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Madden NFL 10 Patch #2 Roundtable

With our staff finally getting to get valuable hands-on experience with Madden after it's second patch, it's time for them to share their thoughts on what they think. Jayson Young, Carl from AskMadden, Christian McLeod, and Caley Roark all chime in to share their impressions of the patch and what still needs to be done. Check out their thoughts and add your own at the end of the article!

What are your general impressions of the patch?


Jayson Young- When I think of the things that really bother me about Madden 10, most of them have to do with the gameplay, and I'm just not seeing a whole lot of areas where Madden has improved its gameplay in this patch. Sure, flat coverage and run blocking may be marginally better than they were before the patch, but that's kind of like saying the Cleveland Browns are better at 2-11 than they were at 1-11.

Carl (AskMadden)- You can see my full impressions in my patch review. In short, I think this patch was very close to what EA wanted it to be. With only minor things holding back the gameplay, many other aspects were fixed appropriately.

Christian McLeod- I Love it! Gameplay feels incredibly polished, the flats seem to have been somewhat addressed, and it's nice to finally be able to watch replays from start to finish. People are still going to find things to complain about -- they always will -- but Madden's core gameplay, pre and post patch, is just too much fun to get bogged down with the little negatives.

Caley Roark- To be honest, I had "shelved" Madden a while back, so it took this patch to get me interested again. I can't say that I'm seeing the major improvements that some are, but I will admit that some minor annoyances have been covered. The replay fix alleviates one of my gripes. Christian calls the core gameplay fun, which it is, but it also still feels old to me. Each patch (and each year) feels like a new coat of paint and new upholstery on an aging car.

In your opinion, was this patch worth the wait?


Jayson Young- Given that the patch has done nothing to change my opinion of Madden 10 as a fun but very flawed football game, I'd have to say no, this patch wasn't worth the three-month wait. If you sold your copy a long time ago, there's no reason to go out and repurchase Madden 10 after this patch, because the game -- flaws and all -- still plays very much like the Madden 10 that shipped in August.

Carl (AskMadden)- The patch was worth the wait for the hardcore gamers. As the year moves on and many gamers develop habits according to gameplay, it's vital to the game's replay value that it evolves and adapts throughout the year. This patch definitely makes every player from franchise to MLG Madden gamers adjust their strategies.

Christian McLeod- Yes. I've been enjoying this game thoroughly since day 1, and any patch that improves an already enjoyable game is well worth the wait for me. I'm more than happy to wait a couple months if a patch is released that adds the level of polish as this patch seems to have added to Madden -- I'm looking at you NBA 2K10.

Caley Roark- It's tough to answer this question, as I had kind of given up on Madden. I fall in line with Jayson in thinking that this patch alone wasn't enough to get me back in. Actually, I'm much more excited about the impending Ultimate Team mode. This game is fun, but not nearly perfect, pre or post patch.

What major issues still need to be addressed for Madden 11?


Jayson Young-
While I could write an entire dissertation on this topic, I'd be happy if a few major gameplay issues like line play and pass trajectory were improved in Madden 11. Line play has never been done correctly in any Madden game, and without a decent system governing who wins/loses in the trenches, the game can never provide an accurate simulation of professional football. As for pass trajectory, let me just say that I'm tired of seeing linebackers spying five yards off the line of scrimmage come up with interceptions on passes that were intended to go twenty yards down the field. In real life, footballs are thrown in an arc, not a low line-drive or the infamous Madden "moonball," and until EA Tiburon gets the ball trajectory correct, Madden's downfield passing game will remain a major point of frustration for armchair quarterbacks.

Carl (AskMadden)-
The issues needing to be addressed between this years Madden and Madden 11 is a much smaller gap than the one a year ago. Some minor wrinkles need to be ironed out, such as the way the WR treadmills his first step off of the line of scrimmage and the lack of WR catch animations are still there -- but this year we don't have to worry about major holes such as offensive strafe catching, or jet-packing animations. The run game needs more help next year, as we simply can't depend on making the RB do a stutter step as soon as he takes the hand-off or catches the screen pass.

