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Madden NFL 10 Demo Available, Post Impressions Here

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Old 07-23-2009, 08:44 PM   #1001
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Did anyone notice the DOF in the instant replay?? I didn't. Maybe for final build.
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Old 07-23-2009, 08:47 PM   #1002
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Re: For those that have played both demos

I played the 1 minute quarter demo first and that first run with Jacobs made me think for a second. I wasn't used to running that slow, but he definitely has some power. Willie Parker is the opposite kind of back where he can gain a quick 6-8 yards when you give him some room, especially on draws and in the flats. I definitely am liking this and am ready to start my Franchise.
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Old 07-23-2009, 08:48 PM   #1003
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Did anyone notice DOF in Instant Replay??? I Didn't .....i thought it was suppose to blur out what your not focused on. Maybe for final build?
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Old 07-23-2009, 08:51 PM   #1004
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Re: Madden NFL 10 Demo Available, Post Impressions Here

More user pressure

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Old 07-23-2009, 08:53 PM   #1005
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Re: Madden NFL 10 Demo Available, Post Impressions Here

Um, I approve of this game....that is all
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Old 07-23-2009, 08:54 PM   #1006
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Re: Madden NFL 10 Demo Available, Post Impressions Here

Quote:
Originally Posted by gbx34
When you kick field goal it still cuts to that terrible angle where you cannot see anything.
yea, I made Ian aware of this one as you probably know.. Whether or not it gets fixed in the final build remains to be seen.

If its not fixed, it will be really disappointing

My guess is it probably won't be fixed, but if Ian manages to come thru here, I will be the first in line to say thanks to him.
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Old 07-23-2009, 08:55 PM   #1007
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Re: Madden NFL 10 Demo Available, Post Impressions Here

Maybe I missed this conversation already, and if so, I apologize, but how are you guys doing with fade passes? The Steelers have a fade pass to Ward, but here I'm referring to the play called "goalline fade" in the Cardinals playbook. Obviously it goes to Fitzgerald.

1. Where should I be using this play? My guess was anywhere inside ten yards, but the results haven't been pretty. One touchdown and maybe three interceptions in my four attempts.

2. Timing. This play is apparently a one step drop, and if the ball isn't out almost immediately, you're going down. With the super fast release though Larry doesn't have time to get away from the press. In real life the ball is thrown higher but I can't replicate it in the game.
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Old 07-23-2009, 08:55 PM   #1008
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Re: Madden NFL 10 Demo Available, Post Impressions Here

Quote:
Originally Posted by Dabears554
I'm very impressed with the gameplay after two games.
It feels empty without announcers and such, but obviously that's just the demo.

Back on the topic of gameplay, I feel like EA finally achieved that sense of realism.
The play is noticably slower, but I like it because it gives me a chance to actually see
the play developing and read my blocks to find a hole to squeeze through. One thing I'm
very happy about is that when I find that hole, I can actually get through it, rather than
have some 320 pound guy fly off his block and tackle me for a loss of 2 yards.

Every tackle animation I've seen so far has been smooth and made sense in the play.
Although I haven't seen too much, I like what I've seen from the Pro-Tak. I feel as if
I really control whether I convert on a 3rd and 2 or not.

In the passing game, I love being able to stay in the pocket for more than 2 seconds.
As an offensive lineman myself, it's nice to see the big guys actually taking care
of business like they would on Sunday. On the other side of the ball, it is much more difficult
to get to the quarterback, but that's how it should be. I'm still learning the pass rush moves,
so it should get a little easier over time. When pressure does get to the quarterback,
the throws get less and less accurate based on how close the defender is.
Again, I'm happy with this facet of the game.

Another thing I'm happy about on defense is that I feel it's possible to actually manually control
a defensive back for an entire play. In the past, I would need to stick with D-Linemen, and maybe
control a linebacker every once in a while. I don't know if the camera is slightly different, but
somehow I feel much more comfortable controlling any of my 11 guys.

Now, onto the things I'm not as happy with.

I'm having a little trouble making all the pre-snap adjustments so far on defense, but once there
is a list of controls I'm sure that will become easier.

A more important issue I have is how the game cuts to an animation immediately after the play is over.
The problem is, the play doesn't seem as if it's actually over. Although I'm sure that the result of the play
is determined before the cutscene begins (or so I would hope) I wish the view would stay with the normal
game camera about one second longer, just so I could feel more secure about the end of the play.

Now for my biggest gripe, something that can dramatically alter the outcome of a game.
I've only experienced it once so far, but I have a problem with recovering fumbles. EA was
excited about the fact that you could fight for a fumble at the bottom of the pile. I was excited
about this too because I'm tired of watching 5 guys reach down and whiff on picking the ball up.
However, the system for fighting for the ball is absolutely ridiculous. It consists of repeatedly
tapping different buttons to determine who gets the ball. It feels like a mini-arcade game in the
middle of a game-changing play. Normally I would like to see something more than once before
a final judgement, but I have to put my foot down on this awful feature.

I don't want to end on a bad note, however. Like I said, I was very impressed with the overall
gameplay of the demo. I can't wait for a chance to get going with Matt Forte, especially now
that I'll actually be able to react to the blocks of Orlando Pace and Olin Kreutz.

If you agree, disagree, or want to expand on anything I covered, go for it.
I'm interested to see if the general public feels the same way I do.

Also, the running animations look like people running!
You can turn the fight for the fumble arcade style button mashing feature off in the final version of the game. When off the pile up will still be there, but the outcome of who has the ball will be determined(If I'm not mistaken) by who ever get to the ball first. Regardless of how it's determined, there is a option to turn this feature off.

I can try to find the thread in which Ian explained this in for you if you like.
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