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Resident Alien
Join Date: Jun 2001
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Madden 2012 impressions thread
Sounds like Dynasty mode is getting some love.
Madden NFL 12 Blog - Franchise Mode in Madden 12 - Operation Sports Forums Josh Looman, Senior Designer for Madden NFL 12, has released a detailed blog on all the changes to Franchise Mode. Hey Madden fans- I'm Josh Looman, senior designer on Madden NFL 12, in charge of everything new in Franchise mode this year. First, let me explain how much I care about Franchise mode to give you some insight into how excited I am about this year’s features. I was the sole designer on Franchise mode for Xbox and PS2 in Madden NFL 04, 05, 06 and 07. A lot of the features we added back then are some of my all-time favorites. I left Madden to be the lead designer on NFL Head Coach 09 and with my team, we created the most in-depth career mode game ever (as far as I’m concerned). I came back to Madden with the goal to provide the fans with an experience similar to Head Coach 09…tons of features and depth within the Franchise and Superstar modes. This year, after talking to Phil Frazier (Executive Producer), we agreed that it was imperative we get our depth modes back to where you expected them to be. That’s why writing this blog is so important to me. I feel like it’s my responsibility to give you as much as I can in these modes…and that includes tons of community-requested features. I honestly hope that what you read in this blog floors you! Ready? Here we go…and remember, this year is for you…the fans! Franchise Mode Dynamic Player Performance “The biggest thing to happen to Franchise mode since you started playing it” That’s not an exaggeration. This IS the biggest change we’ve made to Franchise mode in years and it’s the feature I’m the most excited about. I play every sports game on the market and I’ve always been frustrated by the fact that when I play a career or season mode, every game I play feels exactly the same. The players always play exactly like their ratings and there’s no such thing as having a good or bad day. It’s the one thing that has always ruined the immersion factor for me. In the NFL, when you go to a game or turn on the TV, you never know what’s going to happen. Is Michael Vick going to have the game of his life or struggle the entire game? We don’t know…and that’s why we love sports. They’re unpredictable. In Franchise mode this year, we’ve captured that unpredictable feeling and it makes each game feel different every time you start it. Here’s how it works… Each week, every player’s ratings will be different from the week before and will vary based on specific traits tied to our all-new Dynamic Player Performance feature, which we’ll discuss at E3. Think of it in the old adage of “Any Given Sunday” – there are a multitude of factors that impact how a player performs each week, and this is now replicated in Franchise mode. If a player is inconsistent, you could see pretty significant rating swings from week-to-week. One week you might get the 90 overall Michael Vick and the next week you might get the 70 overall Michael Vick. Or you could just get the 80 overall Michael Vick. If a player is very consistent, their ratings will only change slightly each week and you’ll typically always know what you’re getting (example: Peyton Manning or Tom Brady). Building around these players (and finding them in free agency and the draft) provides an entirely new layer of strategy to the game. A player that is coming off of a terrible game is “on a cold streak”. That streak ensures that they’ll go into their next game with ratings lower than normal. The opposite is true for a player on a hot streak. Players on streaks can only continue those streaks for a maximum of three games before they are re-set to original ratings. We’ve also added tendency and trait progression to the game this year, so players actually change throughout your franchise. Some players stay the same (since that’s what defines them), while others will grow. If a player is inconsistent as a rookie, they can become more consistent as they get older and mature (example: a QB sensing pressure better as they age). Expanded Rosters and Cut Days “The feature you’ve requested the most” This is definitely the most requested Franchise mode feature in at least the last five years. Every day on Twitter or the forums, I read at least one comment where someone asks if the game is ever going to get expanded rosters. Well, you’ve got it. We allow 75 players per team in the preseason now. Here’s how it works… In year one, the shipped rosters will probably be pretty full. I’m guessing each team will have around 70 real players on the roster. In future years, we’ll add training camp invites to the rosters to expand them up to 75. All of those invitees and any rookies on the team will have their ratings locked at the start of the preseason. Each week that those players stay on the roster, we’ll unlock a few ratings for them. Their overall rating will evolve as we release those ratings, giving you a better idea of how good they really are. Just because a training camp invitee’s overall rating says it’s a 99 in week one doesn’t mean that his real overall is that high. By the end of the preseason, if you keep a rookie or training camp invite on the roster for all four weeks, his ratings will