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Madden NFL 11 Hands-On Impressions (OS)

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Old 04-26-2010, 02:01 PM   #57
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Re: Madden NFL 11 Hands-On Impressions (OS)

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Originally Posted by Valdarez
100% disagree with Ian on this, and disappointed that Ian actually believes this to be true. Play APF2K8 and you'll see that they do an excellent job differentiating kickers without the need for a kick meter.
Even if one believes that APF's kicking mechanics are superior (and I couldn't disagree more on that point), one cannot deny that a meter based system is more in line with the "Quicker, Simpler, Deeper" mantra of M11.
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Old 04-26-2010, 02:06 PM   #58
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Re: Madden NFL 11 Hands-On Impressions (OS)

Great read. I'm especially pleased about the removal of the sprint/turbo button because I'm a ratings and offline franchise player. I normally would just play CPU vs CPU games and watch the action unfold on the field with the ratings coming into play.

What good is it to draft that late round gem in the draft if you manipulate how fast he goes, how he makes his cuts, and his overall play? I say let the ratings and the AI come into effect 100%.

Good stuff Ian!
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Old 04-26-2010, 02:10 PM   #59
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Re: Madden NFL 11 Hands-On Impressions (OS)

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Originally Posted by Hova57
as far as the substitutions go if its in ncaa i would assume its in madden too

Are you saying that NCAA has been confirmed to have subs for each and every formation???

My problem with the sub system in Madden is that certain special team formations do not allow subs, because you can't get to them with the on the fly subs (which I like, just wish they would add a reset formation sub button).

KOs is the big one for me - I don't want certain players covering kicks, that is why I have depth at certain positions so that my starters are not risking injury or wasting their fatigue covering kicks!
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Old 04-26-2010, 02:11 PM   #60
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love the idea of hearing the offensive/defensive coordinators calling out plays. It's all about the little details.
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Old 04-26-2010, 02:13 PM   #61
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1st off thank God they're giving us an option to use turbo because I would personally rather use the turbo button. It gives you more control over when you want to speed burst.

As far as the Game Flow, when the coach calls in the play is it just audio are is it both audio & text? I hope it's just audio because I don't want messeges popping up on screen when I'm playing. That would be lame. Hopefully we'll get an option.

Is the playcalling screen different from 10? I thought Madden 10's playcall screens were dull. NCAA 11's playcall screens look awesome. Hopefully Madden will follow suit.

Did they finally bring back Progressive Lighting? If not I'll be disappointed.

Will Madden have all the Accessories & Equipment that NCAA has (especially FLAK JACKETS & RUNNING BACK PLATES)? No excuse not to.

Will Field Degradation be improved? Will we see chunks of grass popping up when players make sharp cuts like in Last Gen?

My biggest concern with the new locomotion is that most RB's will be run the same & have the same animations (I don't want to see Brandon Jacobs doing the same spin move that Reggie Bush does). We really need signature running styles & most of all PLAYER TENDENCIES.

Overall the preview sounds good. I'm interested to see what other presentation improvements they've made.
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Old 04-26-2010, 02:15 PM   #62
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Re: Madden NFL 11 Hands-On Impressions (OS)

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Originally Posted by Boregard
Are you saying that NCAA has been confirmed to have subs for each and every formation???

My problem with the sub system in Madden is that certain special team formations do not allow subs, because you can't get to them with the on the fly subs (which I like, just wish they would add a reset formation sub button).

KOs is the big one for me - I don't want certain players covering kicks, that is why I have depth at certain positions so that my starters are not risking injury or wasting their fatigue covering kicks!
The formation subs in NCAA allowed subs on all formations including special teams. That was in the first NCAA blog, I think
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Old 04-26-2010, 02:17 PM   #63
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Re: Madden NFL 11 Hands-On Impressions (OS)

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Originally Posted by coogrfan
Even if one believes that APF's kicking mechanics are superior (and I couldn't disagree more on that point), one cannot deny that a meter based system is more in line with the "Quicker, Simpler, Deeper" mantra of M11.
How is it in line with the mantra? I really don't see any difference over what we had last year, except now the movement isn't mapped to the motion.
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Old 04-26-2010, 02:24 PM   #64
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Will fatigue actually matter this year? We need progressive fatigue in the game. For example if I'm pounding the rock with a big back like Brandon Jacobs, I want to see the opposing defensive line warn down by the 4th quarter.
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