Home
Feature Article
Madden NFL 11: The How and Why's of Hit Sticking
The Madden series is one that originally helped to define the term "video game stats." So it should come as no surprise that Madden 11's short-lived shelf life is already being badgered by a near-unanimous questioning of "where's the defense?"

For football fans trying to reconcile themselves to another "offense-heavy" version of Madden, it feels like forever -- not six years ago -- when Ray Lewis first jumped off the cover of Madden NFL 2005, sprinted through the A gap and finally showed armchair quarterbacks what it was like to "Fear the D."



Line shifts, defensive hot routes and the brand-new "Hit Stick" were some of the key features that helped distance Madden NFL 2005 from the sideline-rollouts and 70-yard streak passes of Madden NFL 2004. After all, let's not forget that Madden 04 is most-remembered for the "god status" it ascribed to cover athlete Michael Vick and his unstoppable, scramble-based offense.

But while the marketing of Madden NFL 2005 heavily emphasized the game's new defensive features, it's the balanced gameplay for which Madden NFL 2005 has become fondly remembered -- a balance that, thus far, remains nonexistent in Madden NFL 2011.

While most of Madden NFL 2005's "Fear the D" features still live on by name in Madden NFL 11, the reality is that none of them is as easy to use or as effective as they were six years ago.

Line shifts and defensive hot routes, for example, remain caught in the cobwebs of a cumbersome new Strategy Pad. And the once-feared Hit Stick? Its WWE tackling animations no longer produce a powerful "suction effect" on the ball carrier, leading to less screen-shaking hits and more whiffed tackles with defenders often glancing off running backs like a pinball colliding with a rubber bumper.

Hit Stick Now Carries Appropriate Risk

As long as the term Hit Stick has existed in verb form, Madden gamers have been effortlessly hit sticking ball carriers in the open field without much chance of a mishit.

But with Madden NFL 11's new locomotion physics, faster default game speed and removal of the Hit Stick's glitchy suction power, there is now a legitimate risk when attempting to Hit Stick an agile, elusive back in the open field -- say a Ray Rice or a Reggie Bush heading up the field after catching the ball in the flat.

Instead of being the all-purpose tackle button it has been in the past, the Hit Stick now feels like a true gamble for defenders, just as the offense’s "highlight stick" increases the risk of fumbling whenever the ball carrier tries to shimmy his way out of would-be tackles.

With whiffed open-field Hit Sticks often leading to touchdowns, this year's Madden coaches are having to think of the Hit Stick more as a cleanup tackle than a direct tackle.


In a game full of big offensive plays, it's no wonder defender Jared Allen couldn't make this year's Madden cover.

Source: gamespot.com

The Hit Stick is now something defenders should attempt when the ball carrier has already been slowed or staggered by a teammate's initial tackle. In other words, the player needs to become an easy, stationary target not unlike the wild elk hunted by Jared Allen in the offseason.

Though Dangerous, Hit Sticking Still Worthwhile

After reading the long list of risks, Madden players might be wondering why is hit sticking worth attempting over the low-risk wrap-up tackle?

1. Stamina and Injuries

Each time a tackle occurs in Madden NFL 11, there is a random "dice roll" that determines whether or not a player will walk away from the collision with an injury.

Surprisingly, the tackle type (wrap-up vs. Hit Stick) does not seem to have much impact on the odds of an injury occurring. Instead, the majority of Madden NFL 11's injuries come from "routine" tackles where no major blow was delivered -- leaving many users scratching their heads as to what exactly caused the injury.

Rather than hit type, the three major causes of injury seem to be:
  • Low stamina
  • Defender's "hit power"
  • Each player's "injury" rating

In Madden's dice roll injury system, a normal wrap-up tackle by a defender with high hit power seems to have just as much chance of causing injury as a dead-on Hit Stick tackle.

So why bother going for a Hit Stick tackle at all?

The main reason is stamina. Successfully using the Hit Stick lowers the offensive player's stamina into the yellow, orange or red danger zones (visible in the huddle) where the likelihood of injury is drastically increased.

