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Old 08-14-2011, 05:56 AM   #1127
KBLover
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Re: Madden NFL 12 Demo Available Now, Post Impressions Here (360, PS3)

Played a few demo games. Impressions so far (no settings changed other than speed threshold at 35 and speed to very slow, played as GB each time):

Scores have been pretty low. I like that. Lost first one 10-7 would have maybe gone into OT but I missed a FG in the 3rd quarter in absolutely comical fashion. I don't think it's even physically possible for the ball to travel like it did! Won second 10-7, just won one 13-10 on a last second 48yd FG. Granted, that's on 5 min quarters, and in the real game, I'll be trying to get 15 min quarters to work as I always do.

The in-game "manual"...sucks. I STILL don't know how to run a hurry-up and stumbled on the clock ball play by accident.

Passing seems...weird. Maybe I'm out of practice or something, but it seems like every ball goes up like a bomb, and then the bombs just seem to always come up short, and this with two strong-armed QBs. The WR is just stopped and waiting for the ball. Maybe my timing is off. I also use a light tap and push the stick up.

Running game still seems meh for my tastes. I'll have to up run blocking next time and see if that does anything to help.

Defense seems better/more aggressive. I don't see as much standing around and stuff.

Pass blocking seemed okay. Sometimes there's some serious pressure/sacks, but sometimes the pocket held up a long time.

Saw the AI overthrow WR - nice to see some "plain" incompletions instead of always "dropped INTs".

I hate the punt returning. In past versions, upping run blocking actually helped with this - so maybe it will here too.

Actually saw a blocked FG. Wasn't even close either - the end rusher nearly took it off the kicker's foot.

Receivers seem to do the top tapping at strange times sometimes. I don't know if that's AWR related or some other rating. Finley had a really bad case of alligator arms on one throw where he toe tapped...about 3 yards from the sideline.

Too early to tell if the good players truly stand out without being overpowered.

The Dynamic Player Performance seems interesting. I'm liking it so far. Changes up the game, tries to simulate mental changes (some good, some bad) by the players based on what's happened to them so far.

Did I mention I hate the running game once again? The "jump of the block" thing is still around. Might be a slider-solvable problem, or maybe the Bears have a high rated run defense, and the Packers certainly aren't known for their running game. Rodgers was their running game last year, basically.

QB scrambling against zone doesn't seem to work (it shouldn't, everyone is looking at the QB). Against man, it's a possible threat (as it should be to an extent, especially with a mobile QB).

Saw a few penalties. Again, not sure what the ratings are or if they are just super low out of the box again. AI Cutler did a delay of game once. That was interesting.

Is the suction gone this year? I can't say I saw/felt much.

Didn't see any LBs making super INTs. DBs might still be somewhat psychic - or maybe I was throwing at bad WR, like some guy named Cobb once, he just let the DB undercut him. I never threw it to him again.

FINALLY FIGURED OUT THE KICKING METER. Why wasn't this in the "manual"? I figured out I have to hit X more based on where I stop the power swing. Seems like once in the lower bracket, twice in the medium and thrice at the top power bracket (though I just spam it once it gets close to the accuracy window). I love the new kicking camera...for FGs and Punts. Wish the kickoff one used the same camera.
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