Madden NFL 11 Hands-On Impressions (OS)

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  • SteelerSpartan
    MVP
    • Apr 2007
    • 2884

    #46
    Re: Madden NFL 11 Hands-On Impressions (OS)

    Originally posted by Valdarez
    I don't believe the choppy animations are over at all. Even in the warm up vids you can still see the lack of fluid animations. That's a rendering problem, not an animation problem.

    Love the quote on Gameflow... has to be an instant classic... 'because of the depth that it's simplicity provides'. I'm hungry for some jumbo shrimp.

    Gameflow makes you feel like a real head coach? How? You're not doing anything in the game. Maybe it makes you feel like a QB, but a head coach? I don't see it.

    The videos haven't shown a real pocket developing, and most of the guys continue to drop back 10 yards on plays. You'll even see Guards rush forward 2 to 3 yards to make a block on PASSING plays instead of protecting the pocket.
    I agree....in both NCAA and Madden the QBs are still floating around too much........If they're not going to make the pass rush come up field, at least slow the Qbs down back there...............hmmm

    THats makes me wonder though....if theres no sprint button then will the QBs ever sprint around back there and be able to take off if they see a lane??
    Here We Go Steelers!!! Here We Go!!!

    My CFB Teams:
    Marshall..WVU-Go Herd/Eeers!!!


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    • Bumble14
      Producer - EA Sports
      • Dec 2004
      • 808

      #47
      Originally posted by TheCreep
      I still dont understand how Gameflow is going to make the game go any faster than it already goes. I'm not seeing what exactly is being taken out that will cut the game to half hour vice 1 to 1 hour and a half?

      I utilize the Ask Madden feature and then pick one of the plays in that selection, doesn't take long at all. My games still last for a good hour. What is gameflow going to do that'll make my games go faster that I'm not already doing? See what I'm getting at?
      The cpu picks the play for you based on the situation, you do not spend time in the playcalling screen. You can rate plays, and set up a playbook to customize this, but in game you do not even mess around in a menu like ask madden when using gameflow.
      Christian McLeod--EA Sports NBA Live/Madden NFL Producer

      Follow me on Twitter: CMcLeod_EA https://twitter.com/CMcLeod_EA

      www.EASports.com

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      • Bumble14
        Producer - EA Sports
        • Dec 2004
        • 808

        #48
        Originally posted by Boregard
        I do not understand why anyone thinks removing the "sprint" button is a good idea. The sticks on both the current gen consoles absolutely suck, they are not stiff enough or sensitive enough and this just takes more control out of the user's hands - absolutely stupid and lazy way to deal with CPU not taking proper pursuit angles.

        In football, you don't always run at full speed, there are times when you are running close to it, but holding back or setting up your feet for a move and then you turn on that top gear. This makes that more difficult for the user to replicate and is the single dumbest idea ever. This isn't hockey, this is football and the analog sticks are not done well enough for this to work properly and with "sprint" being off by default that means it probally is now a turbo button instead of full sprint which it should be - dumb, dumb, dumb!!!
        This is where the locomotion engine comes into play. Players will ramp up to top speed based on acceleration ratings and if they get into the open field. Trust me, the game feels awesome when you get past the second layer of defense and your player hits full stride. Simulation guys are going to love this once they get their hands on it.
        Christian McLeod--EA Sports NBA Live/Madden NFL Producer

        Follow me on Twitter: CMcLeod_EA https://twitter.com/CMcLeod_EA

        www.EASports.com

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        • DJ
          Hall Of Fame
          • Apr 2003
          • 17756

          #49
          Re: Madden NFL 11 Hands-On Impressions (OS)

          Originally posted by therizing02
          I still can't understand how games are going to take 30 minutes. I use Ask Madden on O and D about 90% of the time. I'm using 15 minute quarters with 20 second runoff and games are taking an hour or slightly less.

          Game Flow sounds like a great addition, but I'm not sure how it would cut the time to play games down to 30 minutes.
          Yeah, I'm just not seeing how GF is going to drastically reduce play time in half. Like you, I use Ask Madden on both sides of the ball and my games take around 50-60 minutes to play.
          Currently Playing:
          MLB The Show 25 (PS5)

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          • Valdarez
            All Star
            • Feb 2008
            • 5075

            #50
            Re: Madden NFL 11 Hands-On Impressions (OS)

            Originally posted by Bumble14
            Kicking meter is a lot like a Tiger Woods putting meter. It's a horizontal bar that you click a button on when it hits the desired power. It's very basic and I was not able to see how it differentiated with different kickers. Quite honestly I am not that big of a fan, even though Ian explained that it was the best way to differentiate kickers.
            100% disagree with Ian on this, and disappointed that Ian actually believes this to be true. Play APF2K8 and you'll see that they do an excellent job differentiating kickers without the need for a kick meter.
            Follow Me On Twitter: http://twitter.com/Valdarez
            Read My Blog - Vision Is Everything

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            • CreatineKasey
              MVP
              • Sep 2007
              • 4897

              #51
              Even if I don't use GameFlow all the time in ranked matches, I'll definitely use that to speed up games after people quit on me.

              I like the removal of the sprint button. It worked, but the sensitive locomotion should bring out more possibilities and probably be more intuitive. I'm also excited about the kicking changes. Hopefully kickers have proper distance limits and there's an actual opportunity to fail. If there's one thing that I'll voice clear displeasure about in M10, it's the kicking. Nothing in M10 takes me more out of reality than nailing 3 FG's beyond 60 yards in one game.

