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Madden NFL 11 Demo Available Now, Please Post Impressions Here

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Old 07-30-2010, 10:29 AM   #1129
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Re: Madden NFL 11 Demo Available Now, Please Post Impressions Here

I don't like the new kicking meter unless someone could explain it to me i can't get the accuracy right on kickoffs they keep going out of bounds. I agree abnout gameflow calling the same plays
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Old 07-30-2010, 10:33 AM   #1130
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Re: Madden NFL 11 Demo Available Now, Please Post Impressions Here

I finally downloaded the demo last night and gave it at try. Flipped it to All Madden, used GameFlow (did not set up a gameplan) and fired it up.

- Gameflow, without a gameplan will probably be pretty aggravating. Playing as the Colts (and once as the Jets) I was tired of seeing my defensive coordinator call for 8 man rush on 3rd and long. Happened too much. I'm sure this can be fixed with a gameplan.

- The running game seemed good, not great.

- Felt like it was impossible to stop the opposing offense. Maybe just getting used to Madden from NCAA, not reading too much into it at this point.

- Strat pad, nothing left to say

- Audio just seemed bland. I guess i'll chalk that up to being a demo

Overall, the game played good. I didn't see any huge, game-killing concerns. I also don't see any huge leaps over Madden 10. Sure there's gameflow, which can be a good feature, but overall, with roughly the same gameplay, no updates to franchise mode, and a new box, I see no reason to purchase it. I'll probably rent it, may borrow it if someone else buys it, but I don't see myself justifying $60 for a game that is a pretty close reproduction of Madden 10. That's not to say Madden '11 isn't good or that it sucks, but to warrant a purchase, it needs to be a somewhat new game, not just new rosters and a gimmick or two.
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Old 07-30-2010, 10:55 AM   #1131
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Re: Madden NFL 11 Demo Available Now, Please Post Impressions Here

I played 1 game and used gameplan on All-Pro. I was the Jets and I absolutely destroyed the Colts. 28-7. I picked off Manning 3 times. Maybe the CPU is much better at calling defenses than I am, because that is a very unusual occurance for me. Anyway, I had trouble with the run game, but I was able to pass the ball with Sanchez like he was a Pro-Bowler. My CPU teammates also sacked Manning about 5 times, which is a lot.

I liked the game. I'm not sure about gameplan as it feels like I just don't have any control. I thought gameplan was gonna give me 4 or 5 plays to chose from, instead of just picking a play for me. I know you can audible but it seems like giving me a few plays to chose from would've been better.

I tried to play around with the strategy pad but it was a little clunky and I didn't have time to change much. I'm not for or against the strategy pad. I will see how I adjust to it once the game comes out and I have a few games under my belt before I pass judgment. The presentation is better than 10 and hopefully the Extra Point will have some upgrades.
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Old 07-30-2010, 11:01 AM   #1132
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Re: Madden NFL 11 Demo Available Now, Please Post Impressions Here

Quote:
Originally Posted by callmetaternuts
not just new rosters and a gimmick or two.

I'm not saying it's not worth your $60.00 to purchase. The part I really disagree with is it's just Madden 10 with new rosters and a gimmick or two.

1. You didn't mention locomotion, which, with still having 10, is a big huge difference between the two.

2. Gameflow, which you mentioned.
3. New run blocking.
4. Gus Johnson greater than Tom Hammond
5. Gameplan
6. Stadium sounds
7. Better replays vs 10
8. Better WR catches and catching logic vs 10
9. Better chain gang vs 10
10.Better challenge calls vs 10

That is just 10 better improvements off the top of my head over 10.

Again, not trying to down play no franchise improvements or qualifying 11 as a purchase to you.

Just wanted to point out 11 is more than a roster update and a "gimmick or two"
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Old 07-30-2010, 11:24 AM   #1133
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Re: Madden NFL 11 Demo Available Now, Please Post Impressions Here

Quote:
Originally Posted by roadman
I'm not saying it's not worth your $60.00 to purchase. The part I really disagree with is it's just Madden 10 with new rosters and a gimmick or two.

1. You didn't mention locomotion, which, with still having 10, is a big huge difference between the two.

2. Gameflow, which you mentioned.
3. New run blocking.
4. Gus Johnson greater than Tom Hammond
5. Gameplan
6. Stadium sounds
7. Better replays vs 10
8. Better WR catches and catching logic vs 10
9. Better chain gang vs 10
10.Better challenge calls vs 10

That is just 10 better improvements off the top of my head over 10.

