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Madden NFL 12 Reviewer Impressions: Gameplay

Read all about our review process right here.

Day One: Gameplay and Presentation Impressions

Madden's gameplay is a strange sort of Jekyll and Hyde act this year. While on one hand, I really want to love the gameplay for all the things it does right, there's always a bit of creeping anger and disappointment when I experience the things Madden doesn't do quite so well.

Madden is far from a bad game. I'm about 15 games into my Madden experience, and it's pretty easy to conclude that Madden is anything but a bad game. It's just that to get to some realistic results, the game cuts so many corners and seems to be asking me to suspend my own disbelief to find enjoyment in the face of some lacking realism.

On the basic surface level, if you've played NCAA Football 12, you sort of know what to expect from Madden 12. If you've played an EA football game in the last several years, you've also played a large part of what Madden 12 has to offer. What Madden does differently is important to the core gameplay experience and will probably define whether you, as a hardcore fan, are willing to spend the $60 on the game.




New Collison System

The game touts a new collision system that, when combined with improvements from last year, should produce some of the most realistic tackles in the series' history. There are 100 new tackle animations in this year's game, including 40 gang tackles.

I have found that a lot of the reach tackles border on the ridiculous side, such as when my running back is already past the line of scrimmage but is yanked back by a reach tackle from a defensive lineman. These types of tackles occur far too often. On the flip side, the players never seem to be tripped up by a defender. In reality, the ratio of reach tackles to getting tripped up should probably be an exact inverse.

Another problem is the amount of hard hits that occur throughout a game. To put it another way, the amount of big hits you see in one half of Madden is more than you would expect to see during a real team's 16-game season.

Nevertheless, the new physics of the collision system do work as advertised, and you will see tight ends barreling over smaller defensive backs, and linebackers hitting smaller running backs straight backwards. But if you come into the game expecting a tackling revolution, you are going to be disappointed.

Madden still has a long way to go before I would consider the tackling to be great. The engine as it stands produces good results, and the best results out of any Madden game in history for sure. However, what's here is not quite on a level that puts all other Madden efforts to shame. There are some corners cut in terms of realism that you have to be willing to overlook to truly call this effort great.

Zone Defense Improvements

Those who have played NCAA 12 most likely noticed the bulked up zone defenses in that game. The zones are also improved in Madden 12. The crew at EA has said there are 100 new defensive AI enhancements, which results in the smartest Madden defense ever. I'm always skeptical of those types of claims, but it is clear the zones are a lot better than in previous years.

That being said, while players do work within their zones, they don't exactly adjust quickly like they should. If a receiver is nowhere to be found, a defender doesn't slide over to make the field smaller. Thus, it's not unreasonable to "hot route" all of your players into one half of the field to basically overwhelm the defense. There are also moments where defenders completely ignore receivers in their zone. I'm not quite sure why this happens in some instances, but it is present to some extent.

In addition, linebackers and other defenders who might play a zone in the middle of the field are too slow to go after a QB scrambling out of the pocket (yet they can leap like super humans). It's too easy to rack up rushing yards if you have a Michael Vick or Cam Newton running the ball.




Dynamic Player Performance

My most anticipated new feature has been Dynamic Player Performance (DPP), mainly because of the potential realistic impacts it could have when it comes to the ebbs and flows of a game. While the feature does capture that, I think it might go a bit overboard at times and exaggerate cold and hot streaks. For instance, when you are on, you are on. One game, I went 21-22 with Matt Cassel. In another game, I went 4-18 with Matthew Stafford because I threw a pick early, so then for the rest of the game I was throwing the ball everywhere.

DPP also brought the promise of dynamic play styles to the game. For example, a hard-hitting safety would look for a big hit before going for the interception on many occasions. This feature greatly impacts the game, and its fingerprints can be seen all over the place. While the general premise and execution is typically good, it seems that you can easily enter into death spirals with players that are hard to avoid. Granted, the consistency and confidence are good factors to have here to ensure guys like Peyton Manning don't become Jay Cutler, but there are some traits that really should never disappear from a player.