be completely unlocked and you’ll know his true overall rating. At that point, you’ll know if you made a mistake by keeping him or if you found a diamond in the rough. As we unlock those ratings, we also ask you to cut the roster down each week. In week one, we may only ask you to cut three players but by the end of the preseason, you’ll need to cut eight or more. The balancing act is determining whether you should cut a veteran to keep one of these camp invitees or rookies. We also do an interesting thing with rookies you draft beyond year one in franchise mode. Let’s say that you went through the scouting process and never scouted a QB who was projected to go in the top 10. You get to the offseason and head into the draft. That QB falls to you at pick #15 and you pull the trigger and draft him. When you sign him to a contract, his ratings will not be immediately unlocked. He’ll have to go through the rating unlock process in the preseason just like the training camp invites. If you scouted a player fully and then drafted him, his ratings will be unlocked going into the preseason. This really makes you focus on scouting some of those late round picks instead of just blindly drafting them. And one more thing…in the game, we swap out depth charts to match what teams typically do in real life in the preseason (let the backups play the entire fourth game or take the starters out at halftime of the third preseason game). This allows you to get a really good look at the players you’re thinking about cutting every week. New Rookie Scouting System “A much needed upgrade to the scouting system” When we were sitting down and talking about what new features we wanted in Franchise mode this year, a new scouting system was pretty high on the list. Last year’s system was neither fun or challenging…it made the draft ridiculously easy since it gave away a player’s potential before you even started scouted them. All you needed to do was keep an eye on that potential rating during the draft and you’d draft every late round sleeper in the game. That’s gone and it’s been replaced by a much more simple, yet challenging system. There are now several scouting stages, including the regular season, Pro Days, NFL Combine and individual workouts. At the start of the regular season, every draft rookie’s ratings are locked. During each stage, you’re allowed to select a limited number of players to scout and the stage itself determines which ratings will be unlocked. If you scout a player during the Combine stage, you will unlock his physical ratings like speed, agility and strength. If you scout them in Pro Days, you’ll unlock some of his intangibles. If you choose to scout him during individual workouts, you’ll unlock everything…including his potential and traits. The catch is that you can only scout a small amount of players during individual workouts…so you’ll need to unlock as much information as you can before you get there. Trust me…this makes the entire process much more challenging and rewarding this year. I’ve gone through a draft and because I scouted poorly, I ended up with a class full of busts. I’ve also found my future Hall of Fame QB in my 49ers franchise by scouting the right players. New Free Agent Bidding Feature “Offseason Free Agency is now fast paced and interactive!” Another feature that had become a little stale was offseason free agency. We knew from the first planning stages that we needed a new take on the process and since I was a big fan of the free agent bidding feature from NFL Head Coach 09, we re-created it in Madden NFL 12 this year. When you enter free agency, you’ll need to be ready to go. This year’s feature is very fast paced and it’s designed to be hectic. You need to make decisions quickly as you target players since the other teams are not waiting for you. You’ll face off against the other 31 teams in an interactive bidding environment as you try to win the rights to sign the player to a contract of your choosing. If another team outbids you, just press a button to increase the bid and become the leader. Keep an eye on your cap room. We’ve made the cap a lot more challenging this year, so you can’t just sign every free agent. You’ll still need to save room to sign your draft rookies. The screenshot below was taken before we started tuning cap room. You’re not going to have $100 million to play with this year. Player Roles “One of the favorite features from the last generation is back!” One of the most requested community features from the PS2 and Xbox days is back and since it’s also one of my favorites, I was excited to include it in Franchise mode this year. I know a lot of people like it because it adds a bit of an RPG element to the game. There are more than 20 different roles that players can earn in Franchise mode, including “QB of the Future”, “Mentor” and “Fumble Prone”. We’ve even added a handful of new roles like ‘Playoff Performer’, ‘Trench Warrior’ and ‘Iron Man’. Most of the roles will have an in-game impact. Shutdown Corner, for instance, impacts the ratings of the player that has it AND the QB on the opposing team. The roles are earned or lost based on defined criteria every offseason so players will not keep them forever. Most of the roles come with logic that changes how teams approach the draft and free agency. If a team has a ‘QB of the Future’ on the roster, they will not draft a QB in the first round of the draft. If