When you sit down and think about it, John Madden has grown into some kind of phenomenon. I mean, sure, some people don't like the guy based on his history as a Raiders coach, and some feel that his commentary has grown to the point of being stale, despite his signing of a new contract with NBC that will take him yet again back to the broadcast booth. But over the years, he's been taking a part in building one of the most commanding franchises in video games. I remember when it all began back in the era of old-school computers and the Sega Genesis, when it was all about the joy of the game. Now as the series comes knocking on the door for the next generation, we get yet another installment for the current game machines, Madden NFL 06.

This time around, however, the rules have significantly changed. In previous years, the Madden franchise has seen its fair share of competitors. Acclaim tried (and failed miserably, might I add) to bring NFL magic to their NFL Quarterback Club brand, Sony and Microsoft both struggled in their wake of the Gameday and Fever labels, and Sega Sports provided the most heated competition of all, calling upon former Madden developer Visual Concepts to produce the hearty, in-depth NFL 2K series. Now comes 2005, and the rules have changed due to a deal struck late last year with the NFL. There is no more competition, as EA now owns the "exclusive NFL license", leaving other developers to find more imaginative ways to compete, like with brand new leagues (Midway's forthcoming Blitz the League and Sony's now-cancelled Road To Sunday).

I feared this would make EA lazy and unimaginative. After all, there have been years that I felt that the Madden franchise was asleep at the wheel, merely updating the stats to a previous year's edition and releasing the game as if it was a new chapter. I think what bugged me more is how much the game sold with each successive year with its minor share of upgrades, and it made me kind of loathe the series and embrace the NFL 2K brand a bit more for fielding its innovation year in and year out.

Not Madden NFL 06. Despite the fact that EA Sports owns the exclusive license, the company didn't really take the easy way out. Rather, Tiburon, EA's long-trusted developer of the series, tries to input new ideas into the franchise that really take it in new directions. Not all of them are entirely positive, but they do provide a fresh spin on the series and give players a little something more to do. Combine that with the gameplay that has seen significant improvement in its jump in the current generation and some improved presentation and you have a game that's actually worth the upgrade, if not exactly a slam bang goodbye to the world of Xbox, PS2, and GameCube.

One of the first things you'll notice right off the bat is that EA worked very closely with the NFL to produce its effort, and didn't just stamp on a license. This comes in the form of the influence of NFL Films, the league's own highly developed series of classic footage and modern-day analysis. You've probably seen a number of NFL Films products on the NFL Network or ESPN, either with a comedic chapter that shows off bloopers from back in the day, or a foray into a team's run for the Super Bowl championship, like the recent three-peat by the New England Patriots. The NFL Films influence is clearly here, between musical snippets straight from their films and expertise that comes in the form of various footage and commentary.

The game starts you off right away talking about the new QB Vision feature, with NFL Films' Rich Eisen on hand to provide an explanation of how this new system works. It is rather easy to get into, but a little tough to master. See, the way that QB Vision works is that it allows the quarterback to get better focus on their intended receiver. This comes in the form of a shading system that works on an arc. You can use QB Vision one of two ways- you can either have a general view of the field and choose from a number of receivers, or put your focus on a primary receiver and then watch as they make their way up the field, waiting for the ideal moment to have them catch the ball. If you complete the pass, you stack up minor rewards. Fail, however, and you get penalized.

QB Vision didn't fully impress me. For one thing, it really feels like a gimmick that tries to focus on your passing game. There was nothing really wrong with the passing game in previous years, as you had a wide open view on the field and each of your receivers was already designated with one of the buttons on your control pad, so you could choose your receiver on-the-fly as it was. QB Vision kinda limits that, although I could see some people using it just to get better on working with individual receivers to try and put them in the league of Terrell Owens or Randy Moss.