For instance, why should players stop being hard hitters when they are on a cold streak? They might not be reading plays with the same level of confidence, but they should never lose the ability to destroy someone. Despite the extremes, this feature actually works quite well and adds an entirely new and not entirely unrealistic piece to the game. Coaches have to deal with this sort of thing each Sunday -- just maybe not entirely to the extremes Madden might put you through.

Running Animations

A short note on the running animations: They're good so long as you don't watch them from the broadcast angle. You'll still see the skating and all that crop up from time to time if you do play from that angle (that goes for all you coaches out there playing the game).

The different run styles, such as the long stride, short stride and normal stride are definitely noticeable. The three options, plus the variety of ball-carrying styles, give each back a pretty fresh look and feel because they look different in motion. I have not done much in terms of what these do for backs in the game (except maybe increase their propensity to fumble) but perhaps that's an experiment I'll do before the final review.

The Passing Game

The passing game is something I've already gone back and forth on several times in terms of my feelings about it. On one hand, so long as you don't exploit some obvious holes in the zone defense logic, the passing game tends to play well. On the other hand, I've already found some insane money plays in my first 15 or so games with Madden.

I want to keep my honor so I won't name them, but if you have played NCAA, you might already know the ones I'm talking about.

Quarterbacks have various levels of talent, and bad weather and other conditions will totally mess with their accuracy. The new pump-fake method of using the L-trigger plus the receiver icon is quite handy as well, and I actually favor this over the right-stick method of NCAA Football. Throwing the ball is the same as ever, but I really feel like it's slanted towards bullets, and lobs are harder and harder to come by each year. I don't mind deep balls being harder I suppose, but sometimes it really feels like the game is artificially trying to make it harder for me to throw a lob pass. It must be a conspiracy.

The line play on pass plays is a mixed bag. While a nice pocket still forms, there are still some major issues with the whole system. First off, suction blocking is not gone. EA described the blocking as "initiating on contact" and that it does. So instead of a player getting sucked into a blocking animation from a nearby player, they now simply get sucked in when they interact. That's not getting rid of suction blocking, it's toning it down. I had one instance where a DT was free and running at an extreme angle from an offensive lineman -- the type of play where a sack or holding call is imminent. But shockingly enough, my defensive tackle was sucked into a blocking animation after the offensive lineman touched him. Then there was the time my defensive lineman knocked down a player on the OL, only to have the offensive lineman touch my defensive lineman from the ground before magically rising up and continuing the block. I want that sort of effort on my team every Sunday!

Receivers running their routes could also be a bit more differentiated because the route-running rating only works to an extent. Sometimes a receiver will run a route that makes no sense. Other times, you'll see receivers, even great ones, migrate into coverage when they are already chilling out in an open area of the field. With the beefed up zone defenses, it would be nice if receivers did not act like AI dummies from time to time.

Linebackers in the NFL have also collectively gained about a foot of vertical leaping ability in the offseason, which is one of many notable improvements to the NFL following the lockout summer. In all seriousness, linebackers are simply too "good" from a physical standpoint in the game. They should never be able to jump how they are jumping to knock balls down. Granted, I have not had as much trouble in Madden as I had with NCAA, but that is probably because I've already adjusted my game to play around the linebackers rather than attempt to pass over them. Whenever I purposely tried to throw over them, they were able to leap into action.

The real weakness of the passing game is the DB/WR interactions. In short, they're terrible. This has been a well-documented problem with Madden for many years, but it's really a huge detriment to the game at this point. While defensive backs will jam receivers quite effectively, once the receiver is free, it's like there's no interaction that feels or looks organic. (I'm not talking about a defensive back bumping the receiver 20 yards down the field because I do realize that is a big no-no now in the NFL.) Guys don't jockey for position, and any interaction is the result of random bumps or a tackle animation. Defensive backs don't try to play off of receivers, and positioning means very little; I've had numerous situations where a receiver was clearly in the right position and was the only one able to catch the ball, yet the defender, either via clipping through a wideout or simply skating around to the front, made a play on the ball that in the real NFL would have resulted in an interference call. One time, I literally was picked off because a defensive back went straight through Dwayne Bowe -- by straight through I mean as if he was Casper.

