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Madden NFL 13: Demo Impressions Roundtable

Jayson Young: Like NCAA Football 13, the Madden NFL 13 demo is plagued with longstanding issues such as outdated line play, questionable AI decisions, unrealistic player movement, suction blocking, etc. Above all, it's these legacy issues that make the Madden NFL 13 demo feel stale and unexciting.

That said, the Infinity Engine does feature some legitimately cool additions like incidental player collisions. I love how players can now get tripped up and go into a stumble animation if they don't watch where they're running.

Unfortunately, for every collision that looks great, there are others that play out like a slapstick comedy routine from The Three Stooges. Barely touching the back of an offensive lineman can cause the ball-carrier to spin off five yards in the opposite direction. Some of the new tackling animations are so over-the-top and high-flying they look like they belong on Monday Night Raw, not Monday Night Football. The post-whistle pileups the Infinity Engine creates are equally ugly, featuring lots of body clipping and limb twitching, which shouldn't be acceptable in 2012. Even the reworked tackling sound effects are overdone, sounding more like a canon shot than two human bodies colliding.

Presentation-wise, Phil Simms' and Jim Nantz's announcing is tolerable, though a bit long-winded. However, many of the same announcing errors from Madden NFL 12 are still in Madden NFL 13. For example, my defense surrendered a first down while playing a Tampa 2 zone, then Phil Simms delivered a diatribe on how stupid I was for playing man-to-man coverage. Cris Collinsworth had the same problem distinguishing between man and zone coverages when he was commentating in Madden NFL 12. On another play, I was able to overcome the terrible blocking AI en route to an 18-yard gain up the sideline, only to be scolded by Phil Simms for not following my (nonexistent) running lanes.

In short, there is nothing in this free demo that has me excited to keep playing it, let alone pay $60 for the full game when it arrives in stores. For every good change the Madden NFL 13 team has made, there are a dozen other generation-long issues or newly introduced quirks that ultimately sack Madden NFL 13's fun factor in the backfield for a loss.


This is still Madden, which means a lot of the same old quirky issues are alive and well.

Chris Sanner:  As the reviewer for NCAA Football 13, I was pretty rough on EA football as a whole. Legacy issues mar both franchises, and at the very least, it appeared Madden NFL 13 was on the path towards really fixing a lot of what ailed the series. I don't think I had unrealistic expectations coming into my time with the Madden NFL 13 demo, I truly felt the game would feel a step up from NCAA Football 13 at the very least with the new physics engine.

With that in mind, I truly think that we're seeing another Madden with quirky legacy issues that just won't go away, but that still plays a good game of classic Madden football -- the question you have to ask yourself is if you like that brand of football or not? The new collision system is better than the old one I think, but there are a few small quirks and problems with it that Jayson described above. Another thing many won't be able to look past is that this game, for all intents and purposes, is still Madden.

So expect the same old issues to crop up, the same feel, all of that. Madden NFL 13 is an evolutionary title, not a revolution.

Sticking to a similar formula means a lot of the same issues you are used to, with new ones from the infinity engine mixed in, will be present in this year's Madden. So basically, if you were expecting a game-changing year from the Madden franchise -- one where quality magically skipped ahead dramatically by a huge margin -- you are probably in for a major disappointment.

For the rest of us, I don't think Madden is going to be a bad or even average game -- I think it's a solid to good title from what I'm seeing to be sure. But I think reeling in expectations somewhat is a prudent thing to do if you were expecting a completely different game.  From what I've heard from guys who have played the full version, Madden is a good and solid title. From my own observations via the demo, Madden NFL 13 is that type of a game, which means Madden won't be winning game of the year awards this year. The demo's gameplay ensures us of that probability


The Infinity Engine has some cool moments to be sure, but also some first gen quirks.

Caley Roark: I mostly agree with Jayson; while the Infinity Engine enables some neat moments, this demo generally feels like the same old Madden.

I suppose, in some ways, that is a testament to the integration of a new physics engine. It could have been way overdone, both to emphasize the newness of the engine and to grab the user's attention. Instead, we get finely tuned (for the most part) implementation, with only the occasional oddities. I haven't seen some of the more flagrant issues Jayson has up to this point.

However, the animations leading up to and after tackles seems like things we've seen before. There are still too few penalties, and line play doesn't seem changed at all. I like some of the new presentation elements, but I wonder how long it will be until the new guys seem as repetitive as the old ones?