In addition to knowing a defender's hit power rating, smart Madden coaches should also have an idea of the stamina and injury ratings involved in every Hit Stick. Otherwise, a big-hit attempt could backfire and injure the defender if he is habitually short-winded or injury-prone.

2. Pass Breakups

Another aspect of pregame preparation is knowing the opposing receivers' catch in traffic ratings.

Since receivers on a given pass play will eventually end up somewhere around the pass target -- visible as the red circle -- speedy defenders are able to sprint over to the target spot and arrive with a Hit Stick at about the same time that the ball comes into contact with the receiver.

Generally, it's those receivers with a low catch in traffic rating who are most likely to drop passes when they are stuck with a Hit Stick during a catching animation. But if the receiver happens to have a catch in traffic rating in the 80s or 90s, defenders will want to play the ball instead of the man. In other words, they should go for a deflection or strip over taking an ill-fated "body shot."

3. Fumbles

Alongside the catch in traffic ratings, an opponent's carry rating should also be studied when building a weekly scouting report.

Backs with carry ratings in the 60s or 70s are especially prone to fumbles when shook with a Hit Stick, but coaches should also make a note of low carry ratings for quarterbacks, tight ends and receivers.

While most Madden running backs generally have respectable carry ratings in the 80s or above, it's the receivers and quarterbacks who tend to be the most fumble-prone, having carry ratings in the 40s or 50s.

A Hit Stick may not the best method of bringing down a quarterback who is able to fade back in the pocket, but if the QB happens to take off upfield for a short scramble, a well placed Hit Stick is almost certain to jar the ball loose.

Best Players to Hit Stick With

Madden is ultimately a game where ratings, not physics, determine the on-field results. So a Hit Stick is only as good as the hit power rating of the defender who is delivering the blow.

While it's possible to "shake the screen" with any player whose hit power rating is at least a 70, the elite hitters in Madden NFL 11 are the ones who generally cause most of the injuries and fumbles.

Because Madden only rates hit power up to 97, I have taken two points off the top of the 10-point scale and applied them to the bottom part of the curve. Here is my generated list of the game’s top hitters:

Hit Power
  • (ARZ) Joey Porter ROLB - 95
  • (ARZ) Gerald Hayes MLB - 91
  • (ARZ) Adrian Wilson SS - 94

  • (ATL) Curtis Lofton MLB - 90

  • (BAL) Ray Lewis MLB - 96
  • (BAL) Sergio Kindle LOLB - 92

  • (CAR) Jon Beason MLB - 94
  • (CAR) Thomas Davis LOLB - 96

  • (CHI) Brian Urlacher MLB - 89
  • (CHI) Julius Peppers RE - 88
  • (CHI) Major Wright FS - 95
  • (CHI) Chris Harris SS - 96

  • (CIN) Keith Rivers ROLB - 88
  • (CIN) Rey Maualuga LOLB - 97
  • (CIN) Roy Williams SS - 97

  • (DAL) DeMarcus Ware ROLB - 88

  • (DEN) Joe Mays MLB - 89
  • (DEN) D.J. Williams MLB - 95
  • (DEN) Brian Dawkins FS - 88

  • (DET) Ndamukong Suh DT - 95
  • (DET) Zack Follett ROLB - 89

  • (GB) Desmond Bishop MLB - 91
  • (GB) Atari Bigby SS - 91

  • (HOU) Darryl Sharpton ROLB - 93
  • (HOU) Bernard Pollard SS - 92
  • (HOU) Brian Cushing LOLB - 88

  • (IND) Clint Session ROLB - 92
  • (IND) Bob Sanders SS - 95

  • (JAX) Daryl Smith LOLB - 93
  • (JAX) Anthony Smith FS - 88

  • (KC) Eric Berry FS - 90

  • (MIA) Karlos Dansby MLB - 88
  • (MIA) Channing Crowder MLB - 92
  • (MIA) Reshad Jones FS - 90
  • (MIA) Yeremiah Bell SS - 88

