Madden NFL 25 Trailer - Run Free
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Re: Madden NFL 25 Trailer - Run Free
He's talking about the zig zagging movement was unrealistic. As far as I can tell the running is still unrealistic, not fluid or smooth, and still robotic. The only difference is when the cut and juke animations kick in. But when players are running in the open field, it still looks like they are running on a tread mill carrying a loaf of bread.It took me a minute find it again but this is what I was looking for. Someone at EA claims that's exactly what they did but of course we will have to actually see/feel it to confirm it, lol.
...Also added to the running game (which Dickson said was the most requested feature by the “Madden” community) is the ability to make hard cuts. Anyone who played “Madden 13” scratches their heads at the way runners swerve around the field in an almost hummingbird-like pattern.
“It was just unrealistic player movement,” said Dickson. “We ripped that all out and replaced it with a hard cut system so when your player makes a cut, he actually steps, plants, and goes hard in the opposite direction. You can cut 45 degrees, 90 degrees, and even 180 degrees, and it’s a much-improved way to move your players around the field. And this isn’t just for running backs.” ...http://espn.go.com/blog/playbook/tec...riers-run-free
He is seems to be talking about general player movement there, for every player and this should be instantly recognizable in the first full game play video we see. Even Kenjon Barner mentions players planting and cutting when running routes in NCAA 14, so we shall see.Last edited by ghettogeeksta; 04-27-2013, 12:21 AM.Comment
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Re: Madden NFL 25 Trailer - Run Free
I asked one of the GCers if foot planting was noticed for all 22 players on the field.He's talking about the zig zagging movement was unrealistic. As far as I can tell the running is still unrealistic, not fluid or smooth, and still robotic. The only difference is when the cut and juke animations kick in. But when players are running in the open field, it still looks like they are running on a tread mill carrying a loaf of bread.
He said, based on what he played, foot planting was universal.
As Big noted, we'll need to see and feel for ourselves in the coming months.Comment
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Re: Madden NFL 25 Trailer - Run Free
That bold part is encouraging, but really - they need to go back to PS2 days in terms of straight running animations because currently all the players run like they are hunched over and sprinting for the port-a-potty after too many "street vendor" burritos in Tijuana...Comment
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Re: Madden NFL 25 Trailer - Run Free
Right, I often don't clarify locomotion/foot planting from fluid animation in terms of movement when posting, so my bad. That said I often state how it's funny that some think of me as some perfectionist when the awkward running animations don't even bother me that much. Not saying those that are bothered by them are perfectionist either, because I don't think they are, animations should be at least as fluid and realistic as last gen. What I mean is that, in the list of things that have kept me from enjoying next-gen Madden for any extended length of time the last 4 years or so, the general fluidity of the animations isn't high on it.He's talking about the zig zagging movement was unrealistic. As far as I can tell the running is still unrealistic, not fluid or smooth, and still robotic. The only difference is when the cut and juke animations kick in. But when players are running in the open field, it still looks like they are running on a tread mill carrying a loaf of bread.
If Madden had gotten to the point a few years ago that the only visual standout game play issue was the stiff movement and awkward running, I could have dealt with that until next-gen and still enjoyed the game. However that swerve/zig-zagging/hummingbird since M11 has been a enjoyment destroyer for me, that has gotten worse each year. I still have video game nightmares about this Trindon Holliday return on me and it's definitely not because of his running animation. It got so bad all I wanted to do was get in a Coach Mode league for M13 so I didn't have to deal with User control but I couldn't even do that, no true coach mode.Comment
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Re: Madden NFL 25 Trailer - Run Free
:30, :40, and :44 pretty much confirms foot-planting will be universal in Madden 25 as it seems to be in NCAA Football 14.
<iframe src="http://www.youtube.com/embed/OEx9X_I3nCM" allowfullscreen="" frameborder="0" height="315" width="560"></iframe>Comment
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Re: Madden NFL 25 Trailer - Run Free
I get the idea behind the "precision modifier" and the idea behind allowing higher rated players to perform better moves, but I think EA missed the boat again on the implementation.
