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How did Madden NFL 13 get an 8.5 rating here?

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Old 11-08-2012, 06:11 PM   #17
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Re: How did Madden NFL 13 get an 8.5 rating here?

My problem are with reviews like IGN, which gave Madden 13 a 9/10. I became skeptical about their review when I saw a bunch of issues just after playing a few games that weren't mentioned. And I don't see how it deserved such a high score when at the time(I assume it's been fixed) offline franchise mode or 'connected careers' was gutted.

I've been on this site for years, and I don't remember seeing so many people disappointed with a Madden game.
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Old 11-09-2012, 12:00 AM   #18
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Re: How did Madden NFL 13 get an 8.5 rating here?

I still like madden games and im currently playing 12, but how could they let the blocking system get this bad. the DE's dont get up the field, the scks are ussualy when the QB holds on to ball too long not because of rus. The QB should see if his hot reads are then if not open look for check down or scramble or throw away (depending on QB thanks to DPP). But the QB just sits their waiting. And when they finally added bull rush its a sucked in animation that stubles the player, when it should be DE pushing lineman back, not knocking him over. Plus on holding calls and clipping are messed up but thats a different story but an example is LT holding when its a sweep to the right.
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Old 11-09-2012, 12:14 AM   #19
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Re: How did Madden NFL 13 get an 8.5 rating here?

Quote:
Originally Posted by Drtro
Because the people who rated it aren't irrational as for some people here hate the game because it has no transaction log. Honestly can't see how people pick out the little things and make out the whole game to be garbage because of it. Makes me want to headbutt a knife when reading those posts.
little things
you're kidding me right
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Old 11-09-2012, 08:10 AM   #20
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Re: How did Madden NFL 13 get an 8.5 rating here?

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Originally Posted by at23steelers
Exactly. Also, reviewers get the game, they get the "new-game" feeling, which eventually wears off. When I first got the game I'd give it around an 8.7, but right now I'd lean more towards a 7.5. Even if they implemented OL / DL better so there's a realistic pocket and they made the footplanting realistic, I'd be happy for gameplay.
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Originally Posted by Sotendo
I'd honestly give the game 6.5/10 IMO

I'm not kidding.
Im right in the middle of you guys. I give Madden a 7.

I really feel the IE is not good for the game at all. There is allot that you lose by using the IE, but people have been crying for a RTP engine, and this is one sports genre that it doesn't work with.
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Old 11-09-2012, 09:26 AM   #21
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Cool Re: How did Madden NFL 13 get an 8.5 rating here?

Quote:
Originally Posted by roadman
With all due respect, it's not the little things holding back this title, it's basically, fundamental football things.

OL/DL needs an overhaul, no double team pass blocking, engaging in place, no superior DE's getting sacks, etc.....no balanced penalty system, zig zag running still happens, and I'm just touching the tip of the iceberg.
And your talking about things that have existed for years. So.....I would say again.....to play this game that has many of the same basic, fundamental flaws that every Madden has had on NextGen(And prior) and still give it an 8.5 doesn't add up and, at least tells me, that the review was inflated for some reason.
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Old 11-09-2012, 09:56 AM   #22
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Re: How did Madden NFL 13 get an 8.5 rating here?

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Originally Posted by Tyrant8RDFL
Im right in the middle of you guys. I give Madden a 7.

I really feel the IE is not good for the game at all. There is allot that you lose by using the IE, but people have been crying for a RTP engine, and this is one sports genre that it doesn't work with.
I disagree, BackBreaker showed that RTP could be done in football with grace and accountability. It was the perfect tech demo for EA...the Infinity Engine is just bad, when things aren't scripted it looks like a mess. Can they fix it, probably, but will they fix it or just cover it up like is the norm (more scripting). Animations already play a huge roll in Madden's gameplay, it was refreshing to see what looked like organic tackles, unfortunately they don't have lots of time between games to iron things out. By the time M15 hits, they may have things nailed down.
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Old 11-09-2012, 10:17 AM   #23
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Re: How did Madden NFL 13 get an 8.5 rating here?

