Madden NFL 11 Hands-On Impressions (OS)

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  • streamline
    Rookie
    • Jul 2008
    • 249

    #91
    Re: Madden NFL 11 Hands-On Impressions (OS)

    Originally posted by Boregard
    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!!!
    WOW nice write up! I agree with every single thing you put on the list. This is truly putting the player in control of the player. Just by looking at it I would have to memorize most of these controls and actually spend some time practicing them, which isn't a bad thing necessarily, but for some could be a little overwhelming.

    Comment

    • kjcheezhead
      MVP
      • May 2009
      • 3118

      #92
      Re: Madden NFL 11 Hands-On Impressions (OS)

      Originally posted by roadman
      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.
      Yeah they do, but it didn't matter imo. If I was playing and Ryan Grant went red and he got subbed out, I put him right back in without letting him take a play off. It didn't affect his play at all.

      The vid I showed was one where Jacobs was injured the whole series as well. Watch the end of the play, the cut scene shows him jump up ready for another play, lol.

      Comment

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

        #93
        Re: Madden NFL 11 Hands-On Impressions (OS)

        Originally posted by kjcheezhead
        Yeah they do, but it didn't matter imo. If I was playing and Ryan Grant went red and he got subbed out, I put him right back in without letting him take a play off. It didn't affect his play at all.

        The vid I showed was one where Jacobs was injured the whole series as well. Watch the end of the play, the cut scene shows him jump up ready for another play, lol.
        Oh, I never did that.

        I'd play it just like the NFL.

        I'd take Grant out and put in Jackson for a few series.

        Comment

        • BlackRome
          Rookie
          • Apr 2003
          • 198

          #94
          Originally posted by beastwork
          so it sounds like i can setup my play book with "favorites" I really like this. I won't have to needlessly sift through hundreds of plays when I'm really only familiar with 15 of the plays in a playbook
          Being able to customize your playbook was in Madden on the original Xbox.
          If I'm not mistaken it was also included in the N64 version years ago when they didn't have the NFL license that year. That was one of the best Madden's I ever played.

          Comment

          • Boregard
            Banned
            • Jun 2008
            • 614

            #95
            Re: Madden NFL 11 Hands-On Impressions (OS)

            Originally posted by streamline
            WOW nice write up! I agree with every single thing you put on the list. This is truly putting the player in control of the player. Just by looking at it I would have to memorize most of these controls and actually spend some time practicing them, which isn't a bad thing necessarily, but for some could be a little overwhelming.
            Well, memorizing moves that consistently play out in accordance to your input is far easier/less frustrating than hitting buttons/moving sticks and never getting consistent results - which is M10 in a nut shell!!!

            And actually, there are not that many moves - just the way you hit the button would vary the possible animations you trigger-
            - it would be last gen controls (very intuitive, natural) on steroids in terms of flexibility/user control/feel of game!!!

            Comment

            • kjcheezhead
              MVP
              • May 2009
              • 3118

              #96
              Re: Madden NFL 11 Hands-On Impressions (OS)

              Originally posted by roadman
              Oh, I never did that.

              I'd play it just like the NFL.

              I'd take Grant out and put in Jackson for a few series.
              I had a few of my online friends show me that trick. Kinda forced me to do the same when I played. If I played cpu I let them stay out. I think fatigue needs to actually affect them so you get punished by putting them back in the first place tho. IMO that wasn't the case in Madden 10.

              Comment

              • Valdarez
                All Star
                • Feb 2008
                • 5075

                #97
                Re: Madden NFL 11 Hands-On Impressions (OS)

                Originally posted by rgiles36
                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.
                He was holding his leg in the video. Looks like he was running hurt, out running other players, and breaking tackles to boot. All while holding his leg. Not a perceived issue, just another bug in the game.
                Follow Me On Twitter: http://twitter.com/Valdarez
                Read My Blog - Vision Is Everything

                Comment

                • Valdarez
                  All Star
                  • Feb 2008
                  • 5075

                  #98
                  Re: Madden NFL 11 Hands-On Impressions (OS)

                  Originally posted by coogrfan
                  It's quicker and simpler than kicking in previous next-gen Maddens because it's button-based, while at the same time it's deeper because it will allow subtle differences in kicker ability to be easily represented by changing the size of the meter's "sweet spots".

