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Madden NFL 11 REVIEW

Madden NFL 11 Review (PS3)

The Madden name carries tremendous weight. It is a decorated franchise that has been equated with football simulation greatness at various points in its life cycle. At other times, some gamers have also been quick to point out its various flaws and have been very critical of the franchise as a whole.

The point is that gamers expect Madden to feature the tightest gameplay controls and an endless amount of on-field strategy. These are the types of expectations that Madden has to attempt to live up to on a yearly basis.

And so with the release of Madden 11 becoming a reality, the developers at EA Sports Tiburon are now going to be fed to the lions once again -- the Operation Sports fans surely being the harshest of critics in the forums of an impassioned sports gaming nation. The game has also been given to a gaggle of media members so they can review and examine every decision and every new feature.

But this year it would seem that the Madden 11 team has answered their critics with a resounding question of their own: Are you not entertained?

Madden returns this summer refined on every level (with some obviously being more refined than others). The gameplay is smoother, the graphics are more vibrant and the game has come to life with added vitality. This is the most entertaining Madden I have played since the Playstation 2 days.

 



Madden is back, but is it better than ever?


Locomotion and Pro-Tak

One season later, the Pro-Tak animation system is quickly establishing itself as one of the more unique physics engines. This year’s Madden 11 features a more seasoned version of Pro-Tak that takes into account more timing-based factors for each tackle. There are now many more potential ways a play can unfold after initial ball-carrier contact.

For those of you new to the engine, the Pro-Tak system, also known as procedural tackling, allows ball carriers to manipulate the defender’s wrap-up tackle and fight for extra yardage after a hit.

Just a flick of the stick, a stiff arm or a spin can help your ball carrier fight off a defender and spin out of a tackle. In Madden 11, the transitions to different animations gel masterfully -- chaining together multiple hits from all angles, dynamically altering the balance of both ball carriers and would-be tacklers.

It may all sound a bit technical and complex, but in the moment of the game, the action on the field flows just beautifully and naturally. The gameplay is crafted with an inherent sense of how the game of football naturally progresses.

The weight distribution, the ball carrier's and defender’s size and speed, and the overall skill levels of all involved are measured during each tackle. Basically, that is a nerdy way to say that everything on the screen looks rather awesome because of these factors.

The gameplay flow in Madden 11 is also improved. I think the biggest improvement may be the timing of the tackles. There are less canned animations that involve your running back falling through three defenders as he his tackled. Now, more than ever, it would seem that you can manipulate each tackle and pileup in real time.

According to the Madden 11 team, ball carriers now have the tendency to naturally square their shoulders up while making moves. Runners can also bounce off one defender and carry their weight up-field. I really feel like mastering these momentum shifts -- straight forward and through additional defenders -- feels both authentic and rewarding.

The run blocking has been tuned so well that I hardly ever want to throw the ball. Plays develop beautifully with a slower game speed by your side, which means you have time to see which gap to attack. Thanks to the newly rewritten blocking AI, your linemen also actually conduct blocking assignments in a realistic manner (most of the time). Pulling guards actually pull and double teams are actually double teams. The war in the trenches is the closest to reality yet in the Madden series.

The locomotion and momentum improvements in Madden 11 feel like a throwback to the Playstation 2 days. The players have a tighter radius of control since the majority of sliding and skating has been eliminated. Controlling players on the field is much more enjoyable as a result.

With the new locomotion engine, the player differentiation is now greater than ever. You will feel the acceleration differences for different position players. It creates a more authentic 11-on-11 experience.

You should notice that players feature different accelerations and top-end speeds. Some athletes have more versatile spins and more agility while others might feature more strength. Comparably speaking, LaDainian Tomlinson makes much quicker cuts and has better acceleration than his teammate Shonn Greene. LT in the open field feels light on his feet, and so I believe I can can juke anybody out of their cleats. However, I also know he will not break as many tackles or push piles like Greene.

