programming. The most challenging aspect of off-the-ball control is its inherent complexity. Put simply, it's danged difficult to do all the stuff you normally do, while, at the same time, working the myriad other buttons to control other players. Still, most quick reflex gamers should eventually get the hang of it and will enjoy it once they do.
They'll enjoy it even more once they've developed a patient approach to their attacks--by biding their time and working the ball around carefully while waiting for passing lanes to open up. In this way, FIFA 2004 does seem more authentic. Moreover, the game's improved on-the-fly management utility, which permits a bunch of tactical modifications while play continues, is tailor-made for veteran players who are looking to add weapons to their arsenals.
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