Football Fury |
SNES |
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Review by Matt Paprocki |
Sammy |
Sports |
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Graphics: 5 |
Sound: 5 |
Gameplay: 3 |
Overall: 3 |
Into the era of Madden, Quarterback Club, and Tecmo Bowl,
Football Fury has no place. It doesn't appeal to the demographic of any of those
games, it's too simplistic, and it's riddled with problems. Fury is obviously trying to
capitalize on Tecmo Bowl's gameplay, but it's not even close. ![]() Things don't really improve there either. The cramped, close-quarters horizontal viewpoint is restrictive. Receivers are lost just a few yards downfield, and unlike Tecmo Bowl (and its various sequels) there's nothing here to tell gamers where a defender is. A completed pass is luck, because of both the view and the throwing mechanic. A power meter indicates how hard the throw will be, making it an extra step to complete before the linemen charge in. It doesn't take a genius to figure out this ruins the ground game too. The same problem, unseen defenders just off screen, make long runs an impossibility, and the loose tackling means the DBs don't even need to be close to make a play. Even with only eight players on each side, the game feels crowded, and the field too squished. This is hardly a regulation surface, especially with cartoonish, bright, and overly colorful graphics. ![]() Unfortunately, Football Fury doesn't offer the overall ease of play necessary. On field play moves too quickly, and linemen are relentless in their pursuits. This is hardly the football game to be wasting time with on the SNES, and even if the Madden series wasn't a massive success, there are always the three Tecmo Bowl options. Sammy's game misses on every level. |