In all, color me underwhelmed. That doesn't mean I think this demo represents a bad game. I've had fun over the past few years with Madden, and I like what's been added. I am most excited for the Connected Careers mode; unfortunately that's not something I can judge from this demo.

It's just that, as a whole, the demo didn't blow me away.


Simms and Nantz aren't a huge step up from last year's broadcast team.

Keni Glover: I've been out of the Madden loop for the last two years so I guess I fall into the "casual" category when it comes to the Madden franchise. The thought bubble near my head when I play Madden demos year after year reads something like "Is this this the year that I will actually have a reason to spend $60 on this game?"

Well after playing the demo, I think I'll be sitting on the sidelines for yet another season.

From the outset, the presentation of the game is sharp. Introductions and overlays are clean and resemble a live TV broadcast. The virtual Jim Nantz and Phil Simms look good and add a nice little touch in that regard. Their commentary also seems well done and fluid. I do however wonder how repetitive the commentary will be in the retail game, as I already heard some repeated lines in the demo.

The animations were the first thing that struck me when play began. Players seemed to glide down the feild, as it appears that foot planting is very minimal if present at all. I also didn't notice any sense of momentum when changing directions. The highlight of the gameplay is the new infinity engine which allows for some nice looking tackles and collisions. The drawback however is the ragdoll-effect the system tends to allow for, often leaving player bodies contorted in very unnatural positions.

In general, the gameplay felt quite familiar to what one might expect from a Madden game. I resisted the urge to drop back 10 feet for a pass though I didn't feel particularly safe in the pocket. Once again, blocking in the pocket does not seem genuine and my offensive linemen played the matador in some cases. At times however, the line did provide me a few precious moments to allow my recievers to make a cut on their route. Run blocking has never appealed to me in Madden and it didn't seem too much better in my time with the demo. I never felt the ability to really follow a blocker through a hole up the middle was represented well in any Madden I've played, this one included.

Interceptions felt a little less cheap and it felt good to thread the needle with a perfectly placed Eli Manning bullet pass. Passing physics did feel slightly better however.

Overall the demo was fun in spots, but generally did not provide a compelling enough experience for me to want to spend much time with it. I don't see myself dropping coin on Madden this year, at least not based off of the demo.

 

What do you think? Is Madden a buy or no buy after playing the demo?


Member Comments
# 121 Sabredj @ 08/17/12 05:56 PM
Between the CC not allowing any roster edits in an offline dynasty and now the same ole same ole with the demo, it looks like I'll be skipping Madden this year. At least NCAA is playing much better after the patch IMO. I hope I hear different after Madden's release but this is pretty disappointing.
 
# 122 Hooe @ 08/17/12 06:52 PM
Quote:
Originally Posted by Goodydog
gamers don't want the game of football to change, they want EA to eliminate all of the mistakes that have plagued the Madden franchise for years (example: all versions of Madden are offense heavy; they are also pass heavy). EA has ignored other facets and intricacies of the game of football and focused on a few minor aspects (that people like to exploit) then they slap lipstick on it and sell it to the masses. If there are other aspects of the game of football that you like that aren't included in the Madden Team's focus (line play or the running game), you have probably felt neglected (insert 2K fans here). This is the reason why the debate has continued between 2K players and Madden players.
Arguably EA has the bold right, given that passing offenses in real life have increased in effectiveness and productivity year after year. Heck, didn't we have three quarterbacks pass for 5000+ last year?

I also don't understand how people can possibly say EA has neglected the running game over the years, given Pro-Tak, RTP, and the improvements in line play that were introduced in Madden 10 and Madden 11. Is it where the most demanding fans want it to be yet? Probably not. Should EA continue to work on this area of the game to improve it? Certainly. Can the current implementation it produce a reasonable, believable result and a fun game? Absolutely.

Quote:
And for the individual who asserted that if you are not a Madden fan then you are not a football fan, dude, you are a joke. I will always break it down like this...EVERY 2K fan was a Madden fan at one time...that's why we tend to have a little more credibility than most Madden fans. The red pill tastes better.
Anyone who plays a football game has at least a cursory interest the sport of football. As to credibility of an offered opinion, that has nothing to do with one's taste in sports video games; a person's opinion isn't more or less credible based on if he prefers Madden or something else.
 