  • (MIN) E.J. Henderson MLB - 92
  • (MIN) Jasper Brinkley MLB - 88
  • (MIN) Jamarca Sanford SS - 89

  • (NE) Patrick Chung SS - 92

  • (NYG) Keith Bulluck MLB - 88
  • (NYG) Jonathan Goff MLB - 92
  • (NYG) Chad Jones SS - 91

  • (NYJ) Kenwin Cummings MLB - 88
  • (NYJ) David Harris MLB - 91
  • (NYJ) Bart Scott MLB - 93

  • (OAK) Michael Mitchell SS - 91

  • (PHI) Ernie Sims ROLB - 91
  • (PHI) Akeem Jordan ROLB - 89
  • (PHI) Joe Mays MLB - 89
  • (PHI) Brandon Graham LE - 88

  • (PIT) James Harrison ROLB - 94
  • (PIT) LaMarr Woodley LOLB - 90
  • (PIT) James Farrior MLB - 90
  • (PIT) Thaddeus Gibson LOLB - 90
  • (PIT) Troy Polamalu SS - 88
  • (PIT) Ryan Clark FS - 93

  • (SD) Shaun Phillips LOLB - 88
  • (SD) Shawne Merriman ROLB - 97
  • (SD) Brandon Siler MLB - 89
  • (SD) Kevin Ellison SS - 91

  • (SF) Patrick Willis MLB - 96
  • (SF) Ahmad Brooks ROLB - 89
  • (SF) Taylor Mays SS - 91
  • (SF) Curtis Taylor FS - 88
  • (SF) Michael Lewis SS - 89

  • (SEA) Leroy Hill ROLB - 90
  • (SEA) David Hawthorne MLB - 89
  • (SEA) Kevin Ellison SS - 91

  • (WAS) Brian Orakpo LOLB - 89
  • (WAS) Perry Riley MLB - 90
  • (WAS) LaRon Landry SS - 97

  • (Free Agent) Todd Johnson SS - 93
  • (Free Agent) Nick Ferguson SS - 88

Utilizing Backup "Hit Men"

While many of these players are star defenders with a wide range of talents, some are merely backups or special teams players.

But Madden coaches should not overlook the importance of having an arsenal of heavy hitters at the backup linebacker and safety spots.

Because second-unit linebackers and backup safeties make up a large portion of the special teams units in Madden NFL 11, it is important to have big hitters on your special teams units who can cause turnovers and provide that one crucial extra position.

Defensive Linemen Disrespected

Going over the list of Madden NFL 11's hardest hitters, it is surprising to see how few defensive linemen received high hit power ratings.

While hit power is evenly spread across the linebacker and safety positions, only nine defensive linemen in Madden NFL 11 ranked in the 80s with their hit power — rookie Ndamukong Suh (95 hit power) is the only defensive lineman with a hit power rating of 90 or higher.

Madden ratings, especially measurable ones like speed and strength, often seem as if they are a science completely unto themselves that ignores any real-life data provided by NFL scouting services. No where is that more obvious than when examining the lack of hit power given to the game's defensive linemen.

Take the aforementioned Ndamukong Suh for example:

Suh recently appeared on the television program Sports Science, and while tackling a practice dummy he registered an astonishing 3,200 pounds of force.



But in Madden NFL 11, Suh’s 95 hit power ranks lower than that of Ravens Linebacker, Ray Lewis (96 hit power).

Lewis, who also has appeared on Sports Science, registered only 1,000 lbs of force during a similar tackling demonstration -- a good 2,000 pounds less than the force generated by Suh.

Suh is not the only defensive lineman to have appeared on Sports Science either. Jets nose tackle Kris Jenkins participated in his own tackling demonstration in which Jenkins inflicted 1,600 pounds of force onto Sports Science host, John Brenkus. This is about half the force produced by Suh but still 60 percent more force than was measured for Ray Lewis.

