12-30-2012, 07:41 PM
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#5
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The Lama
OVR: 0
Join Date: Sep 2010
Location: Parkland, Florida
Posts: 20,371
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Re: M12 negatives vs M13 negatives
Pros an cons to both games.
Madden 12 pros:
Full roster control and customization - full on editing for everything.
32 team control - a big plus to keep things realistic if that is your wish and to overcome the wonky resign logic Madden has.
Franchise Mode - A good solid franchise mode that works. Even the UFDA is manageable if you have 32 team control.
On the field - AI is really good and teams play very close to their real life counterparts.
Presentation - Awesome replays, fantastic camera cut scenes and stadium shots. Authentic team fight songs
Cons:
Tackling - Really sub par. It is true pinball tackling and after a while it get's really old, really fast IMO. The same animations over and over. A lot of suction as well on the OL/DL interactions.
Passing - Once you play with the new passing trajectories of NCAA 13 and M13 the passing on M12 is infuriating at times and really stale. There is no in-between. It is either a floater or a bullet and the lack of control is obvious. And the super LB's are insane. You still have them from time to time in M13 but not nearly as often as on M12. Also the CPU floats so many passes. It is a major weakness of M12 IMO.
Running Game - RB's glide like they are on Ice to the outside....far too easy IMO to rip off huge runs. It just feels too arcady in that area after a while.
Presentation - quite possibly the worst play by play and color I have ever heard in any major sports game.
M13
Pros
Gameplay - despite the raw and new Infinity Engine after patch 1.03 it feels far more organic than M12 with tackling and player movement. The game feels better overall on the field. The new passing trajectories are great and make the passing game diverse and a lot of fun. Throwing on the run is great, throwing curls and outs are realistic and sometimes a thing of beauty. It just feels so much better and they really improved this area of the game. I have seen some sick tackles and the game gives a great variety of tackles and the way plays unfold unlike M12 where I see the same tackle animations over and over and over.
CCM - a radical change from the traditional franchise mode. It has some really good things going for it (as well as some really crappy things more on that later) like the XP system (which I find a lot of fun and interesting in the grand scheme) the new scouting and draft presentation as well as tweeter feeds to give story lines to the draft.
Presentation - The play by play and color saw a drastic overhaul and massive improvement. In fact it is the best I had ever heard on Madden (not saying much though).
Cons:
Gameplay - AI is very suspect in late game situations. I am using the playbook workaround for year one as I have read once you get 2-3 years into CCM to go back to team specific playbooks.
CCM - No player editing, no 32 team control, I feel completely disconnected from the league. While I do get very immersed in my team, I have no clue what is going on with the other 31 teams. Bugs in auto subs, schemes, freezing issues (that have been widespread although I have yet to have them). Menu system is not exactly user friendly and convoluted.
Presentation - The replays stink...big time. The challenge system does not work at all, gone are the stadium team specific fight songs, a lot of the great camera work from M12 is gone (baffling).
So a tale of two Maddens. I love things about 12 and I love things about 13.
Both games are incomplete and that is sad. Because I can't seem to play either for longer than a few months before putting them away and then going back when I need an NFL fix.
I will say I got through 3 seasons of franchise with 12.
I have not even finished one with M13.
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