Again, not trying to down play no franchise improvements or qualifying 11 as a purchase to you.

Just wanted to point out 11 is more than a roster update and a "gimmick or two"
Lol, I almost went and bought 10 yesterday just to check the differences. Is 11 worth it? It's the same as whatever you feel like the answer to "How good was Madden 10?" is
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Old 07-30-2010, 11:35 AM   #1134
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Re: Madden NFL 11 Demo Available Now, Please Post Impressions Here

One thing about the new blocking. I am not sure that it is all that improved. I mean this in all seriousness. The running game is definitely improved, don't get me wrong, but I'm not sure, and when I say sure, I mean a hundred, hundred percent sure, that it's due to the blocking.

The reason I say that is because the more games that I have played, the more I am paying attention to finer details in the game. I've really been focusing on the blocking in the last couple of games that I've played and I've seen many things that are reminiscent of the blocking of old.

OK, first off, the new Play Art has the blocking assignments on there right? Which is cool. The thing is that after really scrutinizing the blocking in real time as well as in replays, I've notice that the blockers often do not block who they were supposed to block according to the play art. This is most evident with regards to the FB. Watch the Play Art on the FB. Many times when it has him assigned to run through the hole the play is designed to go through, and block a second line defender, I've seen him get halfway in the hole and then turn back towards the LOS instead of leading the play. This usually results in leaving me out to dry. The FB is the biggest offender of this, but I've seen every lineman do this as well. Sometimes crisscrossing to block someone that according the Play Art, was someone else's responsibility.

Secondly, there are some issues with who the line is designated to block, pre-snap, in general. I've seen many instances where the Play Art will have the Tackle and TE or Tackle and Guard assigned to double team an end, when there is a LB that is at the LOS, and is most likely coming. Now, you could say that the game doesn't know that he is definitely coming, but shouldn't he be accounted for at least until you see that he isn't? I'd rather the Tackle or TE be assigned to the LB and leave the DE singled up, then to just allow the LB unfettered access into the backfield. Now I know that blocking schemes will sometimes leave back side unaccounted for, but these are plays that are designed to go in the direction that the backer is lined up. Would be more realistic to have the blocker make a move towards the LB, see he isn't coming, and then try to scramble back to double team the end, even if he is too late. This would allow for us to show fake blitz and actually have it cause problems with the line assignments. I don't understand doubling someone and leaving another player standing right next to them free though, when it occurs play side. Especially when it's an end who isn't known for his run stopping ability (Freeney) and it's a run that's called.

The last thing is that there are still issues with the AI getting confused with who to block out in space. I've had success with running screens, but mostly because of me making moves. I've seen several occasions where I will have 3 blockers in front of me and only one defender, thanks to the propensity of the CPU to sell out blitz, and had all three blockers leave me on an island to turn to the LOS and the back upfield and then to the LOS, and have none of them block the lone corner who could stop me from scoring. "Jazz Hands" are still very much alive and well.

In short, maybe the blocking is improved, but I'm not 100% sure that the effectiveness of the running game is totally due to that. Part of me wonders if the fact that loco has defenders over running plays and being out of position more often, isn't at least as big a reason for the running game's effectiveness as the new blocking. Because from what I've seen so far, the new blocking still has a lot in common with the old blocking. This is something I'll keep looking at , because I am not sure one way or the other.

Last edited by Only1LT; 07-30-2010 at 11:45 AM.
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Old 07-30-2010, 11:39 AM   #1135
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I wasn't expecting much from the demo, however, and after playing a few games, I thought it played a bit smoother than NCAA 11, and did enjoy playing it. To me, the new Gameflo only works if you set up your plays prior to the game...other than that, too many plays are repeated.

The pace of the offense is pretty smooth, and the running game seems to be fleshed out. Passing seems to be the same, played with the Colts, and was able to execute timing patter rather well.

Defense was very responsive, and I was able to break up some big plays. D-pad strategy is too slow! Cut scenes were decen't, however, I think EA was trying to emulate NFL 2K5. With that said, it is just a demo, gameplay was definitely smoother and tighter than Madden 10, and EA has me interested in what the final product will be like.
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Old 07-30-2010, 12:01 PM   #1136
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Re: Madden NFL 11 Demo Available Now, Please Post Impressions Here

Quote:
Originally Posted by K_GUN
i added some things about myself that you forgot to mention

haha.....it's all good buddy
haha. I'll keep that in mind. Good post Gave me a chuckle today.
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