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Madden NFL 11 Hands-On Impressions (OS)

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Old 04-26-2010, 03:23 PM   #81
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Re: Madden NFL 11 Hands-On Impressions (OS)

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Originally Posted by Jkgrindz
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.
I've really been hoping for this for a while, and, alas, it looks like we won't be getting it this go-round. Hopefully, with the groundwork for improved locomotion being laid this year, we can see some kind of customized running styles in next year's game.
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Old 04-26-2010, 03:23 PM   #82
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Re: Madden NFL 11 Hands-On Impressions (OS)

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Originally Posted by Jistic
This sounds like you were underwhelmed.
I got that impression, too, which is concerning because of the amount of gushing going on over NCAA 11.
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Old 04-26-2010, 03:26 PM   #83
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Re: Madden NFL 11 Hands-On Impressions (OS)

I really hope they get into "play knowledge" with this, or stand alone...Play knowledge can effect so many parts of franchise it would be insane...together with the game plan feature (SMH)
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Old 04-26-2010, 03:27 PM   #84
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Re: Madden NFL 11 Hands-On Impressions (OS)

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Originally Posted by Bumble14
The cpu picks the play for you based on the situation, you do not spend time in the playcalling screen. You can rate plays, and set up a playbook to customize this, but in game you do not even mess around in a menu like ask madden when using gameflow.
Well this was my point. When you use Ask Madden, there is no scrolling through playbooks. Play ends, push button to skip cut scene, Ask Madden shows the play, press button and you're at the LOS.

These games are taking me an hour to play with 15 minute quarters and a 20 second runoff. I still don't see how Gameflow will cut that time in half.
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Old 04-26-2010, 03:43 PM   #85
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Re: Madden NFL 11 Hands-On Impressions (OS)

I am just really longing for a return to user control, within the ratings, of what goes on as the game plays out.

M10 you could hit the triangle button any way you wanted, but it had no affect on the attempt that the receiver made.

Spin moves, dives, hurdles, stiff arms, and cut moves are all moves that should have various animations that you can trigger based on how you hit the button.

I always thought it would be cool if you were being tackled near the first down yardage or at the goaline - if you hold the dive button down the ball carrier should reach the ball out - of course with necessary fumble risk!

Spin move
tap = quick spin
press = more looping spin
hold and release as hit = ball carrier would stutter step and well timed
release at impact would give a "bounce off" spin out of tackle
animation

Dive
tap = quick "lay down/fall forward" animation
press = "superman style dive" think Marion Barber
Hold release= over the pile type dive, thus eliminating the need for
situational awareness of the game and letting you try to go
over the "pile" for a first down attempt
Hold during TAK animation = reach out ball for more yardage/ endzone etc

Hurdle
tap = quick low height like to avoid blocker/defender on ground
press = regular hurdle
hold release = really slows you down as player gathers to hurdle gives you
higher hurdle leap

Stiff arm
tap = quick short duration arm extension for defender at arm's length
press = standard stiff arm
hold and release gives you the big punching stiff arm you see AP or Barber
or some other guys do

note: put these back on the triggers and have "cover/protect ball"
be accomplished by holding both buttons in!!!


Cut moves
tap = very quick minor direction change, very fast/short animation
press = little bit bigger direction change with heavy foot plant animation
hold release = big foot plant with added shoulder/head fake
double move/ stutter steps rapidly tap buttons in succession

note: add these back onto the shoulder buttons (L1/R1)
I see no reason why these should not coexist with the
R-stick stuff they are adding to M11


Catch
tap = "in stride" attempt receiver does not break stride arms go for ball
or in perfect throw case just lets the ball come in.
Press = quick jump catch, low to moderate elevation
Hold and release = receiver gathering feet and launching high (within his
ratings) to go after ball at highest point.

note: when you hold the button DBs should "know" that and either
go up with you to fight for ball or line you up for a big hit


note: Pick attempts work same way and with hold/release you
risk falling/slipping/tripping for both catch or intercept if
you hold too long


Dline moves

First off where did the "bull rush" go bring that back immediately
FIN moves (L1/R1)
tap = spin move - risk getting blown up
press = swim move
hold/release = shoulder/head fake set up type move
POW moves
tap = club move
press = rip move
hold/release = "throw OL"
Bull Rush repeatedly tap X to replicate driving feet

Swat (L1)
tap = quick swat, minimal loss of speed unlikely to take you out
of position if you whiff
press = quick jump more likely to knock ball away, but more likely to
get you out of position if you miss
hold/release = gathering of feet, high jump, very likely to hit ball, high
likely hood of being out of position if miss timed

note: safer/ higher success rate over interception attempt

Strip (L2/R2)
tap = quick swat at ball - low impact on tackle attempt success
press = big strip tackle - think strip sack or punch out ball from behind
risk missing tackle increases
hold = grab at ball try to rip it out - huge missed tackle risk

note: holding both buttons makes no strip attempt but rather
becomes a "wrap" up tackle

Final Note: All these things should be based off the ratings as far as success/failure but I want to finally feel like I am in control of the action again and that the input I put into the controller gives me a real sense of "I pulled that off because I timed it right and hit the button the right way"!!!
Obviously, the ratings should affect how successful and quick maybe that these animations are!!!
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Old 04-26-2010, 03:45 PM   #86
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Re: Madden NFL 11 Hands-On Impressions (OS)

Quote:
Originally Posted by rgiles36
Did you play M10 last year my friend? Or at least offline? Fatigue worked fine and was customizeable (sp). Plus, it was progressive in that heavily used players would not recoup their full energy later in the game.
This wasn't the case for me when I played Madden 10. Fatigue worked in that your player was taken out of the game when his level dropped. If you just subbed him back in, he would play with little to no change. There are plenty of youtube vids demonstrating this as well.

Here is one of something I had happen to me while playing:

http://www.youtube.com/watch?v=kGFd39vqLN0
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Old 04-26-2010, 03:52 PM   #87
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Re: Madden NFL 11 Hands-On Impressions (OS)

Quote:
Originally Posted by kjcheezhead
This wasn't the case for me when I played Madden 10. Fatigue worked in that your player was taken out of the game when his level dropped. If you just subbed him back in, he would play with little to no change. There are plenty of youtube vids demonstrating this as well.

Here is one of something I had happen to me while playing:

http://www.youtube.com/watch?v=kGFd39vqLN0
Doesn't your RB get recharged for resting for a series or two? For example, when AD goes to the sideline, Taylor used to come in for a series or two.

I would think your batteries are recharged after resting on the sidelines.

Also, WR's only take on play off after they catch a long pass and they are back out on the field.

Just saying.
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Old 04-26-2010, 03:55 PM   #88
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Re: Madden NFL 11 Hands-On Impressions (OS)

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Originally Posted by Boregard
this so stupid I wanna type a bunch very nasty vulgarities in rapid succession!!!
That's gold Jerry. Gold!
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