08-25-2012, 05:12 PM
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#84
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Rookie
OVR: 6
Join Date: Jul 2009
Location: West Chester, PA
Posts: 419
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Re: Madden NFL 13 Impressions - Gameplay (NO QUESTIONS/DISCUSSION)
played 5 games so far with the Early Release. Just for background I am a long-time Madden player who hated 11 and skipped 12 completely because it seemed horrible from the demo and word of mouth.
Overall I am impressed, I didn't hold the M13 demo in very high regard, but after playing around with settings in this version and getting in a few games the gameplay feels like overall the best it's ever been, and this is coming from someone who really was leaning towards not getting the game after dabbling with the demo.
SETTINGS
I am playing on Slow, All-Pro, 8 min qtrs, changed the speed threshold down to 40 to add a little more separation. I've tried "Very Slow" and it doesn't do it for me. "Default" is way too fast and "Slow" seems to be my sweet spot. I haven't even tried All-Madden because I'm still regaining my muscle memory and the CPU is still challenging me at this point. All-Pro difficulty like most that have commented in here, the CPU plays a little too safe and doesnt take many shots deep, although they have sustained drives against me, but I may just be playing kind of crappy right now. The teams def have some personality with their playcalling even if it is safe. Teams that either have good RBs or need to protect QB's lacking talent or consistency have stuck with the running game against me with varying success. Like some others have noted, they dont manage the clock well at the end of halves at all. Out of nowhere they will decide to throw when they can take a knee or should be running the ball to keep the clock moving.
PENALTIES
One thing I am most excited about is that after tweaking penalties, they are actually getting called at a good rate which was a dealbreaker for me the past couple years. I've tweaked most penalties up to 75 and am getting 1 or 2 false starts a game and a bunch of holdings which is great. Haven't seen an offsides yet, but I haven't been fake snapping much to cause any any so that may be the explanation. I had to bring the roughing the QB one back down to it's default level as it was getting called way too much at 60 and above. DE's and DT's can't stop the IE momentum and were wandering/stumbling into my QB 5 or 6 times a game. Most were legitimate penalties but I don't think the engine is capable of stopping guys most times. I want to try it at 55 and see what happens next. If I can't find a sweet spot I might leave it at 60 just to add for more unpredictability to the game, as pretty much nothing gets called on any penalties set to 50.
PASSING
Passing game feels lovely. You can def lead receivers and throw touch passes with trajectory like never before. But the leading doesn't feel cheap like the WR and QB are telepathically on the same page where he sharply breaks off his route, instead it feels and looks well implemented. Also loving how DBs and LB's dont magically react to passes when their backs are turned. You can make some throws anticipating before breaks in routes that you never could before because the DB A.I. would "know" the pass was coming without looking. Also, which has been pointed out, you can tell the difference between having a great QB and others. So far I played with Eli, Big Ben, Kolb, Dalton, and Tannehill and the 3 suspect QB's in that list that I controlled def winged some inaccurate passes to guys that were open from time to time and short armed some deep throws that got picked, while I could do whatever I wanted with the Eli and Ben.
RUNNING / TACKLING
Running and tackling I initially didn't really like the feel of, but after a bunch of games they are growing on me. Tackling is still a bit sloppy, as sometimes it looks like a have a guy lined up for a solid tackle and it doesn't register anything when I make contact. The main problem with running I have is that you guy does down pretty easily when running into his own guys even at low speeds. I'll be off the Sprint button (I turned auto-sprint off) and be pushing on my lineman setting up blockers waiting for a hole to open and my guys drops like he got hit with a 12 gauge. This has happened way too many times for me. Love that your own team are "live" and that some physics is in play but this hurts the inside running game a good bit for me. There are some wonky things that happen caused IE which I can deal with this year, surprisingly most of the worst stuff seems to happen in the cutscenes after the play.
MISC
Oh yeah, one other thing. I think it's essential to jack the on-field sounds under audio options up as at the default level I couldn't really hear the collisions, they sounded real quiet which killed the atmosphere. At 100 you can hear the pads and helmets clashing on hits. I was surprised at how big a difference it is moving it up only 10 points from it's original setting at 90.
Really digging it so far, no doubt now that I'm picking up a copy on Tuesday.
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