Reggie Bush can run in the open field at full speed and still change his running angle on the left stick without any slow-up. This is what separates him in the league, and it’s also what separates him in Madden 11.

Locomotion influences the passing game as well. For one, the route running appears to be refined this year. Wide receivers lean into cuts and put their weight into them instead of just going through transition-less animations like in the past. Wes Welker breaks in and out his cuts quicker and more explosively than most players in the game (we'll see if that knee holds up, and he's still as explosive soon enough).

Wide receivers now push defenders back and create separation with the momentum that has been established during their routes. This improves both timing and efficiency in the passing game. You will notice that the wide receivers will decelerate and plant before they change directions. The most agile route runners are distinguished with these tuning updates.

While the passing game has received some attention, the offensive linemen AI on play-action passes seems to be broken. If you call a play-action pass with a designed rollout, it’s almost an automatic loss of a play because somebody will usually blow an assignment. I have noticed that the linemen are protecting the pocket instead of where the quarterback is rolling to during these plays.

It would also be nice if they reworked the camera for play-action plays -- I can’t see down the field during a play fake until the camera pans back out, which limits my time to make a decision.

One of the coolest things this year is that the animations and AI for wide receivers has been updated. Receivers are smarter along the sidelines and in the back of the end zone, tapping their feet and hanging over the out-of-bounds lines to make grabs. These catches also look good. Wide receivers even go down over the middle to protect themselves or make one-handed snags while rolling on the ground.

In essence, the new locomotion adds personality to the game and each athlete on the field. The unique skill sets of each individual make for quite the interesting matchups on the field.


Watch out young man, for you just got pwned.


Dual-Stick Controls

Making moves in Madden 11 is based on the ball carrier’s weight, balance and motions made on the sticks. Players may guide their ball carrier with the left stick to control their lower torso and running direction. The right stick is assigned to the upper body.

As you run and contort the right stick to the left or right upon impact, the ball carrier will shield the ball with his shoulders in the direction of the stick. What we essentially have here is the ability to control the upper torso of your runner to twist off of defenders or to protect the ball at impact. It seems to function decently enough, but I find myself trying to go through defenders or spin off of tackles with the B button -- the right stick to me is used mainly as a truck stick, but you can protect the ball nicely if you master the movements of the upper body.

The developers have also improved the transitions from one juke to another on the right stick. Now, ball carriers can give a quick fake juke left then break to the right by chaining together these movements on the sticks. I typically use the left stick to fake one way then hit the right stick to break the run into a new direction. The functionality is now there to generate a variety of moves with full control of the lower and upper torso.

Auto Turbo

Some say timing makes all the difference. The timing of the turbo button in Madden is often a key to a successful run or a broken down play. The Madden 11 team decided to go with auto turbo and assigned full control of running to the left analog stick. I feel like it impacts the running game the most because it can help you pace yourself while waiting for plays to develop.

The collision detection is phenomenal. Runners in the trenches will feel the blockers in front of them while searching for an opening at a slow pace and covering the ball. When ball carriers see a hole, their speed picks up and the gap is hit hard with a sense of explosiveness. This explosiveness really takes off when you find some daylight -- carriers will hit their strides and take off in the open field.

EA has even gone as far as prioritizing the running lane that the play was originally supposed to go through. In other words, when that running lane opens, the carrier hits it with some aggressiveness. This is especially true for your AI opponents. They are are no longer handicapped when it comes to running the football. You can -- and will -- oftentimes find yourself getting destroyed by the AI's running game. I really can’t say enough about the ground game and the improvements made to it.


You mean the gimmick feature this year adds some realism and strategy?


GameFlow

The flow of Madden 11 is worthy of some Super Bowl rings. GameFlow changes the philosophy of play calling to something with a much quicker pace. You can game plan your own GameFlow play calls before each game to create strategy during a number of situational-based downs. I would compare it to a customized Ask Madden feature. With a click of a button, your team breaks the huddle and sets up their formation.