              I'll be excited to see some footage of this game. Things that weren't mentioned much which I still want:

              - Route running improvements
              - Real examples of situations where warps used to happen and them not happening now.
              - A true pocket = need those DE's rushing around the edges while still being engaged like APF.
              - Pass trajectory = show me some nice deep balls.

              Those things are still all possible for this year. So far I like what I've read. Honestly, if locomotion and OL were the only gameplay improvements... call me tickled pink. Those are massive changes to a game that really struggled in those areas. Smart move by EA.
              Last edited by CreatineKasey; 04-26-2010, 11:48 AM.
              Xbox Live Gamertag: CreatineKasey

              M - I - N - N - E - S - O - T - A

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              • Hova57
                MVP
                • Mar 2008
                • 3754

                #52
                Re: Madden NFL 11 Hands-On Impressions (OS)

                Originally posted by Valdarez
                100% disagree with Ian on this, and disappointed that Ian actually believes this to be true. Play APF2K8 and you'll see that they do an excellent job differentiating kickers without the need for a kick meter.
                i think we have to wait to see it in motion,before we determine whether its good or bad

                Comment

                • Boregard
                  Banned
                  • Jun 2008
                  • 614

                  #53
                  Re: Madden NFL 11 Hands-On Impressions (OS)

                  Originally posted by Bumble14
                  This is where the locomotion engine comes into play. Players will ramp up to top speed based on acceleration ratings and if they get into the open field. Trust me, the game feels awesome when you get past the second layer of defense and your player hits full stride. Simulation guys are going to love this once they get their hands on it.
                  My problem with this, and it is a huge problem - is that the further into this gen we get the more control EA has taken away from the user see;

                  cut moves, directional stiff-arm, pressure sensitive responsiveness of buttons (catch/spin move), pre-snap defensive adjustments, custom packages, complete formation subs (you can't determine who is playing on special teams like KO coverage), and now it appears that when your player accelerates to full speed (not how quickly he get there which should be ratings based) but when he decides to turn it on will be determined for you - this so stupid I wanna type a bunch very nasty vulgarities in rapid succession!!!

                  Comment

                  • PantherBeast_OS
                    RKO!!
                    • Apr 2009
                    • 6636

                    #54
                    I feel that this is a good write. It is nice to know that the option for turning sprint back on is there. I love sprinting. But overall the write up was good.

                    Comment

                    • Hova57
                      MVP
                      • Mar 2008
                      • 3754

                      #55
                      Re: Madden NFL 11 Hands-On Impressions (OS)

                      as far as the substitutions go if its in ncaa i would assume its in madden too

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                      • TreFacTor
                        MVP
                        • Oct 2009
                        • 1138

                        #56
                        I'd like someone close to ian to ask what is being done about the rosters limitations in the game. Will there be a practice squad, pup list and spots freed for players on IR. Something has to be done, because they miss players every year, and without the ability to accurately create your teams complete roster, all we can do is complain.

                        Is anything going to be done with online play, stoping the glitchers and cheesers from not taking a deserved loss.

                        I'd really like to see an interview in which Ian is asked what problems from madden 10 had been addressed, a top ten if you will.
                        Proud Beta tester for NFL 2K Dreamcast
                        "Nothing in the world is more dangerous than sincere ignorance and conscientious stupidity."

                        Comment

                        • coogrfan
                          In Fritz We Trust
                          • Jul 2002
                          • 15646

                          #57
                          Re: Madden NFL 11 Hands-On Impressions (OS)

                          Originally posted by Valdarez
                          100% disagree with Ian on this, and disappointed that Ian actually believes this to be true. Play APF2K8 and you'll see that they do an excellent job differentiating kickers without the need for a kick meter.
                          Even if one believes that APF's kicking mechanics are superior (and I couldn't disagree more on that point), one cannot deny that a meter based system is more in line with the "Quicker, Simpler, Deeper" mantra of M11.

                          Comment

                          • joejccva71
                            Banned
                            • Mar 2008
                            • 1535

                            #58
                            Re: Madden NFL 11 Hands-On Impressions (OS)

                            Great read. I'm especially pleased about the removal of the sprint/turbo button because I'm a ratings and offline franchise player. I normally would just play CPU vs CPU games and watch the action unfold on the field with the ratings coming into play.

                            What good is it to draft that late round gem in the draft if you manipulate how fast he goes, how he makes his cuts, and his overall play? I say let the ratings and the AI come into effect 100%.

                            Good stuff Ian!

                            Comment

                            • Boregard
                              Banned
                              • Jun 2008
                              • 614

                              #59
                              Re: Madden NFL 11 Hands-On Impressions (OS)

                              Originally posted by Hova57
                              as far as the substitutions go if its in ncaa i would assume its in madden too

                              Are you saying that NCAA has been confirmed to have subs for each and every formation???

                              My problem with the sub system in Madden is that certain special team formations do not allow subs, because you can't get to them with the on the fly subs (which I like, just wish they would add a reset formation sub button).

                              KOs is the big one for me - I don't want certain players covering kicks, that is why I have depth at certain positions so that my starters are not risking injury or wasting their fatigue covering kicks!

                              Comment

                              • cinders
                                Rookie
                                • Mar 2008
                                • 51

                                #60
                                love the idea of hearing the offensive/defensive coordinators calling out plays. It's all about the little details.
                                Champions keep playing until they get it right. ~ Billie Jean King

                                Let's GO Riders!
                                Let's GO Raptors!
                                Let's GO Broncos!

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