# 123 rangerrick012 @ 08/17/12 07:18 PM
Quote:
Originally Posted by comen
Why is everyone, most everyone on here so sensitive including the people that run the show??????????????
Like if you mention 2k5, people thro a hizzy lol!
Or if you state your opinion about something you ight get banned lol!!
Cry me a river!!!!!!!!!
Please donrt ban me cause I hurt your feelings or mentioned 2k5 or went off topic!!!!
I got one word, NOODS!!
Mature response.
 
# 124 jfsolo @ 08/17/12 07:37 PM
Quote:
Originally Posted by CM Hooe
Arguably EA has the bold right, given that passing offenses in real life have increased in effectiveness and productivity year after year. Heck, didn't we have three quarterbacks pass for 5000+ last year?

I also don't understand how people can possibly say EA has neglected the running game over the years, given Pro-Tak, RTP, and the improvements in line play that were introduced in Madden 10 and Madden 11. Is it where the most demanding fans want it to be yet? Probably not. Should EA continue to work on this area of the game to improve it? Certainly. Can the current implementation it produce a reasonable, believable result and a fun game? Absolutely.



Anyone who plays a football game has at least a cursory interest the sport of football. As to credibility of an offered opinion, that has nothing to do with one's taste in sports video games; a person's opinion isn't more or less credible based on if he prefers Madden or something else.
For those most demanding fans, the current implementation, can't produce a reasonable, believable result and a fun game. What isn't there simply ruins the experience for them. I think that they will soon get to the point where 90% of folks will be golden, but that last 10% will never get the game they want.



Not everyone will say it, "out loud", as it were, but many, many people here most definitely decide credibility based on which game a person prefers. It's one of those Internet Truism.
 
# 125 ImaGamer_OS @ 08/17/12 08:17 PM
The demo is a demo. I don't place much stock in what comes out of demo releases - never have.

That said, one thing that was irking me was some of the pointless moments shown in the instant replays. I threw a nice TD pass to Santana Moss and the majority of the replay was focused on RGIII walking around AFTER throwing the ball.

The final release version being shown by those fortunate enough to have early copies leave me wanting more. I hold hope for Madden 13.
 
# 126 Tyrant8RDFL @ 08/17/12 08:25 PM
Quote:
Originally Posted by roadman
I think I can answer that.

Some people were looking for a different priority of legacy issues to be dealt with from EA.

For example, some people wanted OL/DL overhauled, momentum, plant footing worked on before pass trajectories, read and react, leaping LB's and CB's, etc.....

At the end of the day, EA makes the decision, we can only make suggestions.
I would have much preferred what Roadman listed here over IE. OMG this would have been insane
 
# 127 roadman @ 08/18/12 02:23 AM
Alright, I've played a few more games, and I'm starting to enjoy the demo more each game. It just seems a lot fresher than the last few years.

I've played Madden for 24 years and I'm seeing first time for everything's. Twice tonight, both QB's shrugged off tacklers that came flying at them and still stood upright in the pocket. If that happened in the past, it was either a sack or a wounded duck would come squirting out. Thank you, IE.

Threw a pass up to Vernon Davis streaking down the middle and stretching his whole body out to make the grab and make sure the hands were underneath the ball on the way down. The replay was a thing of beauty to see.

Also, with sliders, I'm seeing both DE's getting pressure, a nice touch vs the last several years.

The game needs more work and improvement from areas I've mentioned before, but I'm liking what I'm seeing at this stage.

I'll see if I can withstand the honeymoon period.
 
# 128 peylog27 @ 08/18/12 02:35 AM
So... After year 1 in ccm, it will be impossible for Matt Barkley and d Robinson to ever be in the nfl together? If I create one, then create the other... The first one will be deleted?

Instead, I will have to scout some bs qb from Troy named tyson Martinez who is 6 4 with a rocket arm, and I can never change it?

Give the demo a b- in gameplay with some steps in the right direction, but geez, 2012 and thy have to take so much out to add this (demo)..

Suck.
 
# 129 Hooe @ 08/18/12 02:59 AM
Quote:
Originally Posted by tazdevil20
Also, to touch upon the mention of pro-tak, the line play and the physics being added as not "neglecting" the run game
That was me who brought that up.

Quote:
let's examine the big elephant in the room now shall we? The only thing that was implemented remotely well of those three was the run blocking, and it's OK. It is still silly at times, and the player movement ruins what is actually done well in that area. The physics gets a pass because it's new, innovative and they made an effort with it in it's first release. It's not that bad for a first try. ProTak was nothing short of an abomination, and to say that it enhanced the realism of the game is embarrassing. The concept was good, but once again, the implementation was poor like most things from Tiburon.
I never Pro-Tak was perfection, but A - go pop in Madden 09 and compare (or whatever the last Madden was before the recently-added run block assignment AI first appeared), and B - find me a team whose offensive line blocks perfectly with its gap / man assignments on every play from scrimmage. That team would never lose.