The GameFlow feature is very convenient for casual gamers who do not wish to sort through bunches and bunches of plays. The feature also allows games to be played much more quickly since you don't have to scroll through the playbooks.

Along with a new play-calling system, EA added a new hot-route system called the Strategy Pad. There has been some backlash to the changing of the pre-play controls, and creative director Ian Cummings has stated that the team is working on a patch to bring the old system back. While I am not a huge fan of the Strategy Pad, it is not a major detriment to the game either -- it just takes time to adjust to and is a bit unnatural (probably more on the 360 than the PS3).

Having the Strategy Pad allows you to more easily scroll through your defensive rotation to click the player you wish to use. It is easier because the face buttons are now free, so both the X and O buttons can be used to scroll back and forth through your players rather than being forced to use one button to choose your player.

Now, returning to game planning, GameFlow will break down a number of situations. These situations also take into account your down and its corresponding yardage situation. Basically, short, medium and long plays, two-minute drills, red zone situations and more are all factored in here. You can select 10 plays for each situation and then prioritize them with stars. The more weight you add to a play, five stars being the max, the more likely it will be called during the game.

I found myself using GameFlow a good amount during situations that were not critical. As I got into important downs in my game, I switched over to full play calling. Either way, I would not say it is strictly for casual gamers. It is so simple and easy to use that when I want to run the ball on first down, GameFlow simply calls the running plays I have weighted.

In a two-player game, I found myself sticking to the traditional play calling in the second half. The first half is generally filled with some GameFlow calls, but as the game gets more competitive, I usually need to make some defensive adjustments that my original game plan did not account for. When I noticed my opponent picking specific offensive plays, I realized I had to counter his offensive strategy with my own specific play calls.

GameFlow creates an interesting dynamic for the strategic minds out there. With the new locomotion system, your strategy must suit your personnel now more than ever. It has to match the skill set of your quarterback -- is he a pocket passer or a scrambler? It has to suit the needs of your offensive line and their blocking schemes, the wide receiver skill sets and your ball carrier’s profile. You will also have to account for the profile of the opposing defense and how to exploit it.

When you run a franchise team, game planning now takes on a more important role for the aforementioned reasons above. This is why I consider GameFlow to be a positive feature for all Madden gamers -- it delivers chess-like strategy to planning and assists you in executing it.

Presentation

The broadcast feel in the game has improved with Gus Johnson in the booth. He is so overly expressive that it is amusing. I would like to see a bit more dialogue between him and Cris Collinsworth, but the game commentary is quality. Gus’ Super Bowl level delivery on gains over ten yards can be quite exciting as well.

Collinsworth sounds like he is in the booth calling the game live. He has a very conversational appeal to his commentary that makes the game feel more genuine. There are a bunch of real story lines that pop up with these two in the booth as well.

The cut scenes of the players on the sidelines add a nice touch of authenticity to the game. It brings the athletes to life –- quarterbacks and running backs talking on the bench and small emotions make their way into the game. Pregame scenes of players hopping off the team bus are a cool feature we are starting to see in sports games this year. Pregame cameras in the locker rooms that watch your players prepare their minds for battle are also a nice touch.

The graphics have improved noticeably on the field surface. The level of detail that has been added to the playing fields and stadiums helps to deliver breathtaking moments at times. The new camera zoom for plays going down the sidelines drops you onto the field where you can feel the enormity of the stadium atmosphere. It's a shame there is no progressive lightning to really make the game shine.

EA Tiburon has added custom stadium theme music for each stadium. The playlists you hear on Sundays for your favorite team are heard in Madden 11. You will hear fight songs for teams such as Miami and Washington, as well as the Jeopardy theme playing over the stadium loudspeakers during a review of a challenged play.

The graphics in Madden 11 are impressive. The high-resolution grass, shadows and toning on player models look so authentic. When you mix this with some good commentary, snazzy stadium video screens, a high intensity atmosphere and smooth gameplay, you begin to see something special.