you have a mentor on your roster, he makes the young players better as long as he’s on the team. Bringing this feature back is just a great way to adding depth to the mode and making individual players stand out a little more. Change Teams This is another one of those features that has been a community request for years. Right before the offseason starts, you can change the team you’re controlling to any other team. You can even choose to control all 32 teams at that point if you want to. Future Draft Picks I can’t mention community requested features without talking about Future Draft Picks, which we’ve also added this year. It’s pretty simple…when making a trade, you can trade away the current year draft picks or next year’s picks. This allows you to mortgage the future for a player you want to trade up to get in this year’s draft. Or pretend you are the Patriots and trade down throughout the NFL Draft for next year’s picks. Edit Players This is one we talked to you about on Twitter and the forums. After some discussion, we agreed that Franchise mode is yours to control and that we needed to give you the ability to edit the ratings of any player in Franchise mode, whether they are veterans or the rookies you just imported from NCAA Football. If you want some QB you imported to be an 85 overall because you won the Heisman with him, you’re welcome to edit him to be that high. It’s all up to you. Practice Mode This may seem like a small addition but, to me, it’s big. Being able to practice with your Franchise mode team at any point in the preseason, regular season or playoffs without having to export them allows you to get a look at your team at any time. Increased Injury Chances and Injured Reserve Fixed If expanded rosters is the most requested community feature, fixing injured reserve is a close second. It’s great that adding expanded rosters actually allowed us to fix IR since the game can now handle having more than 55 players on a team. This year, players are automatically placed on IR and that opens up a roster spot for the team to sign a replacement for him. CPU controlled teams now place players on injured reserve and sign a replacement if they need to. Franchise Mode Dynamic Gameplans We’ve also added a pretty cool new feature that makes teams re-evaluate their game plan based on their starting QB in future years. Take the Colts for instance. In year one, if you control them or face them as an opponent, they will naturally throw the ball more based on their real life tendencies and because they have Peyton Manning on the roster. In Franchise mode, if Manning gets hurt or retires, the team will adjust their play calling so that they run the ball more if they have a lower rated QB at the helm until he progresses enough to be able to throw the ball 30-40 times a game. Revamped Import Draft Class Tuning This year, AJ Dembroski (our newest rookie designer who some of you may know as one of the biggest Madden fans in the forums) worked a lot on getting players imported from NCAA Football to be more consistent. Last year, if you imported someone who in your mind was a sure top 5 pick, he could enter your franchise as an 85 or a 65 overall player. There was just too much randomness in the system. Now he enters the game every time you import him between an 80-87 overall if he’s one of the best players in the import class. 30 Brand New Draft Classes featuring Realistic Player Profiles We created 30 brand new draft classes from scratch and added a new twist this year. We’ve created player profiles (scrambling QB, 3-4 DE, power HB, speed WR) that are mixed in with the random guys so that you’ll find players that fit your offensive/defensive scheme and provide a more realistic experience. Teams in the draft have a preference toward those players and will lean towards drafting them if they have the chance. That means the Raiders will draft a Speed WR if given the choice between him and a possession WR. We’ve also randomized names and numbers this year so that you won’t recognize individual players each time you start a new franchise. Progression Tuning Another one of AJ’s tasks was focusing on progression and making it more realistic this year. Last year, players would go up automatically regardless of their season stats. This year’s tuning is much more predictable. Players will go up or down based on their performance and age. One thing to remember is that players are judged against players around their same age when deciding who should progress or not. So, if a rookie running back rushes for 500 yards and that is the best among his peers, he will progress the most in his age group. Most players who are 32+ will decline every year unless they had the best years vs. their peers. If they did, they will typically stay the same or go down slightly. Players in the prime of their careers can go up or down, but they can’t go up as much as young players or down as much as old players. And…yes, you guessed it. They are also judged only against the players around their age. Revamped Team Re-Sign and New Cut Dead Weight Logic This is another one of my favorite changes/features this year. Last year, a team like the 49ers would always re-sign a player like Alex Smith because they had no other alternative on the team at his position. They would never take his potential into account and keep him on the roster for years. This year they’ll make decisions more