Cricket 2004

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Cricket 2004, developed by HB Studios and published by Electronic Arts, delivers an authentic cricket experience with fully licensed teams and players from major cricket boards including Australia, England and Wales, New Zealand, South Africa, and the ICC. Featuring 56 international and domestic teams with over 1,200 players, the game includes a full player editor for creating custom legends, TV-style presentation with action replays and third-umpire decisions, and a variety of gameplay modes. Praised for solid mechanics and depth, it stands as a definitive title for cricket enthusiasts despite minor flaws from its rushed release.

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Reviews & Reception

cnet.com : Cricket 2004 improves on its predecessors in all the right ways.

gamefaqs.gamespot.com (90/100): This is a great game with tons of replay value and enough game play for any true cricket fan to be happy.

Cricket 2004: A Pivotal, Flawed Milestone in the Digital Cricketing World

Introduction
In the pantheon of sports video games, few genres possess the dedicated yet niche passion of cricket simulations. For decades, cricket fans yearned for a digital experience that captured the sport’s intricate rhythms, strategic depth, and global fervor. Released in March 2004 by EA Sports and developed by the Canadian studio HB Studios (renowned for their EA Rugby series), Cricket 2004 arrived amidst this hunger, promising a comprehensive, licensed, and technologically advanced take on the gentleman’s game. While it ultimately fell short of EA Sports’ usual graphical polish, Cricket 2004 carved out a significant legacy. Its true achievement lies not in perfection, but in its foundational role: establishing a complex, feature-rich template that defined cricket gaming for years to come, despite its technical wobbles and persistent AI frustrations. This review dissects Cricket 2004 not merely as a product of its time, but as a crucial, flawed cornerstone in the history of sports simulation.

Development History & Context
Cricket 2004 emerged from a confluence of developer ambition, publisher backing, and technological constraints. HB Studios, led by producers like Jeremy Wellard and Andrew Wilson, possessed a clear mandate: build upon the mechanics of Cricket 2002 while significantly expanding scope and realism. Their expertise in sports simulations, particularly rugby, informed their approach to capturing the nuances of cricket. The development leveraged the RenderWare engine, a common choice mid-decade for multi-platform sports titles, providing a solid graphical foundation that, while not cutting-edge, offered stability and scalability. Motion capture, performed by Virtual Media Productions, aimed to deliver more lifelike player animations – a significant upgrade over earlier titles, promising smoother batting strokes, bowling actions, and fielding movements.

The technological landscape of 2003-2004 presented both opportunities and hurdles. The PlayStation 2 and Windows dominated the gaming market for sports titles. While hardware could handle complex simulations, achieving photorealism remained challenging. EA Sports, the publisher, was at the zenith of its sports dominance, churning out annual franchises like FIFA and Madden. Cricket 2004 occupied an interesting space: it benefited from EA’s publishing muscle and licensing power (securing ACB, ECB, NZ Cricket, South African Cricket Board, and ICC licenses) but operated within a niche market compared to their flagship titles. The competition landscape was sparse; Codemasters’ Brian Lara Cricket series provided the primary rival, but Cricket 2004 aimed for greater depth and authenticity through official licenses and comprehensive domestic structures. The game was somewhat rushed, hinted at by minor flaws and the persistent fielding AI issues that plagued both it and its predecessor, Cricket 2002. Despite this, HB Studios delivered a remarkably feature-rich product within a relatively short development cycle.

Narrative & Thematic Deep Dive
As a sports simulation, Cricket 2004 lacks a traditional narrative. Its “story” is the season, the series, the tournament – the unfolding drama of competition itself. The core theme is the simulation of cricket’s multifaceted identity: the epic test match endurance, the explosive thrills of One-Day Internationals (ODIs), and the structured rivalries of domestic leagues. The licenses provided the authenticity – featuring all international teams from the 2003 Cricket World Cup, plus extensive domestic sides from Australia (Pura Cup, ING Cup) and England (County Championships). This created a rich tapestry of cricketing cultures, allowing players to engage with the sport on multiple levels: representing their nation in a World Cup, leading their county to glory, or undertaking a “foreign tour” to challenging conditions like the Caribbean or South Africa.