Player models have been adjusted, and they look a bit more proportioned. They no longer look as thin and awkward as they used to. Details like Gatorade towels over the shoulders of players on the sidelines, and players sipping on Gatorade are also nice visual touches.

On the Playstation 3, replays have been cut short and there is no actual halftime show. It is more like a group of quick highlights of the first half. While it’s not a huge negative, the added detail of a quality halftime show can immerse you in the game.

In general, I have not seen any EA Sports Backtrack breakdowns with Collinsworth -- I think halftime would be a perfect time for a strategy analysis segment such as this.


The home of the World Champs -- too bad franchise mode is still the same eh?

 


Franchise Mode

The Franchise mode is back, and it boasts the same features we have seen in the past. Players can take control of an NFL franchise and build the squad up through the front office. The Owner mode options such as create a team, stadium and uniform editors are all present in this year’s installment as well.

During the season in your franchise, you can scout the top athletes in college football and view your reports on them. As the season progresses, you will begin to get feedback from scouts on the true ratings for different skills of the scouted players.

While the Franchise mode lacks true innovation, the free-agency period does have player interests that are not unlike recruiting in NCAA Football. Top free agents have a list of interests and needs. If your team suits the free agent's needs, you will be in a favorable position to sign him. While you cannot make phone calls and pitch selling points to these athletes like you can in NCAA, it still works as a guide to show where you stand with the free agent. To sign the free agents, you are still limited to contract length, signing bonus and salary size -- no promises or bribes here.

Madden 11 also features coins that can be used for various franchise tasks. For example, if you use the coins for running back scouts, the true ratings for your scouted athletes in the draft will be revealed. While this is a cheap way to get ahead, I'm sure there's a market for this "get rich quick" scheme. The functionality to import a draft class from NCAA Football is still present.

Become a NFL Superstar

The player creation Career mode is back this year. Players can also choose to be an NFL rookie and fight their way to NFL stardom. It would make perfect sense for your athlete to gain points during training camp and practice but this is not the case. This was made possible in the old Playstation 2 Madden titles, so I wonder why player progression in training camp drills is not present in Madden 11.

Much like MLB: The Show’s Road to the Show mode, Madden 11 allows you to simulate to the next play involving your athlete. You can call your agent up and demand trades and make some headlines, but there is not much depth overall to this game mode.

There is nothing here in this game mode that captures the essence of living the life of an NFL athlete trying to make it in the NFL. This is more of a port of the original game mode with no innovation added. The mode sorely needs a refresh.

 


Online play -- still pretty standard fare beyond the OTP.


Online

Online Team Play (OTP) is new to Madden 11 this year. You can choose up to three teammates, and each player will be assigned responsibilities for play calling, substitutions and audibles.

While I have not run with a full squad online yet, I did play cooperative offline, and it is a blast. The timing and communication has to be there between teammates to execute plays properly. It is cool to discuss strategy with your teammate out loud for a change.

Madden Ultimate Team makes another splash as a form of a fantasy team that you build up with success on the field. You can collect virtual cards of players, stadiums and coaches. In addition, you can earn players by competing for coins that can be used to buy packs of cards. It’s a fun game mode that can earn you rare collector cards that can be used to assemble your team.

Scouting reports online can be unlocked with coins for situational tendencies of opponents. These reports were previously available for free in older versions of Madden, so I don’t support the use of spending coins that you buy with Microsoft Points on them.

Final Thoughts

After years and years of crafting current-generation Madden games, EA Sports has finally built up a truly balanced football game. The pocket presence and drop backs of quarterbacks, the new football physics and the broadcast presentation have all been recent positive additions to the series.

The Pro-Tak of last year and the Locomotion engine of this year blend masterfully into what is Madden 11. The game captures the essence of the NFL on Sundays, and establishes Madden as a commanding presence for realistic gameplay in sports gaming.

