Madden NFL 12 Gameplay Preview

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  • BezO
    MVP
    • Jul 2004
    • 4414

    #76
    Re: Madden NFL 12 Gameplay Preview

    Originally posted by SteelerSpartan
    .....Your DBs Back/Press with the Left Analog Stick???
    I meant to ask about this. Chase, can you explain how pressing CBs individually works? Is it quick & seemless? Will I be able to press one CB, back the other off & bring the SS in the box without fear of being quick snapped?

    And actually, is there a separate control for bringing the SS in the box?
    Shout out to The Watcher! Where you at bruh?

    Comment

    • adriano
      MVP
      • Aug 2003
      • 2808

      #77
      Re: Madden NFL 12 Gameplay Preview

      Chase,

      The thing I hate with Madden, is when I aim my passes, sometimes
      they are no where near where I was aiming, and my receiver adjusts
      and catches it. Did you notice any of that?

      Comment

      • Jarodd21
        Hall Of Fame
        • Dec 2010
        • 10556

        #78
        Re: Madden NFL 12 Gameplay Preview

        Question Chase...

        Are DBs able to grab sideline or back of the endzone INTs and do the have an animation for toe tapping catches for the secondary by the sideline? If you notice on the last few Maddens DBs never pick off interceptions around 3 yards from the sideline or the back of the endzone. I was wondering if that animation got throwed in for the the secondary.
        https://forums.operationsports.com/f...n-sliders.html

        PSN: Jarodd21

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        • GiantBlue76
          Banned
          • Jun 2007
          • 3287

          #79
          Yeah, this just made it sound like this game is still not going to be very good. I just wonder what they work on. It sounds like all of the major problems are still there minus a few tune ups.

          Comment

          • RogueHominid
            Hall Of Fame
            • Aug 2006
            • 10903

            #80
            Re: Madden NFL 12 Gameplay Preview

            Originally posted by tazdevil20
            Yeah, this just made it sound like this game is still not going to be very good. I just wonder what they work on. It sounds like all of the major problems are still there minus a few tune ups.
            No offense to those involved, but I came away from the review with a similar feeling that there wasn't that much to be really excited about. It's nice that some run plays showed potential improvements to run blocking, but the lack of clarity on why the 34 LBs seemed more active, exactly how the OL/DL interacted on pass plays, and what exactly made the CPU defenders better at zone leaves something to be desired.

            It's not like they have limitless time and resources, but from a PR perspective, it probably would have been better to preview very specific parts of the the game like the run game, the pocket, coverage, etc, and let Chase look at focused issues over a little longer time. That way there'd be some real specific info about exactly what is the same and what is different gemeplay wise.

            Right now, the small sample size and gestalt approach seems to have produced a neutral effect. I'd love a preview of the new defensive schemes that tells how you can use new controls to combat favored sets and routes, how shading works, all that stuff. That would be more useful I think.

            On the one issue that seemed to stand out as positive, did you sense, Chase, that there was a particular reason attribute wise that your players could hold their blocks longer, or did it seem like a global improvement?

            I played with TEN a lot, and their RG is an 82 OVR but gets tossed at the LOS every dang play lol and it was so frustrating. This happens a lot I notice with average lineman, almost like there's no middle ground between not blocking a guy and blocking a guy. You either get great drive and a pancake or a quick whip and toss animation. With what you say, it sounds like there was more gray area where guys made longer blocks generally. Is that accurate?

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