Street 2 is a totally accessible football game. The
arcade style should make it appeal to a wide audience.
The trouble is that it's not very different from the
original NFL Street game, although you can take this
one online with the Xbox Live feature. There are a
few new moves but unless the online play piques your
interest, the offline play is like Déjà
vu all over again.
interesting balance of challenge and simplicity has
been achieved by the NFL Street series. The controls
are easy to learn and operate. Instead of memorizing
button combos there are dynamic components to the
game that occur during real time such as hotspots
and specialty meters to fill which can be controlled
by the placement of your character during gameplay.
moves include wall moves which allow you to jump and
bounce off of the walls when you get near them. This
gives you an opportunity to literally jump over the
defense. Hotspots are specific areas that are highlighted
on the field. If you perform a stylish move in one
of these areas you will receive kick ass bonus points.
At the same time if you get tackled in one of these
areas the other team will benefit from the windfall
can be used to purchase outfits and accessories from
the shop. It may give your character some "street
cred" but the addition of new Reeboks and gold
chains are purely cosmetic. There's too much of this
gangsta' attitude in this game. At times it's embarrassingly
pandering as you'll find out in the underground street
mode hosted by Xzibit.
new addition is a second Gamebreaker move. As in the
original game, the Gamebreaker meter would fill allowing
you unleash a devastating move which would almost
certainly result in getting the ball to your opponent's
end zone. If you let the first Gamebreaker meter fill
it will begin to fill the second Gamebreaker meter.
Unleashing this move results in a cutscene which virtually
guarantees that your team will score. Filling these
meters is easier than you may think and while some
may say that it kind of evens the score for less skilled
player, don't forget that great players will be able
to fill their meters just as easily.
action is always fast paced but some aspects of the
game tend to drag such as the 150-day training period
that you must subject your team to in the NFL Challenge
mode. Once you create a team of your own, the Holy
Grail of the project is to play against actual licensed
NFL teams. But before you can do that you have to
qualify by training your team. Each time you complete
a specific objective, days will be taken off from
your total of 150. It feels great when you finally
complete the training but it's not something you'll
want to go through many more times.
online is easy. The games are readily available in
a variety of modes that include pick up games and
mini games. You can't access all of the lobbies unless
you qualify for them. You will have had to make good
progress in the offline mode to be able to access
some of the more advanced lobbies. This ensures that
there will be more balance among the players in terms
of skill level but it also means that you'll have
to prove yourself - even if you've already proven
yourself in the original game.
the game hasn't changed much from last year. It's
still a good looking game both off and online. The
online framerate is consistent which displays the
smooth animation of the players. The cutscenes do
look a little better than the in-game graphics but
they work well together.
developers are trying too hard to please pseudo "hardcore"
kids with the music selection which includes hip hop
and punk metal. The entire fabricated urban image
is forced but if it helps little, upperclass, Johnny,
who lives in Salt Lake City feel like a thug, then
I guess it's done its job.
line? You can't go wrong with a rental.