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Originally Posted by LBzrule |
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After playing some more online games the last few days, while I first bought these comments, I'm going to have to change my perspective on them. Espeically after playing guys using Jamal Lewis and Jerome Bettis I have seen and I have run several off tackle running plays where I actually ran in both B and C gaps. I played against someone using Jamal Lewis yesterday and he kept hitting my defense in the B gap 6 yards here, 5 yards there. A truck stick here and a truck stick there I have seen the scenario of a DE coming from the other side of the field. But it is not like presented here as if it happens every time someone runs an off tackle play. Thus I would not call it un sim. Sometimes it happens, sometimes it does not. Alot of it has to do with the alignment of the defense.
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Sounds like you are mostly playing on-line from your comments, in which case some of my review may not apply. I don't play online, so my experiences with the game are entirely based on playing the CPU
Relative to the slowdown mechanism, I think it's applied more to mid-range RB's. I noticed it in SS Mode, with my CAP who was a low 70's rated player. With him, I saw this effect quite a bit, and usually in the context where I changed the play at the line to adjust to what the D was giving me.
The AI issues are very prevalent when playing the CPU. That's where the swing pass seems to work best. Your notes about limiting the opposing RB are true enough, but I'm mostly talking about working that play against the CPU D. It just never adjusted. Same thing goes, and I'm not sure if I read it here or in another thread, about CPU RB's outrunning their blocks.
On the human controlled side, I found that many times when I ran the ball, after waiting for my linemen to get to where they could block a LB or CB, those defensive players just slid right off them and made plays with no worries. Logic suggests to me that if I properly set-up an LB or CB with a lineman that I should be looking at positive yardage. Overall I found that it didn't always work that way. When running inside the line, I became frustrated with the clumping of players in the line which is prevalent and makes reading the blocks goofy at times
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Originally Posted by LBzrule |
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Never have problems getting my defensive line to get pressure. Again alignment of the defense is an important part of it. And there is a contradiction here. First the argument is made that the defense has trouble with certain routes. Then the argument is made that the game is skewed to give the advantage to the LB's and DB's Which is it? From my perspective, especially in online games, the game plays alot like 2k5, with nearly unstoppable TE lobs, but that's only if the other user gets time to throw it, which I do not give him. Now I wholeheartedly agree with the blocking. Good gawwd that's one of the most annoying things about the game to me. You cannot get off a block to save your life. To be honest if it were not for that, as far as the gameplay, I would not have too many issues with it.
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In answer to your question it is both. The curl pattern is about as devastating a play against the CPU as there is. To my mind it is almost certain money and based on what I read in the defense, one of my most natural responses to the defense that always met consistent gains was to audible a curl for one of my WR's. On fades, I find that the CB's can make remarkable recovery on throws, even lobs, for picks. In a sense I found that the response by the D encourages throwing curls and into the flats with RB's to the point where you can go to town nickel and diming it against the CPU all day long
I may have explained this more in another thread or post, but I find that the aspects of some routes and run plays just seem to take too long to develop in comparison to other parts of the play. I've generally found the timing in the 2K series somewhat more realistic in that you need to read, react and get the ball out of the pocket. To me the QB pocket play is still superior in 2K5 as is the timing of how plays develop
I agree that there are improvements over Madden 2005, but that was a title that left me very cold to the series. I didn't find it to be one of the better Madden efforts in recent years. I think the passing cone is a great addition, but overall there is a sameness to the game compared to what was already pre-existing in Madden circa 2003 & 2004. My issue isn't whether Madden is a decent game or not, to me compared to the body of games that are out there it is clearly above average as reflected by my score. My thought is that Madden hasn't made strides to tangibly extend itself past where it was as a title in 2003 & 2004. Are graphics and presentation core to this issue? Yes, but there are also lagging gameplay issues that are native to the Madden engine that are still there.
To me, as invested as the audience for Madden is, they have a true right to expect more, even within the development for the current generation of hardware. It's been shown that it can be done. It just hasn't been on display in Madden football. As a community we have a right to expect more, at least that's my opinion
Thanks for your comments. Just as a note, the point of my original review was not as a Madden 2006 vs NFL 2K5 thread. I've tried to avoid that where possible. I think we need to continually reflect Madden back on itself to see where it has been and where it should be as a title. As said, I think there is much more that they could do with it in a number of areas. I don't think it's a bad game, I just question whether it's done enough to be worth throwing $50 at it for what it does differently than past editions. I know my answer. Only the gaming public can determine if this is what they want to accept for their money
Have fun.........