Sometimes in life, to get where you want to go in the future, you have to recognize what you did successfully in the past.
The game is obviously capable of utilizing the user's input in terms of button presses - ie how quickly you let go of said button.
Evidently, because of EA's biggest blunder to date - moving the "sprint/turbo/acceleration burst" functionality to the R Trigger - they now have to code in the "slow down, gather feet, pre-move set up" within the regular moves and exaggerate it for "precision modifier" with a whole new button mapping.
It would have made more sense to go back to PS2 schematic of the controls, which by their very "layout", forced the user to let go or release the "sprint" in order to pull off "footwork" based moves. Yes I am aware that they are calling it acceleration, but until I see CPU players hit full speed, as though they were mashing a "sprint" button I won't believe there is any difference.
I find this confusing. It was mentioned that the stiff arm is now "button sensitive" - meaning if you tap it you will see a punch animation and when you hold it the player will then leave the arm extended and battle his way down the field trying to keep the tackler at bay. Well, is that tied at all to "precision modifier" or not? And if they can do that with stiff arm, why have an additional button press for the other moves?
Would it not be more intuitive and sensible to have all the moves tiered to the length of the button input that the user makes? We used to refer to button sensitivity, but "precision passing" works on 360's digital buttons. therefore the input the game recognizes is how long you hold the button and it has very little to do with pressure.
Example; Spin move - tap for quick open field spin, hold and release for spin off of contact. And within this system, in my opinion, you would have a great opportunity for "risk-reward" balance that respects individual attributes - holding the button too long would eventually cause a "stumble, fall, higher fumble risk" scenario.
Or how about WR/DB interaction, if "sprint" was back on A (360) or X (PS3), then in order to "user catch" (especially a "high point" jump ball situation) you would have to release the sprint to do the jump. That would naturally accomplish some semblance of "gathering" the feet to make the leap. Making the ratings a factor by having not only a on field physics effect (99 JMP player gets more vertical than a 88 JMP player) but also introduces the option to have differing "windows" on each player - in terms of the higher the rating the longer you can hold the button to get into the higher jump animations.
You can basically tune every "move" to be gauged off the type of user input and the players' ratings, meaning you try holding the hurdle too long and you might end up in a tilted position in the air where landing on your feet isn't happening, or you flat out "lose your feet" and slip and fall.
I am glad that EA is trying to make players "feel" different, but I really feel they choked on this one in terms, not of the idea, but how they are going to try to accomplish it.Comment
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Outside of player models I'm liking what NCAA has more then MaddenHELLO BROOKYLN.
All Black EverythingComment
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Re: Madden NFL 25 Trailer - Run Free
Not to be that guy, but how many times have we heard them say we totally ripped this or that out, yet Madden plays pretty much exactly the same as it has since forever.It took me a minute find it again but this is what I was looking for. Someone at EA claims that's exactly what they did but of course we will have to actually see/feel it to confirm it, lol.
...Also added to the running game (which Dickson said was the most requested feature by the “Madden” community) is the ability to make hard cuts. Anyone who played “Madden 13” scratches their heads at the way runners swerve around the field in an almost hummingbird-like pattern.
“It was just unrealistic player movement,” said Dickson. “We ripped that all out and replaced it with a hard cut system so when your player makes a cut, he actually steps, plants, and goes hard in the opposite direction. You can cut 45 degrees, 90 degrees, and even 180 degrees, and it’s a much-improved way to move your players around the field. And this isn’t just for running backs.” ...http://espn.go.com/blog/playbook/tec...riers-run-free
He is seems to be talking about general player movement there, for every player and this should be instantly recognizable in the first full game play video we see. Even Kenjon Barner mentions players planting and cutting when running routes in NCAA 14, so we shall see.