Yet in the "unscientific" world of Madden ratings, Kris Jenkins' hit power barely registers, weighing in at a pathetic 66 rating. Forget about Jenkins not being able to measure up to linebackers like Ray Lewis, Jenkins' hit power cannot even measure up to a cornerback. In fact, 28 corners in Madden NFL 11 have a higher hit power rating than Kris Jenkins.


The man who, according to Madden NFL 11, "hits like a cornerback."
Source: blogspot.com

Going through the ratings position by position, it's impossible not to notice that hit power is evenly spread amongst linebackers and safeties, yet pathetically thin when it comes to the game's largest players: defensive linemen.

Middle Linebacker
  • 80-89 hit power: 41 players
  • 90-plus hit power: 13 players

Outside Linebacker
  • 80-89 hit power: 43 players
  • 90-plus hit power: 14 players

Free Safety
  • 80-89 hit power: 25 players
  • 90-plus hit power: 4 players

Strong Safety
  • 80-89 hit power: 27 players
  • 90-plus hit power: 12 players

Defensive Tackle
  • 80-89 hit power: 9 players
  • 90-plus hit power: 1 player

Defensive End
  • 80-89 hit power: 14 players
  • 90-plus hit power: 0 players

The disparity between hard-hitting linebackers and safeties is simply a function of most NFL rosters containing twice the number of the former in comparison to the latter. But with the number of defensive linemen and linebackers being generally equal across NFL rosters, there is no explanation for the massive hit power gap that exists in Madden NFL 11.

EA Tiburon may not be known for putting out football games with great physics at this point, but at the bare minimum, one would at least expect Tiburon to make a football game that respects the basic principle of force:
  • Force = Mass x Acceleration
When it comes to mass, defensive linemen tend to take up the most space of any position on the football field. And even in the area of acceleration, NFL linemen are generally quicker than most quarterbacks (Sports Science ranks Ndamukong Suh's speed as being faster than that of Cowboys quarterback Tony Romo).

Looking at the Madden NFL 11 ratings, Tiburon actually has it right on one front. In the game, most defensive linemen have higher acceleration ratings than the average quarterback (Madden rates Suh at 85 acceleration, with Romo at only 80 acceleration).

What needs fixing, then, is to take the mass of defensive linemen into account, such that their force (hit power) finally measures up to the linebackers and safeties who seem to dominate Madden NFL 11's list of heavy hitters.<
Madden NFL 11 Videos
Member Comments
# 21 R9NALD9 @ 08/24/10 09:54 AM
Quote:
Originally Posted by guaps
I'll try and make this short

First of all, I found your post to be a great read. I just want to further elaborate on some of the issues you mention.

While EA sports has got the acceleration 'right' for quarterback vs. defensive linemen, as you write, they haven't got acceleration right.

Acceleration is how fast you reach top speed, which the game is not able to simulate. I mentioned this first when EA released the locomotion blog. Think of acceleration as a car race.

Car A is able to accelerate from 0-60 mph in 5 seconds, but has a top speed of 60 mph. Car B accelerates from 0-60 mph in 8 seconds, but has a top speed of 120 mph.

If the cars start at the same time, Car A will accelerate away from Car B for the first 8 seconds, period. After 8 seconds Car B will start to close the gap and eventually take the lead, if the track is long enough.

Now try looking at the locomotion blog, or put Wes Welker next to Randy Moss in practice mode and run streaks and you will see that Madden 11 unfortunately doesn't get it right.

Secondly, you mention Newton's Second Law of Motion (Force = Mass x Acceleration), but if Madden doesn't get acceleration right, and does not have player mass (at least with the current physics engine), then there is no possibility of getting hit power right.

My theory behind the Hit Power rating is, that linebackers and defensive backs usually are in motion (mass x acceleration) when tackling, thus appearing to have more hit power. But defensive linemen would need less speed to obtain the same force due to their size and weight, and because they usually aren't at high speeds when tackling, they get a low Hit Power rating.