intelligently, getting rid of Smith and addressing the QB position in free agency or the draft. They’ll also try to keep a young player with lots of potential under contract as long as it makes sense. Along with rewriting the re-sign logic, we’ve also added some new team management logic in the offseason that forces teams to make realistic decisions. In last year’s game, the Redskins would have signed Donovan McNabb to a 7 year deal and kept him on the roster until 2017 until the deal expired. This year, they take a look at the roster every offseason and evaluate every player individually. If they feel like McNabb is over the hill, they cut him and move on. This leads to plenty of player movement in the offseason and makes the FA Bidding feature a lot more realistic. We’ve been careful about teams cutting stars and we discussed this in length with the group of Franchise fans that have joined our Facebook Franchise Discussion Group. We all agreed that we should make sure someone like Peyton Manning never gets cut, but if a 88-91 overall HB gets cut or not re-signed every now and then, that’s pretty realistic ala LaDainian Tomlinson with the Chargers. New Salary System After hearing complaints about how the old salary system was hard to deal with last year, we added a new salary system for players, which apply to veterans and draft rookies. Last year, rookies would sign contracts based on their positions and ratings…so if you took a 70 overall HB #1 in the draft, he would ask for a 3 year/15 million dollar deal as the 1st pick (which is extremely unrealistic). Rookies now sign contracts based solely on their position and their draft pick. If you take a QB with the first overall pick, expect to pay him a lot. As far as the re-sign stage goes, players now sign contracts based on their age, overall rating and potential. Older players will always sign shorter deals for less money as their careers wind down while teams may try to lock up a young player with lots of potential with an expensive deal. Re-Tuned Simulation Stats We’re working on fixing OLB sacks, rushing yards and all of the other small issues we had last year. As always, trying to replicate what 32 teams and 1800+ human players accomplish over a five month period in the NFL is tricky…but we’ll get it as perfect as we can. This work isn’t done yet…it’s always one of the last things we fix before we ship the game. Weather Tuning Last year we had lots of issues with weather. It would never snow in Green Bay in January, etc. I put AJ on this task to make sure that you’ll see more weather changes in climates where inclement weather is common. Revamped Player Retirements Last year, very few players retired each year in our game. We’ve addressed that by making sure that older players retire at a slightly quicker rate, allowing for young players to take over and get a chance to contribute. Revamped Player Award Logic This is a small change but the tuning makes the players that win yearly awards more realistic. We’ve tuned Pro Bowl logic, MVP Logic and all of the logic used for the other awards. New Player Portraits for Draft Rookies Rookies now look just like the real NFL players with a new portrait system that removes the cartoony look in Franchise screens. We tried to add as many portraits as we could so that the way the rookies look in the menus no longer ruins that immersion factor for you. New Depth Chart Logic We also changed the depth chart logic this year to be more realistic. Last year, teams would start a FS at the nickel corner spot if his ratings were good enough. This year, that player would stay at FS while the real nickel corner would take the correct place in the depth chart. New Coach Impacts This is a small feature, but it brings some strategy to signing a coach. Coaches now impact players on the field positively AND negatively by a small amount. This is meant to emulate the strengths and weaknesses that each coach has. The gameplay mechanic is deciding which positive/negative impact you are willing to take on. Do you want to make your QBs better while your Defensive Line suffers a bit or make your corners better while making your O-Line drop a bit? So those are the major changes to Franchise mode this year. Excited yet? I am! I know it’s a lot to digest at first, but I bet you’re much more interested in reading a really long Franchise mode blog than a short one, huh? As you can see, we’re committed to improving our depth modes going forward and this year’s Franchise mode is just the start. When the game is released, I’ll be glad to discuss any of the features we added or just talk about Franchise mode in general on my Twitter account at http://twitter.com/josh_looman. Thanks for reading and I really hope you enjoy all of the new additions for Franchise Mode in Madden NFL 12. Source- Franchise Mode in Madden NFL 12 Last edited by Kodos : 09-06-2011 at 07:36 AM. |
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#2 |
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College Prospect
Join Date: Dec 2006
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Whoa. Not sure about the Vick example or the streaky, "had a bad day" angle. Pretty sure its mostly dependent on the opponent not because a players skill actually changes or he is inconsistent. If vick played a weak defense every week I doubt he would be very inconsistent. Know what I'm sayin? NFL is about matchups, 1st and foremost.
