Madden NFL 11 Hands-On Impressions (OS)

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • ch46647
    MVP
    • Aug 2006
    • 3515

    #76
    Re: Madden NFL 11 Hands-On Impressions (OS)

    Originally posted by Boregard
    I have a question for anyone who may be able to comment;

    Did anyone who has seen the game, or got to get their hands on it, notice if the WRs/DBs actually fight for the ball?

    Does the way you hit the button effect which type of animation you get?

    Tap = in stride animation
    Press =quick jump attempt
    Hold = try to get ball at highest point

    That is one thing I absolutely hate about this gen - the way I press the buttons, outside of lob or bullet pass and QB slides, does nothing in the game!!!
    We are all still waiting for info on passing (ball trajectory, route based passing etc) and WR/DB interacting. Hopefully these things were atleast improved. I have a feeling they were not a major focus though..

    Comment

    • Jistic
      Hall Of Fame
      • Mar 2003
      • 16405

      #77
      This sounds like you were underwhelmed.
      PSN: JISTIC_OS
      XBOX LIVE: JISTIC

      Comment

      • Hova57
        MVP
        • Mar 2008
        • 3754

        #78
        Re: Madden NFL 11 Hands-On Impressions (OS)

        Originally posted by Boregard
        I have a question for anyone who may be able to comment;

        Did anyone who has seen the game, or got to get their hands on it, notice if the WRs/DBs actually fight for the ball?

        Does the way you hit the button effect which type of animation you get?

        Tap = in stride animation
        Press =quick jump attempt
        Hold = try to get ball at highest point

        That is one thing I absolutely hate about this gen - the way I press the buttons, outside of lob or bullet pass and QB slides, does nothing in the game!!!
        that i would like. i think that was in 09 with the possession catch and spec catch text would pop up.

        Comment

        • Jkgrindz
          Banned
          • Apr 2010
          • 78

          #79
          Re: Madden NFL 11 Hands-On Impressions (OS)

          Originally posted by rgiles36
          Did you play M10 last year my friend? Or at least offline? Fatigue worked fine and was customizeable (sp). Plus, it was progressive in that heavily used players would not recoup their full energy later in the game.
          Yea but what I mean is will fatigue affect the players performance? Yea in Madden 10 it shows players being fatigued & subbed but it didn't drastically affect their performance if you left a tired player in the game. The only position that I noticed being affected by fatigue is Running Back (they would run slower, get injured, or fumble). My concern is will the defensive lines performance be affected if I'm sustaining long drives by running the ball? They shouldn't be able to get off blocks or get a push on the O line if they're warn down. That's something that I didn't notice in Madden 10.

          Comment

          • JerseySuave4
            Banned
            • Mar 2006
            • 5152

            #80
            Re: Madden NFL 11 Hands-On Impressions (OS)

            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!!!
            i agree, maybe its because i dont play online so i dont notice a need for change. I dont just hold down sprint all the time but once you get into the open field or if you see a hole you want to burst through you use the sprint button because in real life you can kick it into another gear when you need to. I trust myself determining when those right times to kick it to that other gear are instead of trusting it based on a rating.

            Comment

            • davjaffe
              Rookie
              • Sep 2008
              • 104

              #81
              Re: Madden NFL 11 Hands-On Impressions (OS)

              Originally posted by Jkgrindz
              My biggest concern with the new locomotion is that most RB's will be run the same & have the same animations (I don't want to see Brandon Jacobs doing the same spin move that Reggie Bush does). We really need signature running styles & most of all PLAYER TENDENCIES.

              Overall the preview sounds good. I'm interested to see what other presentation improvements they've made.
              I've really been hoping for this for a while, and, alas, it looks like we won't be getting it this go-round. Hopefully, with the groundwork for improved locomotion being laid this year, we can see some kind of customized running styles in next year's game.

              Comment

              • davjaffe
                Rookie
                • Sep 2008
                • 104

                #82
                Re: Madden NFL 11 Hands-On Impressions (OS)

                Originally posted by Jistic
                This sounds like you were underwhelmed.
                I got that impression, too, which is concerning because of the amount of gushing going on over NCAA 11.