                  Imo this is a simple and elegant design solution, and one that is far superior to APF's unnecessarily difficult to master kicking mechanics.
                  It's going to be slower because it's button based, not quicker. Not sure about simpler. Last years was about as simple as it gets. Any more simpler and I'm gonna start handing the controller off to my pup to do the FGs so one is occasionally missed. Definitely not deeper, because it no longer maps the action on the field to an action on the controller.

                  APF2K8's was only difficult for users that didn't take the time to learn it. Once you learned it, it's fairly easy to get the kick off, and the difficult it more pressure related and based on the limitations of your kicker, as it should be when kicking a FG. Better feedback would have solved the problem for users who struggled to learn how to kick.
                  Follow Me On Twitter: http://twitter.com/Valdarez
                  Read My Blog - Vision Is Everything

                  Comment

                  • alliance4g63
                    Rookie
                    • Jun 2007
                    • 331

                    #99
                    Re: Madden NFL 11 Hands-On Impressions (OS)

                    Hell has frozen because I actually have some positive feedback. I like the gameflow idea on paper. I have not seen it in game so I can only speculate. In my mind I can see how this may bring me back high school football memories. I hope you can't view the play art once the play is called meaning you have to go by memory. That may cause a purchase right there.. Well let's not jump the gun.

                    I know Ea won't do it but I would love a "Gameflow" only room. So if the plays are by memory with no play art allowed, you would know your opponent is going by memory as well.
                    "NFL/EA/2ksports, caused the worst generation of football gaming ever."

                    6.1.10

                    Comment

                    • backbreaker
                      Banned
                      • Jul 2002
                      • 3991

                      #100
                      Re: Madden NFL 11 Hands-On Impressions (OS)

                      Will game flow be available in 2 player games?

                      Will I it be portable and have the ability to upload on a friends system so you can have your plays with you?

                      Comment

                      • canes21
                        Hall Of Fame
                        • Sep 2008
                        • 22951

                        #101
                        Re: Madden NFL 11 Hands-On Impressions (OS)

                        Originally posted by Boregard
                        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!!!
                        I personally love how this would work. I can already see it now. Holding the swat button and releasing it in time and making a beautiful swat, but Brandon Stokley comes in and catches the ball for a game winning touchdown.
                        “No one is more hated than he who speaks the truth.”


                        ― Plato

                        Comment

                        • Eastsidestory5
                          Rookie
                          • Jul 2005
                          • 105

                          #102
                          Re: Madden NFL 11 Hands-On Impressions (OS)

                          Originally posted by rudyjuly2
                          Are you sure? Sounded like they took it out of Madden completely.
                          ian_cummings
                          For anyone that despises change, the sprint button can be turned back on in M11.

                          Comment

                          • shadthedad
                            Rookie
                            • Mar 2010
                            • 46

                            #103
                            Is this game pad compatible with the Ipad....

                            Comment

                            • Boregard
                              Banned
                              • Jun 2008
                              • 614

                              #104
                              Re: Madden NFL 11 Hands-On Impressions (OS)

                              Originally posted by canes21
                              I personally love how this would work. I can already see it now. Holding the swat button and releasing it in time and making a beautiful swat, but Brandon Stokley comes in and catches the ball for a game winning touchdown.
                              You know I was actually thinking about that play when I got to writing the "swat part" - too funny that your mind went there!!!

                              Comment

                              • sportyguyfl31
                                MVP
                                • Nov 2005
                                • 4745

                                #105
                                Turbo is kinda becoming obsolete..i dont mind it being gone in the least. Let a player's speed, be his speed.

                                Comment

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