On the Field: The game is now balanced more than ever with a new locomotion engine. The controls are tighter, plays develop more naturally and there is higher intelligence on the field.

Graphics: Improved stadium designs and lighting coupled with upgraded player models bring the game to life. The enormity and electricity of the state-of-the-art facilities is captured.

Sound Design: Collinsworth is brilliant in the booth, but he needs more lines added. Gus Johnson is better than previous play-by-play announcers. The atmosphere and sound design in the stadiums is as authentic as it gets for NFL games.

Learning Curve: It takes some time to get a feel for the new momentum and locomotion systems. With auto-turbo, it will take an adjustment but it is for the better if you have the patience for it.

Entertainment Value: The gameplay on the field itself should be relatively fresh until the next Madden drops, especially with OTP in the mix. As far as career modes go, I would take NCAA over Madden any day. It needs work.

Online: You can always find serious competition online, and the functionality of OTP and Online Franchise adds great depth.

Score: 9.0 (Exceptional)


Madden NFL 11 Score
Locomotion gives users better control.
Pro-tak upgrades provide smoother gameplay.
GameFlow adds game planning and strategy.
Franchise mode is almost a straight port from last year.
Be an NFL Superstar is stale.
Play-action and camera need work.
9
out of 10
Madden NFL 11 Videos
Member Comments
# 81 Pacman83 @ 08/09/10 04:06 PM
Quote:
Originally Posted by joec63
Maybe not true for you but an element does exist that desires to see this franchise fail. You can bank on that.

What he said...Taz/BigSmallz are pretty reasonable, but other posts in this thread are ridiculous. It's like reviewers aren't supposed to like the game. Guys in here want to see the game trashed here and there, because they aren't happy with it. If reviews mean that much to you guys and you don't like the ones posted here, read through the impressions threads. Hang around long enough and you'll get and idea of the posters that are reasonable and realistic in their opinions/expectations and what to disregard (too positive/negative)...and still to each his own

Edit: Many reviews i read seem vague and don't address what i want them too, at this point i kinda expect it to be that way, leaving that incomplete feeling afterwards...seems to be the way now
 
# 82 joec63 @ 08/09/10 04:18 PM
Madden will always be Sim-Lite, good entertaining game of football. EA will not not do anything to rock the apple cart with the casual fans. The fan base is huge. You would think they would at least throw the diehards a bone and deliver the option of a true sim. Maybe they will, who knows. I don't have the time to invest in it anymore except a few games on the weekends. I'll still buy it because it's a good sim-lite game.
 
# 83 iverson3ag @ 08/09/10 04:20 PM
so has anybody figured out if the short replays and no halftime show is only for the ps3 or is it for the 360 as well
 
# 84 Dan Marino @ 08/09/10 04:25 PM
LOL @ this review. Another typical EA friendly review given by OS. How can they rate this game a 9 when a very very important aspect of the gameplay (the play action pass) is basically taken out? Hearing about the play action pass glitch made me sick.

OS you really set the bar with this review. Great job.
 
# 85 acidraindrops08 @ 08/09/10 04:35 PM
Ok, so they want to gear this game towards the casual game... Why? For a game that has such a large fan base, why not just worry about advancing the game. Why can't it be geared towards both? NBA 2k11 has 4 different gameplay options, Default, Casual, Sim, and forget the last.. Yet, the highest selling sports game can't figure out a way to reach both sides. Untouched franchise mode? ARE YOU KIDDING ME!!! Last gen, 2001 on had upgrades, maybe minor but they did update. You're telling me in 2010 that you couldn't possibly change anything?? It would almost make sense if they added some kind of groundbreaking feature, or state of the art gameplay. Nope... Jus gameflow, autosprint and locomotion. Passing may be touched up a bit, better blocking, sideline catches, but what after that? Look at NHL 11 for example, some of the best gameplay if not the best on the market. They managed to make huge upgrades to gameplay, enhance offline dynasty, eashl, an utimate team mode that makes maddens unplayable, and their not even done announcing info.... What a joke
 
# 86 Klocker @ 08/09/10 04:38 PM
Quote:
Originally Posted by bigsmallwood
It is not about the review not matching what people want it to say, it is about the review not being objective. Further more people have the right to an opinion about something that seems to be better suited for the back of a box, rather than a review breaking down the game.