Player progression and team management became a subtle narrative driver. The “Master League” mode offered a pseudo-management experience, where decisions on team selection, player form (tracked over tournaments), and strategy influenced success. Creating custom players allowed for the construction of personal legends, adding a layer of fantasy fulfillment. The game’s structure emphasized performance through statistics – run rates, wagon wheels, player averages – creating a language of success and failure intrinsic to cricket’s appeal. Even the practice nets served a thematic purpose, representing the ritual of preparation and skill refinement essential to the sport. While devoid of character-driven plots, Cricket 2004 excelled at simulating the process and context of cricket, allowing players to write their own stories of triumph or despair within its meticulously structured competitions.

Gameplay Mechanics & Systems
The gameplay loop of Cricket 2004 is defined by its ambition and complexity, representing both its greatest strength and most persistent frustration. The core batting mechanic introduced the “confidence meter,” a significant evolution. Players couldn’t simply smash boundaries from ball one; instead, they needed to build a batsman’s confidence through controlled, accurate shot selection. Early defensive blocks and singles increased confidence, unlocking more aggressive and powerful strokes as the innings progressed. This brilliantly mirrored real cricket psychology but also created a steep learning curve for newcomers. Shot selection involved timing, positioning, and direction, offering a satisfying depth once mastered.

Bowling was similarly comprehensive, allowing players to control pace (delivery speed), swing/spin (seam or rotation), line, and length. Different bowler types (pacers, swing bowlers, spinners) had distinct attributes and required different strategies. Bowling effectively demanded reading the batsman, exploiting conditions (pitch wear, weather), and setting fields strategically. Speaking of fields, this was a major point of contention. The game offered immense flexibility: players could manually place every fielder or rely on the AI to set fields automatically. While the manual option provided deep tactical control, the AI was notoriously poor, often setting nonsensical fields that failed to adapt to match situations or batsmen, undermining the strategic depth and frustrating players. Fielding control was clunky; direct fielding was possible but felt unresponsive, often leading to missed catches or misfields that broke immersion.

The game modes were a triumph of quantity and variety. Beyond quick matches, players could embark on full Test series (multi-day matches), ODI series and tournaments, the World Cup, domestic seasons (both Australia and England), and specific foreign tours. The “Autoplay” feature was a godsend for time-poor players, allowing them to skip 5, 100, or even the rest of an innings, pausing only for key moments like wickets. The player editor was robust, allowing deep customization of appearance (limited facial detail) and crucially, statistical attributes, enabling the creation of all-rounders or specialists. The practice nets were essential for learning the nuanced controls. Critically, the game preserved the core control scheme from Cricket 2002, ensuring familiarity for returning players while the confidence meter added new strategic layers.

World-Building, Art & Sound
Cricket 2004 excelled in its world-building, striving for authenticity through sheer scope. The game boasted over 75 stadiums meticulously modeled from around the globe – Lords, Melbourne, Calcutta, Auckland, Cape Town, Barbados, Lahore. These weren’t just empty shells; they featured varying pitch conditions (green seamers, dusty turners), detailed real-time weather effects (rain affecting swing, sun affecting bounce), and night modes for Day/Night matches. The crowd, while not individually modeled, reacted dynamically to the action, chanting for bowlers, roaring for boundaries, and groaning at wickets, providing crucial auditory atmosphere. The pitch itself was a dynamic element, wearing down over the course of a Test match, affecting bounce and spin, adding another layer of realism.

Graphically, the game presented a mixed picture. On the PlayStation 2, it was widely criticized; IGN notoriously awarded it the “Worst PlayStation 2 graphics” accolade. Player models, while possessing varied sizes and improved animations thanks to motion capture, suffered from stiff faces and occasionally awkward proportions. Distant camera angles masked some detail but also limited connection to the players. Stadiums were impressive in layout and structure but often populated by flat, indistinct crowds. The Windows version generally looked sharper but shared the same core artistic limitations. The visual presentation leaned heavily into a “TV style,” incorporating overlays, scoreboards, and camera angles mimicking a broadcast. This was most evident in the extensive replay system, which allowed viewing key moments from an infinite array of camera angles, including the crucial “third umpire” decisions for run-outs, a fantastic touch that enhanced the simulation feel.

