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Originally Posted by tazdevil20 |
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Yeah, this just made it sound like this game is still not going to be very good. I just wonder what they work on. It sounds like all of the major problems are still there minus a few tune ups.
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No offense to those involved, but I came away from the review with a similar feeling that there wasn't that much to be really excited about. It's nice that some run plays showed potential improvements to run blocking, but the lack of clarity on why the 34 LBs seemed more active, exactly how the OL/DL interacted on pass plays, and what exactly made the CPU defenders better at zone leaves something to be desired.
It's not like they have limitless time and resources, but from a
PR perspective, it probably would have been better to preview very specific parts of the the game like the run game, the pocket, coverage, etc, and let Chase look at focused issues over a little longer time. That way there'd be some real specific info about exactly what is the same and what is different gemeplay wise.
Right now, the small sample size and gestalt approach seems to have produced a neutral effect. I'd love a preview of the new defensive schemes that tells how you can use new controls to combat favored sets and routes, how shading works, all that stuff. That would be more useful I think.
On the one issue that seemed to stand out as positive, did you sense, Chase, that there was a particular reason attribute wise that your players could hold their blocks longer, or did it seem like a global improvement?
I played with TEN a lot, and their RG is an 82 OVR but gets tossed at the LOS every dang play lol and it was so frustrating. This happens a lot I notice with average lineman, almost like there's no middle ground between not blocking a guy and blocking a guy. You either get great drive and a pancake or a quick whip and toss animation. With what you say, it sounds like there was more gray area where guys made longer blocks generally. Is that accurate?