I completely disagree on the opinion of Pro-Tak, you are selling it severely short. It was a necessary step forward in player interaction, particularly in having collisions be more than one-on-one, or one of the five canned two-on-one gang tackles that Madden used to feature. There were some ridiculous moments, sure, particularly in M10 - the spin-out of the huge pileup comes to mind - but let's look at the system from a fair high-level vantage point here. It was a good, necessary, and logical progression. If I recall, Pro-Tak was also used to help improve offensive line play, allowing for even a rare double-team of a defensive lineman on occasion. Madden 10 would not have been the absolutely-lauded step forward that it was for the series without Pro-Tak.

Quote:
Now, I look at Connected Careers mode, and I see something that looks like a separate company built it. I see amazing depth, polish, attention to detail and passion all exhibited in its creation. It doesn't at all match up with what we get on the field. For the last 5 years we've been told that things like line play, player movement and running were big issues that they were aware of and would be fixed, and here it is 2012 and they are not fixed. Why couldn't those be fixed along with the new things they added?
There are only so many people working on a video game. They can't do everything ever in one cycle. Things get prioritized. Heck, this amazing Connected Careers mode you refer to, it took two years to make, according to Josh Looman himself.

Quote:
Not a whole lot was added to this Madden.
This is simply not true and I will not let this slide.
  • Real-time physics
  • Connected Careers mode
  • total control lead passing mechanic
  • meaningful timed passing automatic dropbacks (1-3-5-7 step)
  • new tech for receivers catching the football
  • Ball Hawk mechanic for defensive backs playing against the pass
  • new passing hot routes for running backs / other backfield players
  • best-on-best preplay defensive alignment
  • route timing windows affect when a receiver is prepared to look for a catch
  • reaction-based defense (defender must see ball to react to it)
  • all-new audio systems for commentary and crowd
  • hundreds of hours of new color commentary from Jim Nantz and Phil Simms, replacing Gus Johnson and Cris Collinsworth
  • presentation overhaul
  • redesigned frontend user interface
  • significant rendering engine improvements (HDR lighting, per-play lighting changes)
  • some new stuff into Ultimate Team which probably interests other people but not myself

Quote:
The things that were added were welcomed additions for sure, but it's not enough. There was the big hype for the physics engine (which is still a beta and only affects collisions) and the rest was low hanging fruit that could not have possible taken 9 months to build.
Again, CCM took two years to build, as stated by EA themselves. The systems that EA is leveraging for RTP is probably the same tech that began in FIFA 12, so it technically has been in development for two years as well. Things that are good take time to make.

Quote:
Where are the player movement, the proper line logic and the interaction fixes? Sorry - but people don't deserve a pat on the back for enabling me to throw the ball over a defender in a version 8 next gen football game.
Why not? You couldn't in Madden (with a great deal of success, anyway) before, and you can (with much more success) now. This significantly affects how you the user actively controls and plays the game when passing the football. That is a more necessary and relevant improvement from a video game perspective than offensive line play.

The user never has direct control over anything an offensive lineman may do; he can change assignments with slide protect, but the AI is still going to always play out that assignment regardless of user input. Changes to that end are much more interesting. Similarly to the route timing windows; this actively affects how the user plays the game, because him throwing to a receiver with a dimmed icon (that receiver isn't looking) likely is going to return a negative result. Similarly to the read-and-react defense; if the defender's back is turned, throwing over that defender probably is going to return a positive result because he will never identify the ball. You see where I'm going with this; all these additions directly affect how the user plays the game. Thus, strictly from a video game perspective, they are more important.

This is not me saying the OL-DL play shouldn't get any love; it should. But you simply can't so readily dismiss what has been added to the passing game.

Quote:
All that being said, Madden 13 is certainly not going to be a bad game. It has a lot of potential. However, we are past the point of recognizing potential. I, for one, am sick of that word, and so are a lot of other football nuts. It's time to make the game worthwhile NOW. Madden is not a AAA title that belongs in the same sentence as NHL, FIFA, MLB and NBA. Not even close. A decent game that is fun to play for sure, but not the wowing, powerhouse that we should expect from a powerhouse publisher with a 25 year old product.
Four points addressing this and in closing:

1 - Offering opinions as fact, while fun, doesn't make your opinion any more true than mine.