Last edited by Bigsmooth : 05-16-2011 at 12:44 PM. |
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#3 | |
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Coordinator
Join Date: Nov 2003
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Quote:
Throw in the fact that it's EA and the Madden team developing it, this sounds like a giant stay the hell away from. I might get to the SB and half my team are having a "bad day" and are rated 20 points below where they usually are regardless of the matchups or who I'm playing? Sounds like fun, sign me up *sarcasm* How about you fix the fact that franchise is a huge dog, and then try stupid gimmicks like this? what a concept. |
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#4 |
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Coordinator
Join Date: Oct 2000
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I liked a majority of the list. I'll buy the game on day one because I'm a lemming who loves pro football. I doubt any of the things will work as advertised, but I can hope.
The Free Agency system sounds like NFL Head Coach which would be beyond terrific if it is handled the same way. |
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#5 | |
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Hockey Boy
Join Date: Oct 2000
Location: Royal Oak, MI
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I agree. I really loved Head Coach. Well, I loved it up until I figured out how the draft worked and then it became a bit too transparent for me. Still, I played that game for a solid 3-4 weeks and had an absolute blast. One of the early drafts in that game still ranks as the best computer game draft experience I've ever had. I don't know if I will buy this one. I haven't bought a Madden or NCAA game since 2005.
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Steve Yzerman: 1,755 points in 1,514 regular season games. 185 points in 196 postseason games. A First-Team All-Star, Conn Smythe Trophy winner, Selke Trophy winner, Masterton Trophy winner, member of the Hockey Hall of Fame, Olympic gold medallist, and a three-time Stanley Cup Champion. Longest serving captain of one team in the history of the NHL (19 seasons). |
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#6 | |
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Hall Of Famer
Join Date: Oct 2002
Location: Massachusetts
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Yeah - I can see the potential for how that feature could actually be good and add to the game, but I have very little confidence that they'll get it right.
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Get bent whoever hacked my pw and changed my signature. |
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#7 |
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Resident Alien
Join Date: Jun 2001
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I'm cautiously optimistic...
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Indiana Hoosiers Football - 2025-26 National Champs The FOFC Ladder History thread |
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#8 | |
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Coordinator
Join Date: Oct 2000
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I played it for about 3 or 4 months solid. I loved the draft/FA so much I'd sometimes just play through that for hours on end. It is still my favorite "off season" game of all time. Free agency required some actual work. You had to look at the guy who were going to be FA's and decide who you were going to go after. I loved the "clock" aspect. Fun times. |
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#9 | |
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Resident Alien
Join Date: Jun 2001
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Quote:
A little more from adembroski on the draft. (He is one of the guys working on the game this year.)
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Indiana Hoosiers Football - 2025-26 National Champs The FOFC Ladder History thread Last edited by Kodos : 05-16-2011 at 03:57 PM. |
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#10 |
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Hall Of Famer
Join Date: Jun 2006
Location: Chicago, IL
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These all sound like great improvements. However, this is EA. This is Madden. None of these things will be implemented well.
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#11 | |
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Hall Of Famer
Join Date: Oct 2002
Location: Massachusetts
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Quote:
+1
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Get bent whoever hacked my pw and changed my signature. |
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#12 |
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Coordinator
Join Date: Dec 2003
Location: Sydney, Australia
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God damn I wish I didn't read that. EA is like my abusive partner, promising the world, and then delivering a pimp slap to the face.
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Politics, n. Strife of interests masquerading as a contest of principles. --Ambrose Bierce |
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#13 | |
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College Prospect
Join Date: Jul 2001
Location: Nebraska
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Quote:
That's exactly how I feel, pimp slapped... IN THE FACE
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JJ Smitty Owner of the TheC.F.L. - Come by and check us out. |
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#14 |
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General Manager
Join Date: Aug 2001
Location: Kansas City, MO
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Note to EA......fix what was broken in last year's game with no new features and you'll at least sell more. That diatribe is a recipe for disaster and yet another year of declining sales.