Sidenote: I wish folks would stop saying people want Madden to receive low marks....nothing could be further from the truth. We simply want the review to be genuine and the standard to be upheld across the board...no special treatment.
the guy who played it admitted there were some flaws but said it was ENTERTAINING and he LIKED playing the GAME.

so that's what he reviewed... how the game made him feel, not every minutia of detail that some people can't sleep at night.

Personally I like the features that he outlined and I want a reviewer to tell me if the game is fun because that is ultimately why i play games. (I'm old and my time is valuable)
 
# 87 joec63 @ 08/09/10 04:44 PM
Quote:
Originally Posted by Klocker
the guy who played it admitted there were some flaws but said it was ENTERTAINING and he LIKED playing the GAME.

so that's what he reviewed... how the game made him feel, not every minutia of detail that some people can't sleep at night.

Personally I like the features that he outlined and I want a reviewer to tell me if the game is fun because that is ultimately why i play games. (I'm old and my time is valuable)
That's the disconnect I believe. The expectations, for at least the diehard fan base on OS, is looking for a detailed review of every nut and bolt where the majority of Madden sales are casual gamers looking for their football fix and they don't want or care to know about everything in the trenches. Maybe they should add a discalimer to all reviews. " This is a high level birdseye view of the game"
 
# 88 tonnyrat @ 08/09/10 04:58 PM
What people fail to realize is that this business (reviews and all) has an inherent conflict of interest. OS and other large gaming sites are given exclusives, interviews, early access and media by major gaming companies like EA. Do you think OS would have the same type of access if all of a sudden they started trashing the game? The things provided to OS by EA are often key drivers of site hits and are often major 'selling points' of the website. EA can cutoff access at any point in time or simply not provide inside scoops on what is arguably that best selling sports franchise of all time. Do you think OS would be happy if they didn't have anything exclusive to offer in order to increase viewership? This has been very apparent with IGN over the past few years but it shouldn't surprise you that OS might also be affected.

It's the same thing with investment research and the companies they're supposed to 'review'. I have seen it first hand where a company cuts off access and seizes to provide information because a 'sell' rating is issued. That company also refuses to use the bank's other services and, as a result, the bank loses clients and $$. While every research department issues 'sell' ratings, most of those 'sell' ratings are of companies who have no other connections to the bank/company and there is nothing to lose.

OS has a lot to lose if they piss off EA. This is why you should take site reviews with a grain of salt and focus on impressions from the forums. There is no bias there once you consider a large number of impressions and avoid the obvious trolls and fanboys. Remember hearing about paid reviews in GamePro and other magazines? This is just a more disguised version of the same problem. Nothing new and nothing out of the ordinary.
 
# 89 DGMikeBarker @ 08/09/10 04:58 PM
if it's good it's, but a 9 is for great games. Makes you question
 
# 90 adembroski @ 08/09/10 05:21 PM
Quote:
Originally Posted by bigsmallwood
It is not about the review not matching what people want it to say, it is about the review not being objective..
A review is one man's opinion, and thus is is necessarily subjective.

Previews and 'fact sheets' are hard news. They state the simple truth. Whether a game is good or not is subjective, thus a review must be looked at as editorial. The idea is to look at a myriad of reviews and base an opinion on how your tastes fit the reviewers tastes.

Fact: Gladiator is a pseudo historic piece set in Imperial Rome during the reigns of Marcus Aurelius and his son Commodus, circa 161 AD. The main character is a fictional Roman general who's family was unjustly murdered in order for the new emperor to secure his throne.

Opinion: Gladiator is a great film, with great acting, outstanding action sequences, and deep, sometimes disturbing characters.