Outside of the lack of any realistic interactions, defensive backs will do things that make no sense whatsoever, and the problem is compounded when they play in zones that they refuse to leave. However, somehow and strangely enough, the game seems to play somewhat realistically (both in terms of scores and stats) despite all of these fundamental flaws. While I'm not 100 percent sure why this is, I have a feeling it's because there are other things being stretched realism wise that are also quite subtle.




Running Game

The running game in Madden is very good. For all the hot and cold portions of the passing game, the running game rises to the occasion. I do not like the reach tackles within the tackling system, and the game seems a bit too open for my tastes compared to real football, but one has to think that some sacrifices have to continually be made in Madden in order for the game to avoid becoming a frustrating experience.

There are fundamental football flaws to be found within the running game, many of which have to do with the blocking AI. For starters, pulling guards sometimes do really dumb things like not make their blocks, or pass up the obvious block of a DE or OLB for a MLB up through the hole. Sometimes because of the suction blocking that is still present you will end up with some weird situations where it looks like a linebacker is about to blow a play up, but at the last moment he gets pulled into a block.

There is no variety to the blocks, and the technique used to block is actually completely wrong. Guys try to block defenders way too high, and it's common knowledge that you want to attack a defender lower when you want to move him out of the way because there's less to move if you do that. However, the linemen (as always in Madden and NCAA) insist on blocking their defensive counterparts high. This "standing up" of offensive linemen probably makes football coaches all over the world cringe. It's just not real football.

But, just as with the passing game, the results I'm getting are actually quite realistic. However, this seems to be more of a game-balancing issue than a realism issue. I am averaging around 3-6 yards per carry depending on how hot my running game is at the time, and the ability to shift your ball-carrier's direction when engaged in a tackle animation is exactly the sort of thing that makes fighting for the extra yard fun. It keeps you engaged throughout the entire process.

Protecting the ball is also of the upmost importance, as you can't leave it out in the open. To this point, I have felt like every fumble has been my fault. I've fumbled the ball probably 1-2 times a game, and each time I can recall that it was my own fault rather than the game screwing me over.

Playing Defense

Defense in Madden is, at least to me, a complete disappointment. Where is the player-lock camera? Even more importantly, where is the new and/or fresh reason for me to care about defense? Defense in Madden has been one of the most stale things in video game sports for years to this writer. I've already detailed a lot of what's weird or frustrating about the game in terms of OL/DL interactions and whatnot, but what I haven't detailed is why defense is just plain stale.

First off, the play calling for defense is just not realistic. I don't know of many defensive coordinators who call plays the way Madden and NCAA want you to call your plays. You typically have a call for the different layers of the defense followed by many adjustments, like whether to press or not, that are made before the snap.

In Madden, you are forced to pick a play based upon a template, and then you don't have nearly enough time to make the necessary changes to the defense. If you want to run a stunt right, zone left, press, you can't pick such a thing in the playbook menu. You have to make three separate adjustments pre-play, and they have to be off of a pre-selected defensive play. This makes the strategy on defense an all-or-nothing ordeal because you basically have to pick the least-detrimental option on defense for the situation at hand.

Then the problems I have already detailed crop up, which makes many of the gains earned by the offense feel somewhat cheap at times. How should I feel when I have a clear sack that is thwarted by a guard simply touching me and automatically putting me in that funky stand-up-and-block-the-defensive-lineman animation?

Another problem is that the CPU AI has some wonky problems when it comes to going through progressions. It seems as if the completion percentage towards the middle of the field is a lot higher than anywhere else. In fact, the AI has some serious issues picking the right receiver to throw to and checking down through its progressions. Unless its primary receiver is open, the play seems to be a complete fail almost every time. Experienced quarterbacks (on All-Pro mind you) would typically throw into coverage when they should be checking down to a TE, RB or just throwing it away.

So again, stops on defense don't feel as rewarding as they should. The whole defensive experience in Madden needs to be completely overhauled in the future because what's here just doesn't work, especially if you are a football fan with an eye on the details.