                Comment

                • lgxjames
                  Pro
                  • Mar 2009
                  • 894

                  #83
                  Re: Madden NFL 11 Hands-On Impressions (OS)

                  I really hope they get into "play knowledge" with this, or stand alone...Play knowledge can effect so many parts of franchise it would be insane...together with the game plan feature (SMH)

                  Comment

                  • therizing02
                    MVP
                    • Apr 2003
                    • 4176

                    #84
                    Re: Madden NFL 11 Hands-On Impressions (OS)

                    Originally posted by Bumble14
                    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.
                    Well this was my point. When you use Ask Madden, there is no scrolling through playbooks. Play ends, push button to skip cut scene, Ask Madden shows the play, press button and you're at the LOS.

                    These games are taking me an hour to play with 15 minute quarters and a 20 second runoff. I still don't see how Gameflow will cut that time in half.

                    Comment

                    • Boregard
                      Banned
                      • Jun 2008
                      • 614

                      #85
                      Re: Madden NFL 11 Hands-On Impressions (OS)

                      I am just really longing for a return to user control, within the ratings, of what goes on as the game plays out.

                      M10 you could hit the triangle button any way you wanted, but it had no affect on the attempt that the receiver made.

                      Spin moves, dives, hurdles, stiff arms, and cut moves are all moves that should have various animations that you can trigger based on how you hit the button.

                      I always thought it would be cool if you were being tackled near the first down yardage or at the goaline - if you hold the dive button down the ball carrier should reach the ball out - of course with necessary fumble risk!

                      Spin move
                      tap = quick spin
                      press = more looping spin
                      hold and release as hit = ball carrier would stutter step and well timed
                      release at impact would give a "bounce off" spin out of tackle
                      animation

                      Dive
                      tap = quick "lay down/fall forward" animation
                      press = "superman style dive" think Marion Barber
                      Hold release= over the pile type dive, thus eliminating the need for
                      situational awareness of the game and letting you try to go
                      over the "pile" for a first down attempt
                      Hold during TAK animation = reach out ball for more yardage/ endzone etc

                      Hurdle
                      tap = quick low height like to avoid blocker/defender on ground
                      press = regular hurdle
                      hold release = really slows you down as player gathers to hurdle gives you
                      higher hurdle leap

                      Stiff arm
                      tap = quick short duration arm extension for defender at arm's length
                      press = standard stiff arm
                      hold and release gives you the big punching stiff arm you see AP or Barber
                      or some other guys do

                      note: put these back on the triggers and have "cover/protect ball"
                      be accomplished by holding both buttons in!!!


                      Cut moves
                      tap = very quick minor direction change, very fast/short animation
                      press = little bit bigger direction change with heavy foot plant animation
                      hold release = big foot plant with added shoulder/head fake
                      double move/ stutter steps rapidly tap buttons in succession

                      note: add these back onto the shoulder buttons (L1/R1)
                      I see no reason why these should not coexist with the
                      R-stick stuff they are adding to M11


                      Catch
                      tap = "in stride" attempt receiver does not break stride arms go for ball
                      or in perfect throw case just lets the ball come in.
                      Press = quick jump catch, low to moderate elevation
                      Hold and release = receiver gathering feet and launching high (within his
                      ratings) to go after ball at highest point.

                      note: when you hold the button DBs should "know" that and either
                      go up with you to fight for ball or line you up for a big hit


                      note: Pick attempts work same way and with hold/release you
                      risk falling/slipping/tripping for both catch or intercept if
                      you hold too long


                      Dline moves

                      First off where did the "bull rush" go bring that back immediately
                      FIN moves (L1/R1)
                      tap = spin move - risk getting blown up
                      press = swim move
                      hold/release = shoulder/head fake set up type move
                      POW moves
                      tap = club move
                      press = rip move
                      hold/release = "throw OL"
                      Bull Rush repeatedly tap X to replicate driving feet

