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Madden NFL 13 Preview

When I first heard that the franchise and superstar modes were taken out of Madden NFL 13, I was livid. Why on Earth would you destroy the offline gamer’s dream? Not cool EA, not cool.

But after getting my hands on the game, I know exactly why they “ditched” the modes. Connected Careers is basically the three modes combined into one, creating what seems to be the most immersive football gaming experience to date. You may not understand it – I didn’t at first – but in time you will.

Connected Careers can be done as a player or as a coach. If you choose player, welcome to Superstar mode; choose coach, welcome to offline franchise. You can choose to create your own guy, choose an exisiting coach or select to be a Hall of Fame player/coach – e.g., John Madden and Jerry Rice – in their rookie season. Once you’ve chosen that option, the main screen will pop up in front of you with news from the league and fake Twitter feeds of your favorite analysts like Skip Bayless and Trey Wingo. The news, for example, does a great job of getting the player immersed in the league. It even takes into account what’s actually happening since I saw one slide talking about Drew Brees’ contract talks being stalled.

Also, there is now actual incentive to practice. By practicing, you earn experience points, which in turn grant your player or coach the option to get better. For a player you can increase attributes and for a coach you can increase your persuasive skills to have key free agents sign with your team. You can also practice in specific situations such as the 2-minute drill or even a three-touchdown deficit in the third quarter. And practice isn’t the only way to gain points: each player/coach has a set of goals per game and season that they need to accomplish. You accomplish them, you get points. If you underperform, you get fired/released. Which leads me to the next point.

If you get fired/released, you are not guaranteed a roster spot or a coaching job from another team. You can actually be unwanted by all 32 NFL teams. But if this does happen to you, you don’t have to give up. You can create a new coach and go to a new team in the same “franchise.” If you coached the Seahawks for seven years and your new guy gets hired by St. Louis, then you’ll enjoy pounding on the same Seattle team you controlled for so long. It really helps you stay connected in your very own world of the NFL.

Scouting has also improved a lot. Now you can see actual player ratings before the draft, and there are plenty of busts and gems. For example, I scouted a cornerback that was all over the news and Twitter and ranked No. 4 overall on the big board and he turned out to be garbage. His rating was 71; his speed was 75; his man and zone coverage were both in the 60s. He had bust written all over him. But without scouting him, anyone would have taken him in a heartbeat. Love it.

One of my personal favorite features added into the game is the fact that retired players and coaches can come out of retirement, including ones who are currently retired and not even in Madden NFL 12. I never saw any of this happen – it’s rare – but someone did see Kurt Warner come back. And let’s be honest, if this feature is in the game, so is Brett Favre.

When it comes down to it, Connected Careers is the heart and soul of this football game. The integration and immersion are very advanced to what we have ever seen in a sports game. If the replayability holds up the way the Madden team says, and the way I honestly feel, then we're all in for a long overdue football gaming experience.


Madden NFL 13 Videos
Member Comments
# 181 cody8200 @ 06/13/12 10:58 PM
So...they removed the ability for my friend and I to play on the same team? We have literally played out 20 seasons over the last 3 Maddens. Someone earlier posted a new stuff feature list. Let's post a removed stuff list:

* Removed ability for offline co-op play
* Removed ability for player to control all aspects of GM position (hiring and firing coaches)
* Removed ability to control more than one team
* Removed ability to import draft classes from NCAA
* Removed ability to edit names, equipment and ratings for players
* Removed offline franchise mode so none of the above things would still work (even though they could have left it in with no changes)
* Removed fantasy draft

Wow. That is pathetic.
 
# 182 johnnyg713 @ 06/13/12 11:42 PM
quick question on practice, can you play this mode as many times as you want or is there a limit to how many drills you can do every week?
 
# 183 moneal2001 @ 06/14/12 11:14 AM
@bucky practices can be simulated.
 
# 184 bichettehappens @ 06/14/12 12:21 PM
Calling the progression system arcady or unrealistic 36 times does not make it so.
 
# 185 roadman @ 06/14/12 12:37 PM
Isn't realistic and arcadey subjective?

Just leave it at that.
 
# 186 mestevo @ 06/14/12 01:00 PM
Quote:
Originally Posted by bucky60
No, realistic is based on realism. How a real world model works. It's not really that subjective. NFL Blitz isn't subjective.
Your characterization as arcade is subjective. It's realistic to me for the XP system to represent the motivation and extra reps or attention productive players or projects are getting during practice/games that I am coaching.

Just as the XP used to improve my superstar is representative of getting more time and reps and is reflected by me working my way through the depth chart as my skills and abilities improve.
 
# 187 bs129 @ 06/14/12 01:09 PM
Can't wait for this mode and haven't been this excited for Madden in awhile. As a football fan this is a mode me and my friends had been hoping for but didn't even think was ever going to be thought of. Sucks that this year you can't have two users on the same team(correct me if I'm wrong), but I like the direction this is going in.
 
# 188 roadman @ 06/14/12 01:24 PM
Quote:
Originally Posted by bucky60
No, realistic is based on realism. How a real world model works. It's not really that subjective. NFL Blitz isn't subjective.
And subjective is based on opinion, which is what you have for XP.
 