Games, particularly sports games that introduce what people have been clamoring for, like physics, and keep a general foundation in tact, always receive positive scores. It's also the case that the reviews are written with very little game play hours. I loved Madden 13 from August 28th to about October 15th, then I realized that there will be no changing the terrible locomotion, no changing defenders who do not react in zone coverage, no changing the bad things that go on in the physics engine, like my QB getting tripped by my HB or defenders who converge on a WR and crash into each other but somehow the WR who's also a part of the collision catches the football and has miraculous balance and the other guy runs it in for a TD. Man coverage has big time problems on routes that cut to the outside because of the locomotion. Big play after big freaking play. I'm not saying guys should be blanketed, but for defenders to get that lost ... Defensively, you just can't sit in the coverages the games give you, you are sorta forced to run F.A.G. defense or blitz the house. If you sit in a cover 2 zone except situationally, you are toast; cover 6 same thing. It's still very difficult to disguise coverages. Best on Best is not what we meant by coverage disguise. What we mean was shells and alignments of the secondary.

You still have to search for unconventional ways to get pressure on the QB. At times pass trajectories are not what you think they would be. You can still have a WR out in front of a defender and the QB underthrows it to the defender on a lobbed pass. All of this stuff is still around. It took getting over a first attempt at physics to SEE it. From now on, unless a reviewer has had a great deal of time playing the game I would take reviews as IMPRESSIONS.

Also, from what I see, I can't believe some of the stuff I see in this game with respect to player behavior and guys were singing its praises. When I see Ed Reed sitting in a deep middle 1/3 and the football and the receiver are within the trajectory and he does NOTHING to drive on the football and even when I switch over, it feels like a force field is holding me back from driving on the football something is wrong. It's like if everyone cannot have Ed Reed's range then nobody can have it, including Ed Reed.

The game still feels like it is programmed universally. I think they need to flesh the traits out more and have them have a greater impact on the game. Have the traits tied to animation scripts and guys that do not have said traits operate under different scripts.

I see in CC's they have a lot of defensive line moves that you can purchase (Bull Rush, Spin Move, Swim Move) and I'm going to see how this works out. I think a lot needs to be added here. They need a recover and chain move trait. So if the OL counters your first move then the defensive lineman recovers and tries another move.

A lot more needs to be added to this game. I kinda still like the game in a somewhat painful way LOL, but I just think that OXM reviewer was way to accurate. The game feels like it is missing way too much even from a base level.

I think the playbooks need to somehow be deeper on both offense and defense. I think every team on defense should have their base packages, but they also should have defenses to deal with heavy formations too. We don't do it often, but the Ravens have used 44 defense every year and they are not the only team to do that. A lot of teams will run this if they are having problems dealing with the run in their base package. We have also lined up in Bear front sparingly every year. They did a good job of getting that into every base front, but then some of the blitzes are thrown off.

The option in this game can be DEADLY in a hand of guys who know what to look for. And it is only that way because there are no run fits/assignments in the game a part from the coverage. This is exactly the reason why I thought they should have focused on run fits/assignments rather than dealing with things such as run commit/pass commit. I think run/pass commit should be very situational, like goal line, 3rd and 4th and 1. But you need run fits/assignments built into the defense outside of that. The run game is not overly difficult to stop, but it does not play out realistically either.

Zone plays need a great deal more movement, the HB should have cut options. Stuff that we've said and commented on over and over again. It's getting tiring to continue wanting a great football game to play.

Last edited by LBzrule; 11-09-2012 at 10:21 AM.
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Old 11-09-2012, 10:27 AM   #24
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Re: How did Madden NFL 13 get an 8.5 rating here?

Quote:
Originally Posted by LBzrule
It's getting tiring to continue wanting a great football game to play.
Wow, LBz, I didn't mean to cut up your great post, but your last sentence was a gut check for me.

This is exactly the way I'm feeling.

The older I become, the less patience I'm having. I haven't played this game in a month and I'm just getting tired of trying to slider this game to death to try to replicate the NFL.

I'm getting to the point where I just want to plug in the game and play and you can't do that with Madden.
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