Then you have the preference on veteran quarterbacks instead of just in general. Veterans, like Peyton Manning or Brett Favre, will have a higher command of the system, with a wider arc that allows better accuracy with their receivers, while others, such as Pittsburgh's Ben Roethlesberger, will have to struggle with a smaller vision window. I know, I know, veterans have a stronger sense getting into their game than rookies. Just comparing Indianapolis' Peyton Manning to the New York Giants' Eli Manning will show that. But this also kinda unfairly shuts the door on some of their skills. After all, did Roethlesberger not have a stellar first year in the NFL? Is it not possible that he was underhanded his level of skill play by the QB Vision? There's a slight question of unbalance here and some Madden fans may be displeased by that. Fortunately, EA has given the option to shut the whole thing off if you're not into it.

Working a little bit better is the use of what's called the Truck Stick with the running game. Much like the Hit Stick on defensive plays, the Truck Stick allows a receiver to pretty much mow down a defender with ease thanks to a little motion with the right analog stick. The only problem is it has one slight nag to it. See, if you use the Truck Stick, there's the chance that you will pull off a great defensive shunt that will allow the field to be open, but by using it, you slow down your player, possibly setting them up to be hit from behind by a pursuing defensive player. Sure, this mimics real-life situations, but it can also shut down a running play a bit too easily, especially if the game's on the line and it's up to someone like T.O. or Moss to carry on with the victory. It's still nice to have it, but some people may not warmly adjust to it like the veterans will.

Despite the new features not entirely blending into the experience, Madden NFL 06 still has one of the better comprehensive gameplay systems in a recent football game. The AI remains as balanced as it's always been, despite some small quirks and the outright ruthlessness displayed in All Madden mode, which really requires you to think on your toes. There are a number of plays to choose from (including the ability to "Ask Madden" during a crucial moment, so you can see his old coaching ideas in action), and you can actually see them in motion with a click of the R trigger, even watching as icons spread apart so you see your actual play in motion. Passing still feels like first-rate work, and the defense is still as sharp as they come, even though it feels a bit tougher to try and get a QB sack this year than in previous editions.

Another new item that Madden NFL 06 happily boasts is the new Superstar Mode. Like Franchise Mode before it, it delves into the football experience and really puts you into it, kind of like a role-playing game but without ridiculous spells and characters who have a fantasy wardrobe that would make Versace flinch. In Superstar Mode, you start off a new player, either by building them from scratch or importing them from another EA football affair like NFL Street 2 or NCAA Football 06. From there, you take them through all the paces of building them an NFL career, even choosing their parents so that they can inherit some skills that will come in handy later in the game. You'll even experience the NFL draft in all its glory, as well as Tony Bruno radio broadcasts that hype (or hurt) your performance and smaller things like how you film a part for a small but important film or pick the right agent so you can make some moolah with the right chosen promotions. You can also keep track of things in your own virtual apartment, complete with cell phone, computer, city maps, and other things that help make your experience that much more realistic.

Superstar Mode is better than I expected, but not perfect. First of all, let's flash back to the beginning of the game. You're asked to choose your preferred team right off the bat, so say you select someone like the Broncos. Someone walking into the NFL draft for the first time in Superstar may be crushed when they're selected for a different team, such as the Arizona Cardinals or the Cleveland Browns. Granted, this is played out like the real draft, where you don't always get what you want. But this may make a few people uneasy with the idea that they won't get on the team they prefer, trying to be the next Elway or get into the shoes of a back-up for Jake "The Snake" Plummer.

Another thing is that, in Superstar Mode, you find given access to some new performance mini-games as your season progresses. These are fun games that help improve your skills while giving you additional training. The only problem is that they take hours to get to, and aren't available immediately off the bat. I guess I can understand if Tiburon wanted to make players dig a little to find this treat, kinda like the kid trying to dig through a cereal box to find his beloved prize, but it would've been nice to have it right away to make your performance more complete. You still have access to plenty of practice drills and little scenario games, so it's not a total letdown, but it's still slightly nagging. I also don't get the point of the IQ test, but maybe that's because I haven't really taken too many in real life. Heh.