A review is made up of both, usually, but a score on the quality of the game is a subjective opinion. A review is necessarily bias toward the writers opinion.
 
# 91 BezO @ 08/09/10 05:21 PM
I had a long response typed up, responses to a few folks, but I doubt the post would've come off well. I'll just say wow, that was a very incomplete review. Not what I would expect at OS.
 
# 92 bh446066 @ 08/09/10 05:32 PM
You have to almost apply a statistical regression analysis on the reviews (and the reactions to the reviews). You let the statistical outliers be just that, and discard them, and get a best fit line. I think the "best fit line" here is that the game is fun, good looking, and generally an improvement over the last version. This is particularly pleasing to me b/c this will be my first Madden on the current gen, and I have no preconceived notions about what to expect. If I have half as much fun playing it as I have NCAA, it will be well worth the purchase. I can always settle the offenses down by laying the slider hammer on them, so I'm not too concerned about that at all.
 
# 93 DGMikeBarker @ 08/09/10 05:35 PM
I read another review that covered every aspect of the gameplay and gave the game an overall okay. I read this review that covers every aspect of the game and you say it's great even after you mentioned Superstar and Franchise modes are lack luster. Note, I would have a problem with this review and score if they had left off important aspects of the game.
 
# 94 steelernation28 @ 08/09/10 05:35 PM
The main problem to me is that based on the radio show last night the reviewer didn't seem to spend a whole lot of time with madden 10, not being able to remember if some features in '11 where brand new or had been in last year's game. To me, really a lot of the point of a review for me is to see what has gotten better from '10 and what has stayed the same. This review certainly lacked that perpective. Most comparisons were to ncaa 11. I would have been a lot more interested to hear about the fixes made from last year's madden and the improvements made to the features introduced in madden '10
 
# 95 SBartlett @ 08/09/10 05:36 PM
well, last year i was super critical of this title. you can see my blog and go over the Madden10 review. i am high on this year's madden. i went into depth about the control of the game because i feel that is the most important aspect of the game - i touched on that a bit last night during the show. if you don't have tight controls, the rest of the career modes don't matter.

as far as defense, i think the locomotion and pro-tak discussion all ties together into the discussion of defense. it isn't changed drastically, but there are new animations and the control feels good. not really much else to be said.

i especially enjoy defending deep passes like we discussed last night. i just took that section for granted i guess and got caught up in how much the offense plays so well now with a balanced attack. i think Madden11 is better than NCAA this year, and Chris believes NCAA is the best football game of all time. while NCAA has the best dynasty mode for football, i strongly feel that madden's controls this year trump NCAA in many areas.

thanks for reading though!
 
# 96 DaveDQ @ 08/09/10 05:36 PM
The reality of this is Madden sits on and island by itself. You can pull out The Show and NBA 2K as games that are more polished and refined and then possibly compare them, but Madden has no other NFL game this generation to compare it to.

There's no gauge that says, "this is a better rendition or representation." So now you have a game that scores a 9 and people will tout that with nothing to hold it accountable. You have these issues that need be addressed and it's like they are excused because, "Well, that's Madden football. They never really did a great job with gang tackling." Yet, the game gets a 9 out of 10.
 
# 97 mva5580 @ 08/09/10 05:37 PM
Every year this stuff comes up; seriously it's like you could just cut and paste the Madden 10 board into the Madden 11 board, and on and on and on.

Is OS, to some degree, "in bed" with EA Sports? Yes. Their developers post on this site so that in itself lends to the credence that OS isn't going to be overly harsh on EA when it comes to saying things about the games because they want those developers to keep coming back so the people who run this site can say "Look, we have credibility; the people who make these games post here." So as long as EA developers post here, you have to consider that when it comes to anything written about their games.