                      Swat (L1)
                      tap = quick swat, minimal loss of speed unlikely to take you out
                      of position if you whiff
                      press = quick jump more likely to knock ball away, but more likely to
                      get you out of position if you miss
                      hold/release = gathering of feet, high jump, very likely to hit ball, high
                      likely hood of being out of position if miss timed

                      note: safer/ higher success rate over interception attempt

                      Strip (L2/R2)
                      tap = quick swat at ball - low impact on tackle attempt success
                      press = big strip tackle - think strip sack or punch out ball from behind
                      risk missing tackle increases
                      hold = grab at ball try to rip it out - huge missed tackle risk

                      note: holding both buttons makes no strip attempt but rather
                      becomes a "wrap" up tackle

                      Final Note: All these things should be based off the ratings as far as success/failure but I want to finally feel like I am in control of the action again and that the input I put into the controller gives me a real sense of "I pulled that off because I timed it right and hit the button the right way"!!!
                      Obviously, the ratings should affect how successful and quick maybe that these animations are!!!

                      Comment

                      • kjcheezhead
                        MVP
                        • May 2009
                        • 3118

                        #86
                        Re: Madden NFL 11 Hands-On Impressions (OS)

                        Originally posted by rgiles36
                        Did you play M10 last year my friend? Or at least offline? Fatigue worked fine and was customizeable (sp). Plus, it was progressive in that heavily used players would not recoup their full energy later in the game.
                        This wasn't the case for me when I played Madden 10. Fatigue worked in that your player was taken out of the game when his level dropped. If you just subbed him back in, he would play with little to no change. There are plenty of youtube vids demonstrating this as well.

                        Here is one of something I had happen to me while playing:

                        Comment

                        • roadman
                          *ll St*r
                          • Aug 2003
                          • 26339

                          #87
                          Re: Madden NFL 11 Hands-On Impressions (OS)

                          Originally posted by kjcheezhead
                          This wasn't the case for me when I played Madden 10. Fatigue worked in that your player was taken out of the game when his level dropped. If you just subbed him back in, he would play with little to no change. There are plenty of youtube vids demonstrating this as well.

                          Here is one of something I had happen to me while playing:

                          http://www.youtube.com/watch?v=kGFd39vqLN0
                          Doesn't your RB get recharged for resting for a series or two? For example, when AD goes to the sideline, Taylor used to come in for a series or two.

                          I would think your batteries are recharged after resting on the sidelines.

                          Also, WR's only take on play off after they catch a long pass and they are back out on the field.

                          Just saying.

                          Comment

                          • reo
                            Pro
                            • Aug 2003
                            • 573

                            #88
                            Re: Madden NFL 11 Hands-On Impressions (OS)

                            Originally posted by Boregard
                            this so stupid I wanna type a bunch very nasty vulgarities in rapid succession!!!
                            That's gold Jerry. Gold!

                            Comment

                            • Boregard
                              Banned
                              • Jun 2008
                              • 614

                              #89
                              Re: Madden NFL 11 Hands-On Impressions (OS)

                              Originally posted by reo
                              That's gold Jerry. Gold!
                              You got it my man!

                              Comment

                              • RGiles36
                                MVP
                                • Jan 2008
                                • 3962

                                #90
                                Re: Madden NFL 11 Hands-On Impressions (OS)

                                Originally posted by kjcheezhead
                                This wasn't the case for me when I played Madden 10. Fatigue worked in that your player was taken out of the game when his level dropped. If you just subbed him back in, he would play with little to no change. There are plenty of youtube vids demonstrating this as well.

                                Here is one of something I had happen to me while playing:

                                http://www.youtube.com/watch?v=kGFd39vqLN0
                                Well, I guess that can added to your perceived list of M10 issues .

                                Nah, all jokes aside, I found that fatigue worked properly in M10. I'm not sure what settings you use or how you use your players, but I haven't the slightest idea how you can say fatigue (or progressive fatigue for that matter) doesn't work.
                                Twitter

                                Comment

                                Working...