Special Teams

Most great coaches call special teams the third piece of the wheel, and they say special teams is just as important as offense and defense. While typically this is just coach speak to make those guys feel special, special teams are a huge part of the game -- except in Madden.

The new broadcast camera angle for field goals is awesome, but the new kicking meter going back to the golf-meter setup after an analog stick revolution is not as awesome. (By the way, the only gripe about the broadcast angle is that you sometimes can't see the goal posts really all that well, so you have to use the hash marks as your guide because they line up with the posts. Some people won't get that little nugget I'm sure.)

With the new kicking meter, kicking is just too simple now. So long as your kicker has good ratings, and you have at least adequate hand-eye coordination, your special teams will be able to outmatch any in the history of the NFL.

The other aspects of special teams, such as the blocking assignments and how players attack a punter, are horribly deficient as well, at least if you are after realism. For most people, special teams is an afterthought, which is just a shame because of the immense impact it has on the real game.

Other Odds and Ends

I really, really dislike the audible system in Madden. How one game (NCAA) can do it so right, and another game developed in the same building can get it so wrong is beyond me. Some of the things that take a button press and a flick of the analog stick to complete in NCAA take a button press, three more button presses, and then another button press to complete in Madden. It seriously makes no sense why this system is in place.

Head tracking is still a big problem because players don't exactly look for the ball as well as they should. This is a minor detail of the game, and it is not technically a gameplay thing, but it will frustrate some to see a player who's not looking at the QB or ball magically intercept a pass.

Bad weather does not result in quite enough sloppy play, but the slipping on routes and some cuts is appreciated. I do get that these guys are pros, but bad weather means even the most skilled players get thrown into a slop fest. Play is only slightly less crisp in extremely bad weather. Perhaps this is done because fans would revolt if their players were not playing well, if so I understand the decision, I just don't think it's remotely realistic.

There are also some pinball animations in here, which explains why I don't really see many multiple man, simultaneous tackles. There are animations strung together to give the appearance of gang tackles, but there are not a ton of true multi-man gang tackles. This is a problem, especially as you get towards the goal line where players tend to bunch up in real football. The gameplay in the red zones, and especially inside of the five-yard line, is completely out of touch with reality.




Wrapping it Up

I have written a lot about what is wrong with Madden's gameplay, but I feel I've also included a lot of what is right about it, too. And it's not like some of these negatives really detract all that much from the experience -- the game really is quite fun -- it's just that we hold games to a bit more of a "realistic" standard here at OS. You should not walk away saying the gameplay is terrible; it's just not realistic. I think what the real problem might be here is that the game is sort of missing that something special on the gameplay front that makes it a "must-play" title at this point over discounted titles already on store shelves.

I have no problem saying I'm having fun playing Madden, I just think you have to hold the game to a standard where the bar for success is not realism but fun. (In a perfect world, the realism and fun mix together in a more cohesive fashion to appease everyone.) The balance seems to be there this year as I haven't had too many out-of-control scoring games, or too many games where there is straight up defensive dominance. Just realize the appearance or realism and apparent balance does come at the cost of an actual realistic football simulation.


Madden NFL 12 Videos
Member Comments
# 21 bmj2k7 @ 08/27/11 01:26 PM
Finally someone who cares aboue DEFENSE! Ive played flag tag, midget, middle school, junior varsity, varsity and even had some offers from some school to play football for them (mostly private, but not all) at the college level, after i graduated a couple years ago. What happens if i want to run a tiger blitz (send all LBs) 2 deep man (2 deep safeties) lockdown coverage (man to man CBs) and have my DTs in coverage and DEs in the flats so you still have 4 man blitzing (which for that split second you have the advantage bc they dont know who's rushing) and atleast 3 guys in coverage (The DL) Its Impossible to do all that and really just having a overload blitz where you send everyone to the same side is hard to do on madden. They need a new defensive play calling system so we can do what we really want to, not what were forced to do. So us defensive guys can wreak havoc on the opposing QB.
 
# 22 Armor and Sword @ 08/27/11 01:30 PM
Quote:
Originally Posted by Perfect Zero
I understand that it is just a video game, but at this stage of development it should play a better game. The "Atari" comments make me cringe every time. This isn't 1985 any more, it's 2011, and we should expect better advancements in gaming. I feel that OS did a good job pointing out both sides of the argument, and realize that in today's gaming world, you have to advance realism.