But does that mean that they throw ALL of their objectivity out the window when reviewing something? No. Do you honestly think that if Madden 11 was a total garbage game, they'd still come out and give it like an 8 or a 9 and tell everyone to buy it? That's just not going to happen. You could say, that at most, there is a slight bit of hesitance in them to bash something that's decent when they feel that it should be great. Or just in the way that they word criticism. But you would HOPE that no matter what they were reviewing, the professional in them would word it in a professional manner anyway. Whether EA devs posted here or not.

No matter what these guys say, what they think, there is not 1 person who reads that review who should base their decision to buy the game on what that review is. It's up to YOU to play the game and decide for yourself. Download the demo. Rent the damn game. (I'm amazed at how many people just refuse to do this, I really am.) A review, to me, is not a review in the sense of "Should I go out and buy this game?" A review to me has always been a good way to read a comprehensive summary of a game to make me decide whether or not that game would interest me. Beyond that, it's up to me to decide whether it's worth my $60. And within the text of that review, and/or the experience of renting the game, the consumer needs to have the mental capacity to make the decision on their own. Stop using reviews as a crutch for your mind which should already be more than capable of deciding what you do and do not like.
 
# 98 ramenite @ 08/09/10 05:39 PM
Here's the problem with this review.

I've always felt OS was a pretty in-depth sports game site. Not a site for the causal sports fan who likes video games--but ones who almost like the games more than the sport itself.

Reading this review, was like reading a Ferrari enthusiast about a release of a new Ferrari, and it telling me the car is available in white, black, and red. And there's a slightly new layout of the cockpit. The hell with that, I want HP and Torque curves, I want 0-60, 60-100, and 0-150 times. I want the time it took to get around the ring. I want to know how it compares to other cars.

I read this review, and thought I was reading GamePro or IGN. Someone reviewing a game, and not a sports sim. It wasn't the kind of in-depth information I expected to read in an OS review. I expected Franchise mode changes, what are the changes to game mechanics? What issues were fixed from Madden 10? Is this something I want to migrate to. We didn't get any of that.

And seemingly not based on any of the above information, a review score of 9.0 was given. And considering there's a good portion of people still on OS that care about the above information, see things weren't really changed that much, and wonder where this score came from. That's why there's a lot of upset people here.

Now, I said it earlier this thread, but maybe OS has changed to the casual sports gamer. Ones that care about facemasks, socks, and if a QB has some specialty animation. Not gamers like me who care about franchise sim stats, player progression, and free agency rules. I've gotten the impression that to a certain extent is has. Compare posts users who have read the site a few years(5+) vs. members who haven't been here as long(less than 4). You'll see some differences in what people want.

If this change to the casual sports gamer is what OS is morphed into over the last few years, then this review is probably exactly what those readers want to read. But it's not what the people who have been here for a while want to read. And you're seeing the results in this thread.
 
# 99 SBartlett @ 08/09/10 05:45 PM
I did spend a good amount with Madden10, though. there are so many changes and fixes and it starts with the locomotion and how it changes the whole landscape of the playing field. bump and run coverages won't work on receivers with good ratings to get off contact. i feel the game play is THAT good and that's why the quality score.

as far as the game play modes, there's really nothing new there. in any case, i'm open to discuss it again Sunday night on the radio show.
 
# 100 roadman @ 08/09/10 06:08 PM
Quote:
Originally Posted by mva5580
Every year this stuff comes up; seriously it's like you could just cut and paste the Madden 10 board into the Madden 11 board, and on and on and on.

Is OS, to some degree, "in bed" with EA Sports? Yes. Their developers post on this site so that in itself lends to the credence that OS isn't going to be overly harsh on EA when it comes to saying things about the games because they want those developers to keep coming back so the people who run this site can say "Look, we have credibility; the people who make these games post here." So as long as EA developers post here, you have to consider that when it comes to anything written about their games.
The only time the developers have been here in the last year is to post a link to a blog.

You must be thinking of last year when Ian and Phil showed up from time to time, but they both don't post here any more.

So, I think the in bed remark is not true based on Madden 11.
 


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