I usually stay out of these pre-launch threads, but I will answer the question. I am encouraged by the progress made in the game and it has moved my "buy meter" slightly closer to "buy" (although, I will likely wait to find out what new features have broken the game before buying - *cough* sacks *cough*).
Even if I buy, I know I am going to be kicking myself after I get it because I will never be immersed into my franchise. Two reasons:
- The "C" is still in CFM. I don't want to be "connected" and I could give two sh**s about online play. So, I play offline CFMs. So, why am I restricted by things that are clearly meant for online leagues? Examples: inability to adjust sliders in-game in CFM; inability to play other league-wide games; inability to edit players; heck...I can't even change the other teams' unis before playing them....REALLY? We have all of these things in NCAA 14 and more. Unlock all of these things for offline CFMs that are locked only to cater to online play.
- There is very little differentiation in teams. They all look and feel the same. Now, some of this is not EA's problem as the NFL is a total copycat league and the talent level is so high, that there are very few standout players anymore (I'm talking about the "man among boys" type of players...Reggie White and Barry Sanders were those types of players). However, EA further complicates this problem by using only about 40% of the 100 point player rating scale - essentially making every player feel the same. An average starter should be a 50 overall; not an 80 (I know the casual MUT players would whine about it....but they'll still fill the coffers with their micro-transactions....even more so they can say that they got the 90+ overall guys).
You tell me those two issues have been addressed, I would be a total buy. Now, I realistically know that number 2 won't be fixed....I can deal with that. But I see no reason why they couldn't address number 1...it would mean a ton to a lot of players.

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