Overall, though, Superstar Mode is a welcome feature. It shows that Tiburon continues to work hard at the series, and makes me feel a bit foolish about my judgment that the Madden brand is just about updating the stats with each passing year. This year really feels like the company worked at the game, trying to make one of the last Xbox, PS2, and GameCube efforts worth its weight in gridiron gold. Superstar defines that. Of course, if Superstar's not your speed, you still have Franchise mode, where you can build your team into a perfect franchise all its own as they prepare for a Super Bowl run, all while keeping track of the action on a handy PDA system. Combine these two and you'll likely be digging for hours on end, maybe even past the day that the actual NFL season launches.

EA will also have quite a boasting of online features with the PlayStation 2 and Xbox versions of Madden NFL 06. I didn't have too much opposition during my test run of online play, but I did notice that EA has focused a bit more on Fantasy Football elements, allowing players to check out score highlights and check on their team's progression. This is a nice touch, and is bound to pick up the online community rather nicely. Throw in some solid match-up systems for both tournament and regular play, fresh roster updates, and (from what I could see) smooth gameplay, and you have a game that'll put your Xbox Live or PS2 account to the test.

Now let's get to the presentation. Here, Tiburon continues to show their progression in the football genre by producing some of the finest looks the game has to offer. Players look like their real selves, and I couldn't help but notice smaller animations being thrown in to make them look even that much better, even if it's something like juking out of a tackle situation or a player letting loose with a victory animation in the end zone. The stadiums look just like the real thing, and the crowd animation is actually very good, even giving you the option to design your own dream fans to either cheer you on or jeer you after coming through with a bad interception. Even the menus have a style to them all their own, reeking of the NFL Films experience and drawing you that much closer into the football realm. Let's face it, Madden continues to look like an absolute winner.

The level of customization present in 06 is completely through the roof, so I'll talk about it for a moment. Not only do you have the option of creating your own frenetic fan base, but you can also work on your own players' looks, right down to giving them a necessary haircut (or maybe even giving them a Randy Moss "Buckwheat" look) and tweaking facial details and injuries. Also returning is the ability to create your own plays, although you might not have as high a success rate as the plays already inputted into the game. After all, not everyone will fall for the Full Back Drunken Banana like I was hoping they would.

Now let's get back to the presentation and what really surprised me about it. In audio terms, some things come standard. The crowd noise continues to be the best in the game, and the EA Trax, while not a splendid collection, do manage to fit with the general attitude of football itself. (Xbox fans have the option of adding their own customized soundtrack, which is a nice touch.) But the real shocker here is how much better the commentary is, with John Madden and co-hort (for the time being) Al Michaels talking up a good game. Madden even gets into detail with individual players, speaking of their performance and their occasional mistakes. I guess Tiburon's taken some notes from hagglers who felt that the commentary was getting stale, and finally did something about it. However, it's still Madden, and if you can't stand the guy this isn't exactly going to make you do backflips on the top of his tour bus.

So what do we have here? In the sixteen years since the series' inception back on the older platforms, I feel that the Madden brand has significantly grown. Has it had its fair share of hiccups and speed bumps? Of course, but any good series does that. I won't mention the time that Madden NFL '96 got canned altogether due to lack of preparation, or the lack of general updates that led to the aforementioned skepticism on the brand itself, but it really has seen great progress. And with the next-generation version closing in fast, I feel that it'll only grow into a stronger one, what with the promising visuals we've already seen from the video footage and the continued support by the league itself to continuously represent its sport in a video game with style and finesse.

But that's the next generation, Madden 07 is still well a year away. For now, Madden NFL 06 remains a comprehensive game of football. Its gameplay, while not entirely benefitted from the new features, remains as sharp as a tack, and the presentation is still the best this current generation has seen. The Superstar Mode also has its moments that will keep you glued to your player's progression, and the additional modes and customization features will probably bury you in your living room months after your wife leaves you. This whole thing has taught me a valuable lesson- you can't really judge a book by its cover. Just because EA has the only NFL game in town doesn't mean it shouldn't be a good one. Fortunately for us, it is.