If EA Sports were to fix acceleration and incorporate mass into the game, tackling would be function of Newton's Third Law of Motion, Force versus Force, which is the essence of football.

In the above motion refers to the momentum of a player.
Very intelligent and correct post! I salute you buddy!

 
# 22 ironhorse911 @ 08/24/10 10:55 AM
i have never been able to corrrectly use the hit stick, every once in a while i get lucky. however, i am always trying to use it and i miss a lot of tackles because of it. and 2005 was a good year for Madden and Nfl 2k
 
# 23 wilson2k11 @ 08/24/10 03:15 PM
It goes to show how random all of Madden's ratings are, they just like play some dumb guessing game as to who should get what ratings, or just because there a well known guy they deserve high ratings. It would be nice if for once Madden did a real study on players to determine ratings, just take like a 100 different players, all different ages and sizes to compare in all kinds of "sports science" type studys, maybe then they could find out if maybe rookies are faster, more powerful, hit hard and all that, like when you compare Suh to Lewis and Suhs hitting being 60% harder, maybe all older players are in that same range as Lewis, thus all younger players and maybe rookies should have high hit power ratings.

But as I say, be nice if they did a study like that with all kinds of offensive and defensive players, could make for the best and most real ratings ever in a sports game. And if done right, and good enough it could work for a long time.

Also could go a long ways to also having proper progression in a franchise mode. Just imagine if they tested a player on everything, like is done at the combine, and for sports science one year, then the next year test him again, and the year after test him again. And if they did that with all kinds of players of all ages, just imagine how great that info would be on finding out if someone gets faster, arms get stronger, awareness gets better and everything, I bet alot of players would be more then willing to take part in testing in the off season, oh well, can hope for the future anyway. And great column.
 
# 24 guaps @ 08/24/10 04:55 PM
Quote:
Originally Posted by wilson2k11
It goes to show how random all of Madden's ratings are, they just like play some dumb guessing game as to who should get what ratings, or just because there a well known guy they deserve high ratings. It would be nice if for once Madden did a real study on players to determine ratings, just take like a 100 different players, all different ages and sizes to compare in all kinds of "sports science" type studys, maybe then they could find out if maybe rookies are faster, more powerful, hit hard and all that, like when you compare Suh to Lewis and Suhs hitting being 60% harder, maybe all older players are in that same range as Lewis, thus all younger players and maybe rookies should have high hit power ratings.
Easy now buddy The two 'scientific' tests aren't compatible. And here is why...

First, the two tests aren't identical.

Second, the test with Ray Lewis show him (at approximately 250 lbs) smash a door with more than 1,000 lbs of force from 3 yards away. Simple calculus shows that his forward momentum was approximately 9 mph at impact.

The example with Suh shows that Suh hits with 3,200 lbs of force at a weight of 307 lbs. Again simple calculus shows that Suh forward momentum at impact is approximately 23 mph as he throws himself forward into the tackle dummy. That is 73% faster than his top speed - in Madden terms his speed rating.

If Lewis were to hit at the same forward momentum (23 mph) as Suh, he would have tackled the dummy with more than 2,600 lbs of force because he weighs approximately 250 lbs.

In short Suh supposedly "only" hits 23% harder than Lewis all things equal.

Edit: Suh's speed rating in Madden 11 is 71. That translates into a Hit Power rating of 123, if his hit power were to be 73% higher than his speed rating.
 
# 25 adembroski @ 08/25/10 05:49 AM
Wow... math...

C'mon, are you all serious? I'm sorry, throw all your math out the damn window: Some people know how to hit! Period!

I'll take a Kris Jenkins hit over Adam Archuletta anyday. Archuletta was small, slow, and couldn't cover anybody, but he could knock the stuffing out of people... and I'll be he wouldn't even register on this tackling dummy. Some people know how to hit, period.