Christian McLeod- My main want would be that I'd like to see a completely revamped offline dynasty mode with the depth of the NFL head coach series. On the gameplay side there are still some awkward animations in 10 that could be fine tuned. Otherwise I am happy to say that the Madden team is poised to make gamers completely forget about NFL 2K5 when Madden 11 is released next August.

Caley Roark- I agree with Christian, off-line franchise, where I spend most of my time, needs continued improvement. The presentation aspects, while nice, still pale in comparison to (sorry to bring it up...) NFL 2K5. Certain gameplay items, like screen passes, still feel clunky. And I'm not totally comfortable with any of the predefined cameras; give us the ability to modify them! It seems like we're starting to see the "next-gen" football that was promised many years ago. Too bad it's taken so long; still, this game is by far the biggest Madden improvement in a long time.


Madden NFL 10 Videos
Member Comments
# 41 CreatineKasey @ 12/24/09 12:45 AM
Quote:
Originally Posted by Tick32
Well i hav alot of money plays that continue to work. This why on our franchise on all-madden. we hav players who could score 80 points on the AI. Last gen maddens. the AI would learn ur plays, also they would put better DB on WR. Ive watched a lot of vids trying this on Madden 10, and they dont learn and they wont put there best DB on ur best receiver. So its a mismatch massacre every game.

Also on last gen maddens u could shade receivers to inside or outside. Patch 2 made the game playable, but it still doesnt represent real football IMO. I can still exploit the Ai to death with 1 play. I wanna say maybe nxt year the game will be on par with 2k5, but i dont wanna eat my words. So we will hav to w8 and see.
Yeah I can't speak for the AI too much. I'm an online only gamer so it really doesn't apply so much to me. I feel a great balance when playing other users personally. Of course I could write a massive list of things I want, but I definitely still enjoy this game and feel it is fairly deep.
 
# 42 drolouis @ 12/24/09 01:06 AM
Madden needs a new engine, its past due. Eloits are in abundance online and I dont even play the cpu because its too easy. If you turn th sliders all the way up its too unrealistic. If they get rid of ALL animations it will be better. Suction is a huge flaw that effects gameplay. But with pro tak to be expanded next year, I doubt a new rngine is in order. I dont know anything about programming but I wonder if they can remove animations and not change the game engine. Im talking about gameplay animations, not cut scenes
 
# 43 KBLover @ 12/24/09 01:39 AM
Quote:
Originally Posted by drolouis
I wonder if they can remove animations and not change the game engine. Im talking about gameplay animations, not cut scenes
I don't think they need to do away with the animations - more of changing how they are used and which ones fire off.

Animations should fire based on the ratings of the players. So everyone can't do the one-handed INT animation, only the DBs with 80+ CTH ratings. WR should do the sideline catch animation unless they are hit or have AWR under 70, things like that.

I think if animations were tied to the ratings in when/where/how they fired and which ones are available to the player, it would make things better. That and doing away with the need for the engine to have suctioning.
 
# 44 CreatineKasey @ 12/24/09 10:23 AM
Quote:
Originally Posted by KBLover
I don't think they need to do away with the animations - more of changing how they are used and which ones fire off.

Animations should fire based on the ratings of the players. So everyone can't do the one-handed INT animation, only the DBs with 80+ CTH ratings. WR should do the sideline catch animation unless they are hit or have AWR under 70, things like that.

I think if animations were tied to the ratings in when/where/how they fired and which ones are available to the player, it would make things better. That and doing away with the need for the engine to have suctioning.

I agree with this. I shake my head every time Ike Taylor nabs a 1 handed INT. The dude has 35 catch!!! To some extent only certain players with high enough ratings can do certain things, but this seems more regulated on the offensive side of the ball. I'd like it that only the biggest hitters could lay the most vicious hits and the biggest ball hawks only able to sky for the balls and make fantastic catches.

