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OUR RATING:
7.4
VERY GOOD
TANGIBLES:
Gameplay:
7
Visuals:
8
Audio:
8
Value:
7
Quality:
8
Why you should buy it: Flawless ball physics, compelling (though simplistic) manager mode, and solid on-field action.
Why you should rent it: Irritating inconsistencies in the passing game, packs fewer teams than current-generation versions.
UNIQUE RATING:
7.4
SUGGESTION:
Buy It
FIFA Soccer 07
Written by: Scott Gualco  |  Tags: FIFA Soccer 07, Xbox 360, EA Sports
November 20,2006 - FIFA 07 marks Electronic Arts’ third attempt to bring soccer to Microsoft’s latest console in less than two years. Given their considerable experience with the football franchise during the PlayStation 2, Xbox, and GameCube generation, FIFA 07 for the Xbox 360 propels the series forward while simultaneously tripping on its own fancy footwork. It’s a good soccer game with flashes of absolute brilliance, thanks to some highly dynamic scoring opportunities and what feels, at times, like an entirely new game engine. Only an ever-present inconsistency prevents the Xbox 360 version of FIFA 07 from hitting the winning shot. As we’ve seen with the Madden NFL brand, the PlayStation 2 and Xbox versions of FIFA 07 actually play a bit better than their Xbox 360 counterpart, though the latter is not a bad game by any stretch.

Standard exhibition and online modes are available, but the real meat of FIFA 07 lies in the newly crafted Manager mode. Tasked with heading the team of your choice (from among 117 clubs and 37 national squads) you’ll begin with little more than the optimistic attitude of your players and a modest budget to distribute, aside from season and financial objectives imposed by the team owner. From here, you can sign new players, hire talent scouts, and improve the efficiency of your coaching staff. Each upgrade requires some number of credits but goes a long way towards bolstering on-field performance. What’s more, each player earns experience after spending some time on the pitch; these points can be allotted towards player attributes. The process can be automated as well, and most will probably prefer to keep it that way – micromanaging the squad can become tedious after several dozen matches. Credits are earned after the conclusion of each match and are calculated as the sum of ticket sales and sponsorship payouts, minus player salaries. Choosing a top-flight club at the outset of manager mode might seem like a good way to win games and raise your prestige level, but in reality, this isn’t always the case. Player wages will take a good chunk of the cash you earn, and if the team performance isn’t up to par with their reputation, you may find yourself having to search for an alternative (and lower-paying) sponsor.

This mode obviously can’t compete with the likes of, say, Championship Manager, but it does add a few interesting decisions to make in between matches without bogging down the user unnecessarily. Perhaps the most annoying parts about Manager mode come in the form of emails you’ll receive from team staff members. Usually, someone on your squad will present a simple problem, and you’ll have to choose one of three ways to deal with it. Fans want more access to the players? You can either open your training sessions to spectators, update the team website more frequently, or shuffle the responsibility off to your PR department. Hmm… which would you choose? Wrong answers negatively impact team morale, while the correct ones boost fan support or strengthen your prestige.

As is usually the case with EA’s FIFA series, the most important decisions take place out on the field. Stalwarts will recognize major and minor changes – some good, others not so. The most noticeable deviation lies with the ball itself, which rarely “sticks” to pass recipients as it did in Road to the World Cup. In fact, while ball physics may not seem like the most exciting of topics, the improvements made are quite impressive. The ball reacts convincingly after rebounds off the post and goalie gloves, making for some unique and exciting scoring opportunities throughout the course of a match. The realistic spin on the ball as it is booted from player to player is not noticeable at first glance, but it is certainly something gamers with high-definition displays will come to appreciate; it’s a rather immersive nod to detail.

The game’s greatest advantage over its current-generation counterparts lies in its accurate modeling of player weight, momentum, and body type. These three characteristics suitably impact the outcome of every play. As a result, creating open space for your players is an absolute necessity. Slowly working the ball up-field and catching a defender out of position is an incredibly satisfying achievement, and such skill is practically required from the game’s two highest difficulty levels.

Patience is the key to any potent offense in FIFA 07– especially since passing the ball is often more difficult than it should be. Players rarely come towards the ball as it approaches them, making for some frustrating moments where defenders are free to intercept a lackadaisical pass and split your formation. The ineffective dribbling moves mapped to the right thumbstick are another reason to play a conservative game. Presumably, with a flick of the stick, the player will kick the ball into open space and sprint for it, separating himself from the defender in the process. The move just isn’t successful enough to be useful because it frequently results in dispossession. FIFA 07’s lack of effective one-on-one finesse moves forces gamers to look for a breakdown in the defense, which, especially on higher difficulty levels, isn’t always present.

Additionally, runs have been toned down from EA’s last soccer outing, but they’ll still serve as your primary method of moving the ball past midfield. Tapping the left trigger along with a direction will prompt the nearest player to dash behind the defender – it is here that a well-timed pass scoots the ball into his possession. The window of opportunity is much more strict this year, and through-balls are no longer a panacea for an ill-fated goal drought. The direction of player runs is also somewhat up in the air, since there’s no way for the gamer to choose the exact hole of attack. The fact that your wingmen often stand near the sidelines unless specifically instructed to run really doesn’t help matters.
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Published by: EA Sports
Developed by: EA Sports
Genre: Sports
# of Players: 1-8
ESRB Rating: Everyone
Release Date: US: October 31st, 2006
Our Rating:
Very Good
Your Rating: N/A
User Rating: N/A
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Gamer 2.0 Rating: N/A | User Rating: N/A
Gamer 2.0 Rating: 8 | User Rating: N/A
Gamer 2.0 Rating: 8.6 | User Rating: N/A

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