I also love the comment "If you want the experiences the writer has nitpicked about, the only way you will ever get it is by actually playing the game of football, not a video counterpart." Unfortunately, I'll never grow a rocket arm, become two inches taller and grow a blue jersey with the name "Manning" on the back of it. Most people want to experience the game with the Colts or Cowboys or whomever. Going out in the back yard and playing toss up isn't going to make me Peyton Manning. Playing video games helps in this experience.

So you don't think Madden 12 is an advancement? It is clearly (IMO going out on a limb based on the demo) going to to the best in the series to date.

Madden 93 was the pinnacle in 1993. Madden 2005 was the pinnacle in the series back in 2004.

Here we are seven years later and I feel we have the best Madden for this gen and maybe ever (I don't know yet as I have not gotten my copy but played the demo and loved it). It took much longer this time in this console generation no doubt. But it is here.

Games today are far more advanced than games from 2005. Sports games have taken a huge leap IMO visually, feel wise, controls as well as AI this gen.

It's not even close. I can't play PS2/XBOX spots games anymore.....just can't do it! Platform, adventure and shooters and RPGs...oh heck yeah I still pop in some old favs all the time, but sports games are average compared to todays offerings. They really is no comparison anymore IMO. I think Sports games in general as well as FPS have made amazing leaps in quality, AI and modes this gen. Yeah bugs are being found...then patched and tuned that is a reality of todays games and cycles. The patch has become a Developers crutch much like instant replay has for NFL officials. So it is a blessing and a curse in that regard. I agree games should ship great out of the box. And most don't seem to anymore. Even the great ones like The Show and 2K11 had a big patch each to correct bugs and glitches.


Come on man. It is getting so lame how critical sports gamers have become!!!

When you played Madden back in 1993.....were you not doing cartwheels?

I was. After growing up with Atari Real Sports and Intellivision then even Tecmo Super Bowl this was a huge leap....HUGE!!!

Now I agree Madden has underwhelmed for some time. But 2010 to now they have really stepped up a lot more. It may not be what you want. But for hardcore Madden fans (which I am) the game is getting better and better.

To each his/her own.


But I think most Gen X guys like me agree.....sports games today are amazing and we are getting so much enjoyment out of them as compared to 5,10,15 and 20 years ago.
 
# 23 coach422001 @ 08/27/11 01:36 PM
the comment about the dynamic player performance going too far each way is one of the things that frustrates me most about programming for sports video games. Programmers want to add something to the game and either they go way overboard to show the swings in performance, or you get alot of the same thing from year to year making it seem stale (like some of the old Fifa manager situations). I think Front Page Sports football was the last one that I played that I felt got it right; you'd see the burst for a number of plays or for a quarter then it would start coming down again. It is sounding like your players become supermen or me trying to run past Ray Lewis for a whole game, which just doesn't seem realistic. Maybe there will be a way to tone the results down a bit from what the reviewer mentions.
 
# 24 PVarck31 @ 08/27/11 02:01 PM
Most of us grew up in a generation where home gaming systems were completely new to us. It was amazing being able to play videogames whenever we felt like it. I think the early consoles moved so fast forward in terms of quality. We were in the middle of the tech revolution. Things moved so fast, we went from the NES, to SNES, and Genesis very quickly from Atari and Intelevison. Games were getting better at an extremely fast rate. Then the PS1 released and revolutionized games. Throw in the Dreamcast, and PS2 and Xbox. It was a whirlwind.

We have been in this gen for almost 7 years. The longest time before new systems have been released. You would expect to see sports games like Madden to have taken a huge leap. I am not saying Madden 12 is bad. I haven't even played it. (except the demo) But with tech the way it is today, it just seems like madden hasn't been able to keep up with it. I have no idea why but I don't see that changing this gen.
 
