No combo pass blocking = leaning on not purchasing. Need to see how the slide protection works. If it is still mehh, then I'm probably going to pass on this game, which would suck because this is it for Ray Lewis. I need at least half and qtr slide pass blocking that actually is implemented well.
Madden NFL 13 Gameplay Impressions
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Re: Madden 13 Gameplay Impressions
No combo pass blocking = leaning on not purchasing. Need to see how the slide protection works. If it is still mehh, then I'm probably going to pass on this game, which would suck because this is it for Ray Lewis. I need at least half and qtr slide pass blocking that actually is implemented well. -
Re: Madden 13 Gameplay Impressions
i loved what i say from the DB's in this madden vid, but i am brought back to reality by the fact THE GAME WAS ON PRO AND IN PRACTICE MODE...
ea has the opportunity to really make franchise play matter if they tie read and react, the icons fading and popping up to a specific rating like awareness or some kind of player vision.
it immediately makes the draft and FA relevant again.
i just dont think they have that type of vision.NOW PLAYING: NBA Live, madden 11,12, battlefield v, F1 2020 and injustice 2 and COD:MW
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Re: Madden 13 Gameplay Impressions
With no improvement to the line interaction and no changes to the ridiculous left stick cutting/zig zagging, none of this really is all that impressive. I mean, it SOUNDS good, but it always sounds good. Sorry to be a negative nancy, but this just doesn't get me excited about purchasing the game. As soon as I read the whole bit on "user catching is more user friendly", I got a little ill. I'm all for user control, but now we are going to make it easier??? It is already too easy for guys to make stupid catches in triple coverage, now we are going to make it easier? It doesn't need to be easier, it needs to be more realistic. A fight for the ball like in real life resulting in incompletions instead of one handed leaping picks, over the shoulder interceptions or leaping catches in quadruple coverage. Like I said a few months ago, business as usual at Tiburon. Great they are adding these things, but why no fixes to the player movement and the line interaction? Put some developers full time on that. The gameplay team was "doubled", right?No combo pass blocking = leaning on not purchasing. Need to see how the slide protection works. If it is still mehh, then I'm probably going to pass on this game, which would suck because this is it for Ray Lewis. I need at least half and qtr slide pass blocking that actually is implemented well.
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Re: Madden 13 Gameplay Impressions
Yeah for me at this point it is about OL/DL interactions, planting and weight to the the player movements, and realistic tackling and a truly functional penalty system with a wide variety of IRL calls.
And that is just the gameplay side.
Presentation? Ok I see they are going to overhaul play by play and color. That is a good thing. A really good thing.
I am going to wait a while for both football titles. No question these are not release day purchases.
I hope I see and hear how amazing these titles are from trusted OS members and staff. Then I can dip my foot in the pool, demo the games and judge for myself.
The hype machine has started....but at this point it's all about show me don't tell me to earn my video game dollars.Last edited by Armor and Sword; 04-25-2012, 07:55 PM.Now Playing on PS5:
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Re: Madden 13 Gameplay Impressions
To be fair, they did mention at the end of the podcast that the will/have been tweaking OL/DL. It is just for me that is not enough. I will wait to see what the slide protection looks like. If that is still messed up and no. DL stunts are revealed in June I am probably not gonna get the game this year.With no improvement to the line interaction and no changes to the ridiculous left stick cutting/zig zagging, none of this really is all that impressive. I mean, it SOUNDS good, but it always sounds good. Sorry to be a negative nancy, but this just doesn't get me excited about purchasing the game. As soon as I read the whole bit on "user catching is more user friendly", I got a little ill. I'm all for user control, but now we are going to make it easier??? It is already too easy for guys to make stupid catches in triple coverage, now we are going to make it easier? It doesn't need to be easier, it needs to be more realistic. A fight for the ball like in real life resulting in incompletions instead of one handed leaping picks, over the shoulder interceptions or leaping catches in quadruple coverage. Like I said a few months ago, business as usual at Tiburon. Great they are adding these things, but why no fixes to the player movement and the line interaction? Put some developers full time on that. The gameplay team was "doubled", right?
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Re: Madden 13 Gameplay Impressions
Animations/control still seems to need A LOT of work, but looks like a lot of other key issues are being resolved...
For me, the control (which stems from the animations) are a must for me to really get excited & most likely truly enjoy the game. But the last time they made this many significant game-play changes (M10) I actually bought & kept a next gen Madden game the entire year. So, after viewing todays installments, I'm not overly-excited but it did sway me original choice to not buy the game to a possible buy now. Good work on everything else other than the control/animations looking a bit bad still thus far.Comment
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Re: Madden 13 Gameplay Impressions
The animations are definitely improving, but there still is too much sliding,snapping into place, and not enough transitional animation, but this is the best the game has looked this whole gen, as it should be.http://twitter.com/sageinfinite
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Has the Man To Man switch logic been corrected yet? Defenders would switch after the ball was snapped leaving the opposition open....Has the player agility been tuned yet to lessen zig-zag running capabilities? Has the draw play (D-Line would flare out like in the edge rush audible...just so the draw could work) been fixed yet? Have defenders (mainly safeties) been given the logic of...if there's only one route on your deep half to cover it instead of playing CF? Happens mainly in Cover 1...Have Delay Routes been adjusted so that the HB will stay in longer to block or at the very least chip a DE or DT before releasing on his route? Have the Offensive Linemen been corrected in their blocking assignments on blitzes??? Madden 12 they would allow the DE or DT in front of them free release but block the blitzing LB or S...Do defenders break down on routes with the receivers now too? This IMO is the biggest reason for "Physic Defenders" because if my receiver has to break down at any point in his route but the defender never has to break stride then I'm at a disadvantage every time I drop back to pass...All I can think of......For NowWhat's Understood Ain't Gotta Be Explained...But You Don't Understand Me So Let Me Explain...o_0Comment
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Re: Madden 13 Gameplay Impressions
Color me very pessimistic. Same old story we did this and did that and now we have a new passing mechanic that really is an old passing mechanic. Everything sounds great, but typically EA's execution of these new ideas has been less than stellar.Comment
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Re: Madden 13 Gameplay Impressions
To everyone saying that the "new" mechanic is old. You're wrong, leading receivers was in prior Maddens but the pass trajectory and ball speeds are what is new, thus making it a new mechanic. You can't single out one feature and label the entire thing as old if it's something that is a combination of many features like passing....Comment

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