The absences of a built-in player ratings editor and new team-specific playbooks come immediately to mind. It's true the latter was fixed with the second patch a beta version, not officially supported by Sierra after the game shipped, but Sierra seems to have taken a cavalier attitude toward the player ratings editor issue - the explanation on its web site goes something along the lines of: "Ours wasn't ready, and besides, there's a shareware tool on the game CD that does almost the same things.
The biggest enhancement is global: The interface has been totally revamped, and the good news is that it's much easier to use than before. Instead of forcing you to clunk through a "quick start setup" just to play an exhibition game, for example, FPS: FP '98 now takes you immediately to team selection and setup screens for every outing. Team and league menus are modular, with buttons always present for every function - you can skip from the league schedule screen to your team's front office menu with just a couple of mouse clicks.
Beyond that, though, little has changed. But many of the other new features - arcade play over the Internet, a full-screen mode, better chat interface, information on whether your opponent's running a special teams or regular play, audio play-by-play it's boring , more camera angles, the inclusion of non-NFL stadiums and cities, more precise weather information, and others - are either things that should be expected in a top-rate football sim or are of little importance when it comes to actual gameplay.
In short, nearly all the things that made the Football Pro games so compelling - impressive simulation results, a robust play editor, incredibly detailed coaching profiles, and the ability to guide a team over consecutive seasons by utilizing the draft, free agency, and trades - can be found in the '98 edition.
Retaining the good parts of a previous game doesn't exactly deserve a standing ovation, though. What would earn my applause is if Sierra had spent more time improving what historically has been the weakest part of the Football Pro games: the action mode.
Sadly, that hasn't happened. That might not sound like much, but the truth is that four- or eight-button support makes the passing game much easier to handle, allowing you to concentrate on play-calling and execution rather than trying to figure out if you've selected the right receiver. And yet, this is not going to happen. This review is going to end very prematurely. The reason is also why this review is so short: FM98 is, for all intents and purposes, unplayable.
This game's match interface is bloody horrible. No numbers - at all - nowhere. What you get on the match screen are the squads at the sides, a static pitch view in the center showing the formations, and a score summary at the bottom.
The only moving parts are the ball and performance bars. The former simply hops from here to there on the pitch view, moving, or rather jumping, between about 12 alternate positions, supposedly helping you again from ESP's website "indicate the location of important action during a match".
At best, it helps in developing a headache, at least on a big monitor. Considering the other moving part of the match view screen, each player has a graphical performance bar, which changes during the match. Again, no numbers, just a constantly moving colored bar and remember, there are 22 of those to look after. The player's name that is in possession of the ball is highlighted at any given time. These three visual feedbacks are the sole way for you to measure your team's performance.
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