# 25 JRod @ 08/27/11 02:20 PM
One of the best reads you'll find on Madden, ever. Everything was covered. Well done!
 
# 26 thegreatusurper512 @ 08/27/11 03:51 PM
The game doesn't have the new cba in the game (rooke pay scale #1). Therefore all of the franchise adjustments are moot imo. It will be as unrealistic as buying a football game that puts 12 men on the field.
 
# 27 coach422001 @ 08/27/11 03:52 PM
Quote:
Originally Posted by atomant94
Which version of Front Page Sports football u talking about?
I think it was 97. My guys played better (or worse) for a number of plays but Mike Alstott didn't suddenly run like Walter Peyton for a few games. It also had it's problems (the return game, lousy angles by defenders taken to the ball carrier) but it was alot of fun at the time (speaking a bit to 31's comments).

The other concern I'm thinking about based on Cassel going 21 of 22 when hot is that it seems no matter what he has around hiim, the hot player will be a stud. Receiver ability should come into play here. So even if hot, the QB shouldn't be near perfect if he has a poor set of receivers around him.
What happens if you have a hot QB with a cold WR? Does the ball just hang in front of the receiver due to the conflict, like a cat dropped from a height with a piece of buttered toast butter side up strapped to his back?
 
# 28 squadron supreme @ 08/27/11 03:52 PM
I gather that from reading this and other articles on Madden 12 is that it really isn't worth $60 unless you really need that NFL fix. I used to be that way until this year because clearly NHL 12, Fifa 12, and NBA 2k12 are going to be better than their predecessors and better than Madden. Thats not to even mention non sports titles in Uncharted 3 and Batman Arkham City. If I get Madden it will be after a price drop or using my store credit to reduce the price greatly. I just can't justify paying full price for a game that has been out this long on this generation of consolesbut still has the same glaring problems.
 
# 29 Radja @ 08/27/11 03:53 PM
i think we are seeing typical madden improvements so far from what you have written. again this will boil down to how much the consumer thinks it is worth to pay for.

granted some things are hard to simulate. like when you wrote, the DB's sometimes completely ignore the WR in the zone. that happens sometimes with real games when coverages are blown, so ... it boils down to how often that occurs in the game.

for a lot of us it will be whether they improved the offline franchise aspects.

personally, i can stick to a sports game for a couple years if i like my franchise presently. so unless its a massive improvement, i am sticking with my present madden franchise.
 
# 30 northface28 @ 08/27/11 04:01 PM
Good review and informative. So far there are too many questionable things going on once you get past all the fluff. Sure its an improvement over M11, but whats that really say? M11 was a mess. Jury is still out, but, for now, im not seeing enough improvement to justify a full price purchase. Ill just continue the waiting game.
 
# 31 scottyp180 @ 08/27/11 04:46 PM
i wonder how much the first patch will change the game and peoples impression of this game. It seems most sports titles have a day one update so maybe there will be some new impressions next week. Either way I plan on buying this game. I havent purchased madden in 5 years and after playing the demo I finally see enough improvements (again over a 5 year span) to warrant a $60 purchase,
 
# 32 maddcatt @ 08/27/11 04:51 PM
It's a game, it's football and I'm easily buying it ...All games have faults and I realize there will never be a game that is going to emulate a real football game perfectly ...I also realize, Nobody is ever going to buy a sports game that's more geared towards towards the defensive side of the ball
 
# 33 PAPERNUT @ 08/27/11 05:05 PM
Quote:
Originally Posted by scottyp180
i wonder how much the first patch will change the game and peoples impression of this game. It seems most sports titles have a day one update so maybe there will be some new impressions next week.
I was wondering the same. Is there any known patch that is due to hit this game on the 30th for launch for the retail disks?
 
# 34 Playmakers @ 08/27/11 05:33 PM
Quote:
Originally Posted by DJ
I hope you do enjoy the game. Within 10 minutes, I regretted buying Madden 11 last year and no amount of patches and slider-tweaking ever made that game enjoyable. I don't want to go through that feeling again this year, so I'd rather wait.
I feel better about Madden 12 than NCAA 12

But having said that i'm not going to open it for about a week LOL!

I waiting for impressions and stuff from guys i trust on here....I can't get my full $60 bucks for NCAA 12 so I'm not opening Madden 12 right away.