2 - Madden is objectively a AAA title; that whole AAA - AA - A thing refers solely to the budget of and resources thrown at a project, not the subjective quality of resulting product. To this end, Madden approaches Call of Duty.

3 - What ever happened to judging a game on its own merits? It's fine if you don't like it, but I will never understand the "Madden should be better by now." So should everything else in the universe. Unfortunately, we live in the present; Madden, among other things, is what it is. As such, judge it by what it is and make your purchasing decision accordingly, again based on only what game actually pops up on the screen when you put the disc into your console. That's the only fair way to judge it.

4 - If you've decided Madden NFL 13 is not worth your while after playing the demo, that's a fine opinion to have. I disagree with it, personally, but you have every right to your opinion. That said, why would you continue to spend time playing / analyzing / critiquing something you obviously don't enjoy? There are better ways you could be spending your time.
 
# 130 TheBrooklynBaller @ 08/18/12 11:28 AM
I have been playing football games since NES... 8 bit... sport games have evolved and we as a gaming community expect to keep seeing these games expand their horizons... with that said... how does EA not put out a better game than 2K5??? It has been 8 years and every year i try out a Madden game either by demo or purchasing on hope and i have been disappointed every single time (best madden in my opinion had Vick on the cover). So once again its time to dust off my ol PS2 system and pop in 2K5 for my football gaming enjoyment.


-Anyone who has updated rosters for NFL 2K5 please tell me how to get them without having to purchase any of those Max Drive or Action Replay devices. I'd be willing to ship my memory card to the end of the world to play with up to date rosters on 2K5. Thanks for anyones help in advance.
 
# 131 GisherJohn24 @ 08/18/12 11:43 AM
OXM Reviewed it, 7.5 out of 10. Full game that is.

Here is some input from the review...

+ Hugely upgraded connected careers mode features many clever touches including fake Twitter accounts.
+ Overhauled graphics engine feels heavier and more realistic
- Overall lack of polish including buggy commentary and still error prone. Also some goofy graphic glitches and lack of depth. (Not sure what they mean by lack of depth)

Overall, Madden remains quite raw. The engine shows a great deal of promise and connected features a lot of interesting ideas but there's no question that this is a rebuilding year. The best news is that EA finally seems t be on the right track. Give it another year and maybe Madden will be a true contender.

How many times have we heard that last sentence? Maybe since Madden 06?
 
# 132 Smoke6 @ 08/18/12 11:48 AM
Quote:
Originally Posted by TheBrooklynBaller
I have been playing football games since NES... 8 bit... sport games have evolved and we as a gaming community expect to keep seeing these games expand their horizons... with that said... how does EA not put out a better game than 2K5??? It has been 8 years and every year i try out a Madden game either by demo or purchasing on hope and i have been disappointed every single time (best madden in my opinion had Vick on the cover). So once again its time to dust off my ol PS2 system and pop in 2K5 for my football gaming enjoyment.


-Anyone who has updated rosters for NFL 2K5 please tell me how to get them without having to purchase any of those Max Drive or Action Replay devices. I'd be willing to ship my memory card to the end of the world to play with up to date rosters on 2K5. Thanks for anyones help in advance.
To each is his own I guess, like I said before, I can't complain anymore, yes some issues are still there but I am loving the "fight for every inch" this game give with regard to the running game and tackling animations.

I truly feel we may just surpass 2k5 next gen after all this time, we all know they have a team working on next gen as we speak and hopefully the positives stand up and they are hard at work trying to rid of the the legacy issues.

My magic 8-ball says "maddens future looks bright"!

Less than 2weeks now fellas, good job EA for a new team and direction that shows in its first year!
 
# 133 GisherJohn24 @ 08/18/12 11:50 AM
I love the demo. Again, has some quirks that hopefully will be patched. But overall, best feel of Madden I personally can remember. The injuries need to be cutback though. I had 11 injuries in one game on the demo yesterday. That's insane.
 
# 134 GisherJohn24 @ 08/18/12 11:53 AM
I agree with you smoke6. This is an incredible start with this new engine and the future is very bright for sure!
 
# 135 TheBrooklynBaller @ 08/18/12 12:21 PM
Quote:
Originally Posted by Smoke6
To each is his own I guess, like I said before, I can't complain anymore, yes some issues are still there but I am loving the "fight for every inch" this game give with regard to the running game and tackling animations.

