Re: Madden NFL 11 Hands-On Impressions (OS)
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.
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!!!
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!!!

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