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#15 |
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Banned
Join Date: Feb 2003
Location: Exton, PA
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In all fairness, HC was a really fun game. Now that the same developer is working on the Franchise who was in charge of HC, I'll give him a fair shake.
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#16 |
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College Benchwarmer
Join Date: Oct 2003
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#17 | |
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College Benchwarmer
Join Date: Apr 2008
Location: Sterling Heights, Mi
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I don't remember there being ANY great additions to the franchise mode between 04 and 07. The only think I even remember being added in those years was that stupid passing window. |
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#18 |
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Pro Starter
Join Date: Aug 2001
Location: Northern Kentucky
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IGN has a bunch of info, but this single screen shot scares the shit out of me...
IGN: Madden NFL 12 Screenshots (PS3) 3447734 A '57' rated fullback averaging 29.1 yard per carry. ![]()
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The Confederacy lost, it is time to dismantle it. |
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#19 | |
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Pro Rookie
Join Date: Jan 2005
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Quote:
Yeah. I haven't bought Madden for a few years now but I might give this one a shot because I liked Head Coach 09. The performance based ratings changes sound too influential though. Sometimes a good player has a bad day, that shouldn't affect their attributes in the next game quite so much as it seems like it will. |
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#20 |
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Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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Looks promising to me. Unless Jim has FOF 2011 around the corner?
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#21 |
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Coordinator
Join Date: Dec 2003
Location: Sydney, Australia
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I don't really like the fact that a "shutdown corner" affects the ratings of the QB, either. It should be enough that the CB defensive ratings - hence the tag of shutdown corner - are at a high enough level to cover his man.
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Politics, n. Strife of interests masquerading as a contest of principles. --Ambrose Bierce |
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#22 |
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Pro Starter
Join Date: Jun 2001
Location: The State of Rutgers
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Every year I say I'm not gonna buy it, and then I do, so this year I'm gonna buy it.
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#23 | |
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Coordinator
Join Date: Oct 2000
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Quote:
I can actually see it IF it's only when the QB is throwing to a WR covered by the "shutdown" corner. In that case i think you can justify it by saying a QB is going to have an especially tough throw. But when the QB is throwing to the idiot DB on the other side of the field, his ratings shouldn't be impacted because of the shutdown corner he isn't even throwing to. |
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#24 |
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Hall Of Famer
Join Date: Nov 2000
Location: Mays Landing, NJ USA
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If they use the Tiger Woods model half of the stadiums will be paid DLC...
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#25 |
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Resident Alien
Join Date: Jun 2001
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I preordered through Amazon last night. There is $20 Amazon preorder credit for others who might be interested.
__________________
Indiana Hoosiers Football - 2025-26 National Champs The FOFC Ladder History thread |
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#26 |
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College Benchwarmer
Join Date: Apr 2008
Location: Sterling Heights, Mi
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To me, this would be like a baseball game changing the speed ratings of outfielders because the hitter at the plate hits a lot of triples.
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#27 | |
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Grizzled Veteran
Join Date: Nov 2004
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They have worked on this for two years(they said this last year as the reason Franchise mode was identical to the year prior). Call me crazy but I have faith that these changes will be better implemented than most Madden 1 year additions. I know the track record here but I think this all sounds great and I can't wait.
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#28 |
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Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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#29 |
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Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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#30 |
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Pro Rookie
Join Date: Jul 2001
Location: C-Town
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For as broken as NCAA is - I can't imagine how broken the new franchise mode is going to be
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XBox Gamertag: Pronk32 FOOL-X - Cleveland Naps FOOL - Cleveland Cyclones SLOP - Cuyahoga Spiders Last edited by CleBrownsfan : 07-26-2011 at 01:35 PM. |
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#31 |
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Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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The Madden NFL 12 demo will feature the Green Bay Packers at Chicago Bears. Other details below.
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#32 |
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Pro Starter
Join Date: Aug 2001
Location: Northern Kentucky
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Incredible. Seven years in and the players still don't look like they're actually holding the ball...
Madden NFL 12 Screenshot 342
__________________
The Confederacy lost, it is time to dismantle it. |
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#33 |
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Pro Rookie
Join Date: May 2002
Location: Kansas City, Mo
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oh lord.. this streaky business reminds me of two things.