I truly feel we may just surpass 2k5 next gen after all this time, we all know they have a team working on next gen as we speak and hopefully the positives stand up and they are hard at work trying to rid of the the legacy issues.

My magic 8-ball says "maddens future looks bright"!

Less than 2weeks now fellas, good job EA for a new team and direction that shows in its first year!
I think Madden is improving...yes... but not in the area's that it should have been improving on 8 years ago. They are almost on a decade with this. The OL/DL, WR/CB interactions are still terrible, AI decision making is still terrible, presentation is boring... your telling me that they cant have an in studio halftime report... or post game reports... 2k5 had run downs and highlights from season games to keep me interested. Ea says if its in the game its in the game... really i don't know what game their talking about. Its just my honest opinion, that yes... Madden seems better... but better than what??? The last Madden?? All football games will be judged upon its greatest predecessor and thats NFL 2K5 and it has been for the past 8 years. The only thing and absolute only thing Madden has over 2K5 is graphics... and it should its next gen. Don't get graphics confused with PHYSICS... 2K5 still holds reign on that as well 8 years later.
 
# 136 ryan36 @ 08/18/12 02:14 PM
Casey, do you play the show? Or ootp?
 
# 137 D Apocalypse @ 08/18/12 03:07 PM
I agree with everyone that says the game is best played on All-Pro at Slow speed. I also like to play with Auto-Strafe/Sprint set to Off.

Right now I'm playing with these settings and experimenting with Player Min Speed Threshold set at 30. So far so good.
 
# 138 Hooe @ 08/18/12 03:31 PM
Quote:
Originally Posted by TheBrooklynBaller
I think Madden is improving...yes... but not in the area's that it should have been improving on 8 years ago. They are almost on a decade with this.
Everything in the world should be better now than it is. The problem is we live in the present. Judging anything by this standard is patently unfair.

Quote:
Don't get graphics confused with PHYSICS... 2K5 still holds reign on that as well 8 years later.
NFL 2K5 did not have real-time physics. It had a tackling engine based on canned animations. It was a great system. It also had a rudimentary physics system; any 3D game has one to handle collision detection and resolution. However, it was not real-time physics, which is what exists in Madden NFL 13; the previous-generation hardware simply could not handle this in most cases (the only previous-gen games I'm aware of that may have had any real-time physics implementation are Half-Life 2 and Doom 3, which I believe had real-time physics operating on much a smaller scale, such as simple manipulation of boxes and cylinders with gravity guns).
 
# 139 btemp @ 08/18/12 11:03 PM
Quote:
Originally Posted by Goodydog
(1) I don't think that many people would disagree the assertion that Madden has always neglected "the run" (not just "recently," but ALWAYS (regardless of the listed innovations, Madden's running game was never REFINED/POLISHED). Many teams have an offensive running approach as essential as New Orleans' passing approach, but I haven't seen evidence of this kind of focus in a Madden football game (since Neal Anderson with the Chicago Bears back in Madden 92 on the Sega Genesis; best running back in the game - 15s across the board or close to it).

(2) I don't think that anyone would disagree with the assertion that Madden has never REALLY focused on defense.

(3) I don't think that anyone would disagree with the assertion that Madden hasn't focused on line play (offensive/defensive).
Hence the disagreement that much hasn't changed in Madden. Until these are changed Madden will lack depth and innovation.

What really disappointed me was that I was hoping that "real time physics" meant that size on the O and D line would matter and that they would fix that interaction. Unfortunately, the improvements that RTP brings so far pale in comparison to that.
 
# 140 btemp @ 08/18/12 11:04 PM
Quote:
Originally Posted by CM Hooe
NFL 2K5 did not have real-time physics. It had a tackling engine based on canned animations. It was a great system. It also had a rudimentary physics system; any 3D game has one to handle collision detection and resolution. However, it was not real-time physics, which is what exists in Madden NFL 13; the previous-generation hardware simply could not handle this in most cases (the only previous-gen games I'm aware of that may have had any real-time physics implementation are Half-Life 2 and Doom 3, which I believe had real-time physics operating on much a smaller scale, such as simple manipulation of boxes and cylinders with gravity guns).
I'm sure your right. But at the end of the day its about results. I don't care what you do, or how you implement it, as long as it looks like and plays like NFL football (as as close an approximation as possible).
 


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