As for low defensive lineman hit power ratings... they don't get high hit power because the ratings are based on scouting reports, primarily, and defensive linemen rarely get opportunities to line up big hits. How often do you see a big hit from a tackle? How about a safety? It's pretty clear why... we simply don't have the data on these guys to make a judgment.

And the fact that they don't hit people like that means I seriously doubt they ever learn to really lay lumber like a John Lynch (another little guy that proves all your equations mean precisely f*** all).
 
# 26 Double C @ 08/25/10 06:18 AM
Very interesting read. But playing Madden would become a full time job (without salary) if we had to know every rating of every potential ball carrier.
 
# 27 guaps @ 08/25/10 06:28 AM
Quote:
Originally Posted by adembroski
Wow... math...

C'mon, are you all serious? I'm sorry, throw all your math out the damn window: Some people know how to hit! Period!

I'll take a Kris Jenkins hit over Adam Archuletta anyday. Archuletta was small, slow, and couldn't cover anybody, but he could knock the stuffing out of people... and I'll be he wouldn't even register on this tackling dummy. Some people know how to hit, period.

As for low defensive lineman hit power ratings... they don't get high hit power because the ratings are based on scouting reports, primarily, and defensive linemen rarely get opportunities to line up big hits. How often do you see a big hit from a tackle? How about a safety? It's pretty clear why... we simply don't have the data on these guys to make a judgment.

And the fact that they don't hit people like that means I seriously doubt they ever learn to really lay lumber like a John Lynch (another little guy that proves all your equations mean precisely f*** all).
You feel that math is obsolete, I respect that.

However, mathematics is the language of science and explains everything on the football field from hits (even guys like Adam Archuletta and John Lynch) and pursuit angles to throws and injuries. Example: A knee ligament can handle 500 pounds of force to be exerted prior to rupture.

And yes, some people do know how to hit, but they still have to respect the laws of physics. It's plain and simple.

A quick example of math in football. An offensive line (consisting of 5 people) weighing approximately 1500 pounds in total has to create a forward momentum of more than 15 mph to produce a push of 1100 pounds on the defensive line (usually consisting of 3 or 4 people). Now this is a simplification because the offensive and defensive line aren't one entity, but consists of several individual players. This does give us an idea as to why more heavy people up front is usually a good thing when running up the middle all things equal.
 
# 28 Triathlete_201 @ 08/25/10 07:22 AM
Quote:
Originally Posted by rooney8
Do casual fans actually enjoy not being able to do anything on Defense?
I think so. Playing D is too complicated for the casual player. Most won't even attempt to do anything or just control a D lineman and hope the CPU makes a play. It's all about the O for them. I'm talking with experience about the casuals. I have a couple buddies who'd I call casuals and that's exactly the way they play...and they love this year's Madden..
 
# 29 sniperhare @ 08/25/10 10:10 AM
Yet another reason for ratings being made in a standard that will treat every player equally and not set ratings based on performance, fame, or position.

If a QB turns out to have 90 speed or a DT 83 speed give it to them. Tyson Alualu ran a faster 40 time than Suh and McCoy yet his speed is slower.

EA needs to hire a team of people to evaluate the entire NFL and truly give us an accurate depiction of the players. They then need to hide the Overall rating.
 
# 30 Exonerated @ 08/25/10 11:19 AM
Quote:
Originally Posted by sniperhare
Yet another reason for ratings being made in a standard that will treat every player equally and not set ratings based on performance, fame, or position.

If a QB turns out to have 90 speed or a DT 83 speed give it to them. Tyson Alualu ran a faster 40 time than Suh and McCoy yet his speed is slower.

EA needs to hire a team of people to evaluate the entire NFL and truly give us an accurate depiction of the players. They then need to hide the Overall rating.
40 yard times are severely overated.

Padless, on tartan, no reaction time is nothing like football.
 