The sound design was a key strength. Commentary from the legendary Richie Benaud and Jim Maxwell provided authenticity and context, though it could become repetitive over extended play sessions. Their tone matched the game’s focus – knowledgeable, measured, and capturing the ebb and flow of the match. The crowd and stadium ambience were well-realized, with regional variations and reactions tied to the action. The satisfying thwack of willow on leather, the sharp impact of the ball hitting the pads, and the calls of the fielders all contributed to an immersive auditory experience that often surpassed the visual fidelity.

Reception & Legacy
Upon release, Cricket 2004 received a generally positive, but not ecstatic, reception from critics. Aggregating the limited reviews available on MobyGames shows an average critic score of 78%, with notable outlets like Deaf Gamers (80%) and Futuregamez.net (77%) praising its depth, authenticity, and gameplay improvements over Cricket 2002. Common praise points included the sheer volume of content (teams, players, stadiums, modes), the satisfying batting/bowling mechanics (especially the confidence system), the TV-style presentation, and the commentary. However, criticisms were consistent: the graphical shortcomings (especially on PS2), the persistent and annoying fielding AI issues, and the steep learning curve were frequently cited. The game was seen as a definite step forward for the genre, particularly for dedicated cricket fans, but it wasn’t considered a perfect or genre-defining title on par with EA’s top-tier sports offerings. The player community score on MobyGames averaged a lower 2.3/5, suggesting a more mixed or challenging experience for general gamers.

Its legacy, however, is far more significant than its initial scores suggest. Cricket 2004 solidified the template for the next generation of EA Cricket games (Cricket 2005, Cricket 07), with its core mechanics, licensing structure, and mode depth forming the foundation. It proved that a deep, simulation-focused cricket game with extensive domestic and international structures was commercially viable and desired by fans. While Codemasters’ Brian Lara International Cricket 2005 shortly after offered superior graphics and a more polished feel, Cricket 2004‘s systemic depth and breadth ensured its enduring popularity among a dedicated fanbase who valued authenticity and content over pure graphical sheen. Its influence can be seen in the persistent demand for detailed domestic leagues, comprehensive player editing, and strategic fielding options in subsequent titles, even from studios like Big Ant. Cricket 2004 stands as a crucial, imperfect bridge between the simpler cricket games of the 90s and the more ambitious simulations that followed, cementing HB Studios’ role as a key developer in the genre’s history despite its eventual departure from EA.

Conclusion
Cricket 2004 is a study in ambitious execution. It arrived with the full weight of EA Sports’ licensing behind it and the clear intent of HB Studios to deliver the definitive cricket simulation of its generation. While it undeniably achieved this in terms of scope – offering an unprecedented level of teams, players, stadiums, competitions, and strategic depth – it was ultimately hampered by technological limitations of the era and persistent technical flaws. Its graphical presentation, particularly on the PlayStation 2, failed to meet the standards of EA’s flagship franchises, and its fielding AI remained a significant point of frustration that marred the otherwise solid gameplay loop.

Despite these shortcomings, Cricket 2004‘s place in video game history is secure. It wasn’t the prettiest or most perfectly polished cricket game, but it was arguably the most complete and ambitious up to that point. The introduction of the confidence meter, the extensive domestic leagues, the dynamic pitch and weather systems, the TV-style presentation with third umpire replays, and the sheer volume of statistical data set a new benchmark. It provided a deep, rewarding experience that resonated deeply with cricket fans, who were willing to overlook its visual and AI imperfections for the sake of authentic gameplay and unparalleled content. Cricket 2004 may have stumbled out of the blocks graphically and with its fielding, but it laid the groundwork for the future of cricket video games. It remains a flawed but foundational masterpiece, a title that dedicated players remember fondly for capturing the soul of cricket, if not always the visual spectacle, securing its status as a vital, if imperfect, chapter in the sport’s digital evolution. It proved that cricket could be a deep, complex, and endlessly engaging video game experience, paving the way for all that followed.

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