Aren't you guys tired of saying this year will be different yet? Seems like it would be exhausting to me."You mustn't be afraid to dream a little bigger, darling."Comment
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Re: Madden NFL 25 Trailer - Run Free
I also think its funny that they are aware player movement is unrealistic and yet they have done nothing about it for almost a decade.Not to be that guy, but how many times have we heard them say we totally ripped this or that out, yet Madden plays pretty much exactly the same as it has since forever.
Aren't you guys tired of saying this year will be different yet? Seems like it would be exhausting to me.
Madden is by far my favourite game, I buy it every year and will continue to do so. However, EA absolutely needs to re-think their marketing strategy, they consistently bad mouth previous iterations to promote new ones which I believe makes them look incompetent and happy to release a sub-par product.Comment
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Re: Madden NFL 25 Trailer - Run Free
I am hopeful the running will be much better this year. Not confident though.
I keep telling myself that next-gen will bet the big step up. I want to believe that, but I feel like I might be setting myself up for disappointment.
I will remain hopeful though. EA has me by the you know what I guess. I fall for it every year.
Unpopular opinion coming
SpoilerI don't think the last couple Madden games were all that bad
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Re: Madden NFL 25 Trailer - Run Free
I would agree with your spoiler.I am hopeful the running will be much better this year. Not confident though.
I keep telling myself that next-gen will bet the big step up. I want to believe that, but I feel like I might be setting myself up for disappointment.
I will remain hopeful though. EA has me by the you know what I guess. I fall for it every year.
Unpopular opinion coming
SpoilerI don't think the last couple Madden games were all that bad
I don't think that 13 was too bad either, but they have been at this an awfully long time (this year's is called Madden 25 isn't it?) to produce a game, finally, that meets the the criteria of not terrible."You mustn't be afraid to dream a little bigger, darling."Comment
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Re: Madden NFL 25 Trailer - Run Free
I'm dying for this. I've been asking for a 2K BB type system for a while.
If foot planting is done correctly, left-stick movement should give all types of cuts, jab steps, etc. I'd like to see spins done with the stick as well. The modifier should be for the fancy stuff.
It sounds like madden is doing this somewhat. I'll have to see.
Most "moves" are simply plants, jab steps, etc. What's a juke, really, if not a step in one direction then going in another direction?That's how I think it is in NCAA 14/M25, at least to a certain extent from the info. Now if you guys are talking about being able to User control AP and have him do AP like evasive maneuvers with just the left stick, I disagree there. From what I understand about the foot planting/cuts/deceleration, it's mapped to the left and all player movement universally but evasive moves are mapped to buttons/right stick, which can be modified with the LT.
So a User could take Reggie Bush, utilize his speed and quickness to some degree with just the left stick, being more effective than using a slower, less agile player. However, using the evasive moves and/or the modifier a User could use him to his full potential.
With the left stick controlling the feet/legs of a player, we should be able to pull off most moves with the stick. I think the buttons should be for stiff arms, hurdling, upper body evasive stuff & the fanciest of moves.
This is why I'm worried about how Madden implements this. Some RBs are always evasive. How are they going to handle a RB like McCoy, who makes a living being evasive? The way it sounds, so far, the modifier is required to get some backs to look like themselves. Are shiftier backs going to be overly fatigued? Does it take more energy to juke someone as it does to truck a defender or break a tackle?Besides, if the evasive moves on the buttons and right stick were tied into the left automatically, the User wouldn't be able to manage their fatigue/stamina. Left stick movements wear players down but evasive moves even more so, from what I understand. Maybe I am misunderstanding what you guys a re referring to with regard to left stick moves though.
Did they say the right trigger is the defender breakdown? I was wondering if we had control over it.
I'd like to see ONE example of a defender breaking down and MAKING the tackle. I'd feel better. As it is, I'm only seeing defenders break down too late and miss tackles.Shout out to The Watcher! Where you at bruh?Comment

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