# 31 Smoke316 @ 08/25/10 11:47 AM
Quote:
Originally Posted by MCNABB51BOI
just beacuse he had decent numbers doesnt mean he can run routes and catchs as good as a dallas clark or tony gonzo

this is a good read if the hit stick worked as advertised this year if a WR runs a post you time up the hit i have yet to see a ball jarred loose not 1 it doesnt work .
iv done it plenty of times..with LBs and Safeties. It depends on the WR catch in traffic as well. Just because its a low CIT doesnt always mean hes going to drop it either.. but usually they do..sometimes they get lucky and catch it. someo f you guys want everythign all the time..it doesnt work like that. Last yr the hitstick was WAY too easy. i didnt even use the taclke button. This yr is completely different i rarely use the hit stick unless im in a crowd of peeps and could afford to miss. you guys have to adjust and stop the whining. I love the fact that when i see a hard hit now i get excited for it.. as opposed to last yr where it was commonplace.
 
# 32 vampire212 @ 08/25/10 02:29 PM
i think the graphics are better then madden 10 and so is the overall game play I was just playing madden 10 and i wish i was challenging this person on madden 11.
 
# 33 StormJH1 @ 08/25/10 05:05 PM
archibalduk commented above that there is no real explanation given as to what a "power" or "finesse" move does on defense. I think the biggest problem with defense on the current-gen consoles versus the PS2 generation is that they removed the entire gameplay mechanic on lineplay that allowed you to "push" guys or swim/spin in a certain direction. That's five different control options for jostling/lineplay alone!

"Push" was my favorite because it gave you a reason to play as a big, slow nose tackle. A powerful DT can disrupt blocking schemes and clear lanes for MLB's to make that tackle. If you look at Ray Lewis in the 3-4, he has almost had a Siragusa or Ngota type guy clearing paths for him to allow him to get to the ballcarrier.

But in recent Madden and NCAA games, you don't have that ability. You don't actually control power moves, and are left to basically lean to the left or right and hope the RB runs right into you. There's no sense of power or weight at all.
 
# 34 miaturne @ 09/01/10 10:15 AM
@rickmitchell22

I released a re-rated roster for Madden 04 PC, using an online editor (don't remember if it was finn's or not). It based strength purely on weight and speed and acceleration purely on 40 times. EVERYBODY's speed was brought to a narrower scope (74-85) and suddenly, outside running was possible, kick returns were possible, punt returns were possible, drafting hogs on the line actually made a difference, and WR/DB's got rocked when they got hit by a guy twice their size, but could at the same time dust em in the open field. It also made outstanding players stand out: when only 4 guys in the game had a speed over 85, those guys were dusting everybody! When only a handful of guys had strength above 75, they could slice through opponents, D/OL's like a hot knife through butter.

Problem 1 is the game's engine, which requires 20+ ratings because every interaction relies on motion captured animations (hence, no gang tackles). Back when I re-rated, there was no hit power rating, but in order to add variety for hitstick animations, they had to add it. Simply put, the game is so reliant on such a wide variety of ratings to fuel various motion captured animations, that re-rating players would not help; instead, they must adopt a physics-based engine like NBA Elite, NHL, and Backbreaker.

Problem 2: EA's # 1 concern is sales, period, not accurate player interactions or depictions. The hot player of the week, the player overhyped b/c he has a colorful personality (i.e. Tim Duncan complex) or guy on all the commercial endorsements will get better ratings just for the fact that he is a more visible, marketable player and can be pushed by EA easier than a nobody with more raw ability. Ex. Antonio Gates, Troy P, and OchoCinco will get high ratings (regardless of their raw performance) just for the fact that they are better known than some bench player who may have more strength, speed, accel, hit power, etc. So long as marketability drives Madden, be ready for mis-rated players. This has been emblematic since 07.

I have since moved on from madden (I tried madden 09 and wasn't thrilled and got snookered into madden 10 and lost all hope), but really hope that they someday return to the glory days of Madden 04-05, because madden is w/o question the best looking game out. I highly doubt it though; the Maddens now simply appear to be "expansion packs" of the previous year's version.
 

« Previous 12Next »

Post A Comment
Only OS members can post comments
Please login or register to post a comment.