Re: Madden NFL 11 Demo Available Now, Please Post Impressions Here
One thing about the new blocking. I am not sure that it is all that improved. I mean this in all seriousness. The running game is definitely improved, don't get me wrong, but I'm not sure, and when I say sure, I mean a hundred, hundred percent sure, that it's due to the blocking.
The reason I say that is because the more games that I have played, the more I am paying attention to finer details in the game. I've really been focusing on the blocking in the last couple of games that I've played and I've seen many things that are reminiscent of the blocking of old.
OK, first off, the new Play Art has the blocking assignments on there right? Which is cool. The thing is that after really scrutinizing the blocking in real time as well as in replays, I've notice that the blockers often do not block who they were supposed to block according to the play art. This is most evident with regards to the FB. Watch the Play Art on the FB. Many times when it has him assigned to run through the hole the play is designed to go through, and block a second line defender, I've seen him get halfway in the hole and then turn back towards the LOS instead of leading the play. This usually results in leaving me out to dry. The FB is the biggest offender of this, but I've seen every lineman do this as well. Sometimes crisscrossing to block someone that according the Play Art, was someone else's responsibility.
Secondly, there are some issues with who the line is designated to block, pre-snap, in general. I've seen many instances where the Play Art will have the Tackle and TE or Tackle and Guard assigned to double team an end, when there is a LB that is at the LOS, and is most likely coming. Now, you could say that the game doesn't know that he is definitely coming, but shouldn't he be accounted for at least until you see that he isn't? I'd rather the Tackle or TE be assigned to the LB and leave the DE singled up, then to just allow the LB unfettered access into the backfield. Now I know that blocking schemes will sometimes leave back side unaccounted for, but these are plays that are designed to go in the direction that the backer is lined up. Would be more realistic to have the blocker make a move towards the LB, see he isn't coming, and then try to scramble back to double team the end, even if he is too late. This would allow for us to show fake blitz and actually have it cause problems with the line assignments. I don't understand doubling someone and leaving another player standing right next to them free though, when it occurs play side. Especially when it's an end who isn't known for his run stopping ability (Freeney) and it's a run that's called.
The last thing is that there are still issues with the AI getting confused with who to block out in space. I've had success with running screens, but mostly because of me making moves. I've seen several occasions where I will have 3 blockers in front of me and only one defender, thanks to the propensity of the CPU to sell out blitz, and had all three blockers leave me on an island to turn to the LOS and the back upfield and then to the LOS, and have none of them block the lone corner who could stop me from scoring. "Jazz Hands" are still very much alive and well.
In short, maybe the blocking is improved, but I'm not 100% sure that the effectiveness of the running game is totally due to that. Part of me wonders if the fact that loco has defenders over running plays and being out of position more often, isn't at least as big a reason for the running game's effectiveness as the new blocking. Because from what I've seen so far, the new blocking still has a lot in common with the old blocking. This is something I'll keep looking at , because I am not sure one way or the other.
Last edited by Only1LT; 07-30-2010 at 11:45 AM.
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