# 189 roadman @ 06/14/12 01:28 PM
Quote:
Originally Posted by bucky60
Sorry, but following a real world model with real world control vs not, isn't subjective.
Sorry, that is subjective. NFL Blitz is subjective. Again, what is real to you, can be different than someone's realism. We are all different.

The only things that are realistic are taxes and death.

What else is real?

We should wait to have the game in our ends to declare what is and what isn't real.

And sorry, you are not changing my mind on this and I'm not changing your mind on this, so, let's just drop it.
 
# 190 danknerd @ 06/14/12 01:40 PM
I think the term arcadey is not the correct word to use for the new XP system, I think "gamey" is more appropriate, as it isn't realistic as in a real life scenario (people don't gain experience 'points' but they do gain experience, which is what you as the Coach (or player) will be dishing out as one see's fit, hence gamey, somewhat psuedo-realistic in terms of experience). An arcade feeling would be power-ups, and super-moves ala NFL Blitz or NBA Jams.
 
# 191 moneal2001 @ 06/14/12 01:42 PM
@danknerd exactly. its the games way of representing something it can't produce in a totally realistic way
 
# 192 mwjr @ 06/14/12 04:36 PM
Quote:
Originally Posted by bucky60
No, but it being it does. So where are all the real world variables? What realistic variables do I control as a coach to improve my players? Where are the assistant and positional coaches? Where is the realistic practice schedule? Where do you set up schedules for team and individual practices? How do player personalities play into how well they practice or study film? How is me picking certain attributes on a player to increase realistic?
Is there a game out there that currently has all of this?
 
# 193 mwjr @ 06/14/12 09:05 PM
Quote:
Originally Posted by bucky60
Why does that matter? At one point no Sports game had graphics. I remember getting excited with X's and O's on the screen with XOR Football. What's your point?
It matters because you weren't going to get all of that anyway. Hell, we all thought we'd have hovercrafts by now, but that ain't happening.

Out of curiosity - are there any sports games available that handle progression realistically? Which one(s) are the best? Legitimate question. It's not a smart aleck wisecrack. Im curious which game is the progression measuring stick, so to speak.
 
# 194 Aftershock9958 @ 06/14/12 09:15 PM
Quote:
Originally Posted by bucky60
Oh, it could produce something far more realistic.
This is not the first time you've said this, but you haven't gone any further to support your claim. Would you care to do that?

(Actually, for the most part most of your responses fall under the "uh uh!" and "yeah huh!" categories. It sounds like you're bitter just for the sake of it)
 
# 195 DeuceDouglas @ 06/15/12 12:01 AM
Quote:
Originally Posted by bucky60
Gamey, arcady, it's semantics. But I'm fine going with gamey. At least you are admitting it doesn't follow a real world model. I actually like your post. I'm OK with you calling it "psuedo-realistic".
Anything short of going through however many days of training camp, and OTA's, and rookie mini-camp, and practice every week of the season, doesn't follow the whole "real world model".
 
# 196 coke hogan @ 06/15/12 12:09 AM
man if only we could go thru that in a football game. weekly prep in that other game was a good step in the right direction. i'm still on the fence about this game. i really need to know what things from headcoach 09 they have implemented into this mode.
 
# 197 babw22 @ 06/17/12 02:02 PM
my biggist concern is if you can break the first tackle in the backfield of if the defense will get in the backfield too soon. madden 10 did a good job with the running game as far as the defense was their to make the tackle but you could fight and commonly break the first tackle and you had to respect the run game. i understand they fixed the run game but in passed years you just get stoped by the first guy in the backfield too often. the game should have to rely on help defense more in the run game
 
# 198 Sbork293 @ 06/20/12 07:07 PM
is it possible to update madden 11 rosters to 2012-13 season?
 
# 199 johnnyg713 @ 06/20/12 08:37 PM
havent read too much of this thread but a quick question.

CC advances weekly right? It would be cool if you could advance daily and do practice during the week or decide to give your team the day off, etc etc. Plus monday night games would kind of mean a little more because its the only game that day and everyone will be looking to see what happens. Also practice schedules will be effected during the "short week" btw monday night games and the following sunday.

Im also wondering how limited practicing is.
 
# 200 SamoanSteelerFromAus @ 06/20/12 10:16 PM
I'm going to save time reading through all the comments and just ask a question cause it looks like most info regards online queries and people who play as multiple teams. I'm part of the minority that plays strictly offline cause I have terrible lag in Aus but here's what I must know -
My brother and I play offline franchise in madden 12. He has a created safety and I have a created MLB, we both play for the Steelers and thats the only team we control. We do this on the same ps3 - "couch co-op" i've seen it referred to.

Will it still be possible to have two people play in CC as i've mentioned above? and if so, can TWO CREATED players be on that team?
From what I see it is maaaay be a possibility if I choose to be a coach but I can't be bothered with all that team stuff, I just wanna play games, make plays and get sick stats with my created player.
 


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