Bases loaded 2's biorythms! or Super tecmo bowl's health rating.. Both sucked |
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#34 | |
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Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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Quote:
Look at that grass! ![]() |
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#35 |
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Pro Starter
Join Date: Aug 2001
Location: Northern Kentucky
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The fucked up thing is that I'm still buying it. ![]()
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The Confederacy lost, it is time to dismantle it. Last edited by BillJasper : 07-29-2011 at 11:03 PM. |
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#36 | |
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Pro Starter
Join Date: Jul 2007
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Quote:
FIFA´s form rating also sucked big time and were abandonded after 1 try, that´s even more alarming as it´s the same company and the features look very similar ... |
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#37 |
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High School Varsity
Join Date: Jan 2005
Location: New Jersey, USA
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That gameplay video did not inspire much confidence in the AI. Aaron Rodgers should be a smart QB and he throws two terrible terrible passes in the first few plays he has the ball.
It's funny how they add the idiotic "players kick up the turf!" feature but the game still seems to play the same as it used to. |
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#38 |
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Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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#39 |
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Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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Demo drops tomorrow.
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#40 |
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General Manager
Join Date: Aug 2001
Location: Kansas City, MO
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#41 | |
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Pro Starter
Join Date: Aug 2001
Location: Northern Kentucky
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Quote:
Well...
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The Confederacy lost, it is time to dismantle it. |
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#42 |
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Hall Of Famer
Join Date: Oct 2002
Location: Massachusetts
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Going to break the cycle and wait on this one at least until I hear the results of the revamping of franchise mode.
Last edited by DaddyTorgo : 08-09-2011 at 04:57 PM. |
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#43 |
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General Manager
Join Date: Aug 2001
Location: Kansas City, MO
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#44 |
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Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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I'm liking the demo so far. I just like a fun game "out of the box" so to speak and nothing thus far jumps out as not so fun. :P
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#45 |
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Hall Of Famer
Join Date: Oct 2002
Location: Massachusetts
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I see they still haven't fixed the "CPU snaps the ball so fast you don't have time to actually audible" issue I had with Madden 2011.
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#46 | |
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College Starter
Join Date: Oct 2000
Location: Midwest
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Quote:
I'm with you. I got NCAA the first day and now it mostly sits as I wait for a patch to fix the Legacy issues. As much as I'd like Madden day one, I'll be back in school now that the date was pushed back so I'll be busy enough not to miss it too much. |
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#47 |
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College Benchwarmer
Join Date: Oct 2002
Location: SF
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I liked the new tackling a lot. The greater use of the on field fly over camera is really good. i still think this is going to be a 90% offensive game. by the 3rd week everyone will figure out which plays will work most of the time. ie what route does the TE or slot need to run; if i sprint vick out wide who will nearly always be open...
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#48 |
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College Starter
Join Date: Oct 2000
Location: Midwest
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Downloaded the demo today. Either I've gotten significantly worse at this game, or Aaron Rodgers just doesn't play right. Cutler couldn't miss...torching guys like Charles Woodson repeatedly. I couldn't hit open guys. Had 3 first half turnovers. One, I'll admit, I forced the pass. Another was Julius Peppers making an amazing jump while backpeddling.
Just didn't like the way this game felt. Will definitely wait for the first impressions of this game to decide if I get it or not. |
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#49 |
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Pro Starter
Join Date: Aug 2001
Location: Northern Kentucky
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I threw four picks with Rodgers in (three in the red zone) one game.
I actually am getting the hang of it, there is a real difference in the speed of the game in this demo. A couple things I'm not liking: the number of 'toe-tapping' sideline catches and that the linebackers seem incredibly smart vs. the pass yet incredibly dumb vs. the run.
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The Confederacy lost, it is time to dismantle it. |
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#50 |
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College Prospect
Join Date: Jul 2001
Location: Nebraska
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After the problems with NCAA i'm going to do the "Wait and see" approach to madden this year.
Wait for patches and see how much they can fix .. haha..
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JJ Smitty Owner of the TheC.F.L. - Come by and check us out. Last edited by A-Husker-4-Life : 08-12-2011 at 06:04 PM. |
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