Also, even unique block sheds to top LB's and DL who don't lose their gap responsibility when shedding a block.... along with defenders who blow up offensive blockers. In APF I can lay all kinds of players out with Jack Lambert and I just realized that's missing in M10... you can't lay out offensive blockers with defensive players. That should be the case!
 
# 45 Hova57 @ 12/24/09 11:10 AM
I watched my son play on pro yesterday steelers and baltimore (he was baltimore) couple things i saw was laundry caught three interceptions all one handed. he ran the same run plays over and over some he got miminal gain some he lost , but then he would gt a ten or more yards . didn't really see a problem with that. he did something strange he figured out on his own. on defense he would control his lineman and right when he would be in position for a sack he would stop. the whole pocket would collapse and the qb would fall right into his lap. not to mention with him doing this the pocket would hold up to 8 secs before the cpu would throw the ball. it would always be short pass and they didn't get the first down i didn't like to see that. Lastly very cool run he had like i said he ran the same running plays the cpu adjusted on his sweep plays by blitzing the outside with both lbs and safety and their end even flowed to that side. So what baltimore o-line did was just let them flow to that side and a big whole was open where the lbs should have been it was pretty cool to see the line and fullback just turn and let them run to the outside
 
# 46 Hova57 @ 12/29/09 11:34 AM
Quote:
Originally Posted by dfos81
Nuff said, Pro is too easy for most anyone that knows the Madden controls.
Hey I know that you try telling a 7 year old to play on a harder level when they don't like to lose. I try teaching him about reading safeties and lb , which he does but he likes to put up points
 
# 47 KBLover @ 12/29/09 12:09 PM
Quote:
Originally Posted by dfos81
Nuff said, Pro is too easy for most anyone that knows the Madden controls.

Some stuff, though, should not be excused by the "you're playing on too low a level"

There should be no level where players can make 1-handed INTs 3 times in a single game, imo.

8 sec in the pocket is also pretty ridiculous and since this was the CPU getting it - it was actually at the disadvantage - and still got that kind of time.
 
# 48 roadman @ 01/03/10 09:56 PM
Quote:
Originally Posted by courtney_24
man ion know where to start...its so much wrong wit it..for one y da hell do da players run like dey got a stick stuck up dey ***(tron jogging yall need to look up apexisfree on youtube and take notes) its so much wrong wit dis game i cant think of nothin to say...how da hell does a player break out of a 11 man gang tackle..what da hell is he da hulk.....another thing da ball goes through da players kidneys...FIX THIS PIECE OF **** B4 IT GETS BOYCOTTED
Welcome aboard.

Thanks for the advice, but I don't have time to watch you tube.
 
# 49 denverbro89 @ 01/29/10 02:20 PM
I would like more control over subs. Who do I want in on passing situations? who do I need running the ball on 3rd and 1. Madden 09 was cool letting you put whoever on special teams. Speaking of special teams, only one guy returns the kicks no matter what side. 09 let you chose to have both guys return pending on what side the ball is kicked.
 
# 50 denverbro89 @ 01/29/10 02:46 PM
My theory on the stat bug is that when you Sim the game is 15 min quarters W/O the accelerated clock taking in effect, and you see this when you play against the CPU, they don't waste any time calling plays. The the Cpu usually snaps the ball when there is about 25-30 seconds on the play clock. Its like playing two games so a LB averaging 7-8 tackles a game will get around 12-16 tackles a game. so imagine playing the game with 15 min quarters W/O the accelerated clock and never letting the play clock wind down, you get the numbers you see so i think EA should make the CPU take a little longer calling plays to.
 
# 51 denverbro89 @ 01/29/10 02:53 PM
What ever happened to QB vision and precision passing? am I the only one the thought that those were cool functions in the game. Get rid of QB evade, I don't even bother using that, and neither does the CPU.
 

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