With my luck i'll open it and EA will have a laundry list of things they are doing with a patch....
 
# 35 steelernation28 @ 08/27/11 07:11 PM
So disheartening EA, your effort has been and I believe will continue to be uninspired and half-@ssed. Shame on you.
 
# 36 Vikes1 @ 08/27/11 07:34 PM
Quote:
Originally Posted by DJ

Still, I'm glad to see the cookie-cutter reviews disappearing and the journalists doing their duty of holding EA to the flames and calling them out, so to speak, for minimal year-to-year improvements.
I agree DJ...it is good to see more balanced reviews now, than years past.
 
# 37 ASUsideline @ 08/27/11 07:39 PM
I have to say that after reading a lot of the reviews and watching the game play footage videos, I'm really not that impressed with version of madden. I buy NCAA and Madden every year. I think EA and a lot of the people who play madden at E3 every year have been selling the same old stuff for the past three years. I think this years version of madden might be alright for the first week, then after that It will get boring real fast. I just can't see spending $60 for this game now.
 
# 38 C the Lyte @ 08/27/11 08:04 PM
After reading all of the reviews (and my past experiences), I have come to this conclusion...Madden is an Arcade game that wants to be a simulation. And in doing this, creates such a weird mix. It's like it's the only game that does this. Most other games are fully sim/realistic, or fully arcade-ish. Madden some how combines both @ the same time and @ the same level. Still undecided on my purchase, but I dusted off my PS2, bought Madden 09, and strangely feel appeased...

It seems to be an arcsim. I think if ppl know what they are getting then they will have no problem.

I gotta say though, 2 thumbs up for the review. I can't thank you enough.
 
# 39 TombSong @ 08/27/11 08:09 PM
Details and reasons why he felt the way he felt. THAT'S a review. We can love it or hate it but the only thing that can be argued are facts and everything else is debatable. He spoke in specifics and gave examples. When you bring evidence you shut up all the would be critics of the review and most importantly you are giving the readers something to look at and think about when they play the game and decide if they want to buy the game or not.

For the guys who say, its just a game, we should not expect x,y,z. That would be true if the things we ask for are not possible or have never been done before. However. A lot of what we want HAS been done already in older games. This is what makes the Madden situation so sad. I will be the first to say, overall Madden is not garbage. It can be a fun game to play. However in light of what has been and what is now and what is coming, Madden cannot be allowed to go the way its been going the last 6 years. Someone at Tiburon HAS to step up the games game play and "football" features on the field. It is dated and needs some serious work.

IMO it looks like they have the last 2 years been trying to skate by on improving the presentation hoping all eyes will be on that while doing little to address the legacy issues and current game play problems and lack of innovative features that matter while playing the game.
 
# 40 MaddenFranchise10 @ 08/27/11 09:06 PM
Quote:
Originally Posted by Turbo Lax 33
At the end of the day Madden is a video game, not a recreation of actually playing the game.
That's a terribly lame argument. Why then, can EA Sports produce a much more detailed and engrossing experience for their FIFA and NHL games? How has 2k made such an immersive and complete NBA experience? How come SEGA has been able to make a quality MLB game as well?

Why is it that while playing FIFA, NHL, NBA2k, or The Show, I feel immersed, as though I'm really there, on the field/rink/court. And with Madden, I feel as though I'm playing a mediocre video game? Is it because Madden is just a video game? Or is it because Madden is mediocre?

Quote:
Originally Posted by Vikes1
I agree DJ...it is good to see more balanced reviews now, than years past.
Agreed. It's interesting to see the trend in game reviews. In year's past it was as though reviewers copy-pasted their prior year's review, just as Madden would copy-past their prior year's game. The critics would echo the same old problems that have been inherent for years, while touting the new hyped-up features, and ultimately giving the game a "B+".

It seems that reviewers (even here at OS), have finally become more objective when critiquing Madden.

But it begs the question, why has it taken so long? Why did OS give past iterations of Madden exceptional scores? For example, Operation Sports gave Madden 10 a 9/10. Where was the objectivity then? Seriously, what's changed?
 


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