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Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Old 05-15-2012, 11:04 AM   #89
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by CRMosier_LM
Defenders were very aggressive in the builds I played. I will be here (unless I get banned). hit me up any time [email protected] I got nothing to hide (other than what I'm not permitted to talk about yet lol)

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Quote:
Originally Posted by Baughn3
I don't user catch and prefer to play in leagues that have a no user catch rule (this is with NCAA, haven't played Madden in 3 or 4 years).

My question is, why would we need to get good at user catching if there is no advantage to it? If we as the QB are able to make throws to get our WRs open, why wouldn't the CPU be able to choose the right catch animation for that situation? (that's the impression that I'm getting by getting good at user catching).

That's always been my issue with the user catch is that it is way overpowered and gives an advantage to the HUM player over the CPU player. The statement that we had better learn how to user catch leads me to believe this is still the case... or that there is something the CPU can't/won't do that we have to make up for as the user.

EDIT: Forgot to add, but good impressions. It's good to hear about all of the improvements so far. Just a little confusions about the user catch statement
Quote:
Originally Posted by CRMosier_LM
Defenders go after the ball like crazy. If you sit back and expect the cpu receiver to do everything for you, then you will be missing out on a large portion of what makes this game good. The game is made to switch and take control of the defender/receiver. I can't see any reason personally why a league wouldn't allow user catching for M13 at this point. Madden 12 yes, I could understand that. To me that would be like banning touching the sticks at all other snapping the ball. Just ky opinion though.

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Quote:
Originally Posted by Baughn3
So it sounds like you're saying the CPU defensive player is more aggressive than the CPU offensive player, and the HUM player needs to switch in order to even the scales? Is this the same when the HUM is on defense? Or is it just that the CPU is more aggressive against all HUM players, not matter which side of the ball?

Thanks again for going into more details with this, you certainly don't have to do it so it is definitely appreciated.
Quote:
Originally Posted by CRMosier_LM
I'm not trying to sound standoff-ish, really. Many of you guys are trying to base my impressions off of Madden 12... STOP . It's a completely different game. You have already seen video of the new defensive stuff and new offensive stuff. You already know about the game being steered towards user control. I'm just giving you the feelings I had playing the game. If I say user catching is easier and more realistic at the same time it should mean that everyone is put on the same level when using the same players. This is NOT Madden 12, nor is it your daddy's Madden. You can feel free to look me up after E3 and/or the actual release date. As long as things don't change for the worse between now and then...my sentiments are echoed by every attendee including a member of TSS, TSO, MPOA, Shopmaster, MB, OS... It's not a conspiracy. I WILL be posting impressions on other things and more on this when I can elaborate further at a later date.

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I'll be at work, so I won't see any responses till this evening, but I want to reignite this tangent.

I like making User plays as much as possible, so I'll be good with improved User control, but some guys will never want to make User Catches or Picks/Swats.

It's great that the CPU defenders are ultra aggressive in attacking the ball in various ways, that's how it should be, but the CPU receivers need to be ultra aggressive as well otherwise it puts the non User Catching person at a big time disadvantage, and exponentially reduces the number of players that they might choose to play against H2H.

The CPU controlled receivers in NCAA and Madden the last couple of years were absurdly passive in attacking balls early or at its highest point. Hopefully they tuned them up to play with the same zeal as the defenders do.
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Old 05-15-2012, 11:08 AM   #90
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Originally Posted by TDKing
Can you guys talk about this new motion blurr stuff ? Is it over done ? Its just not sitting well with me. Maybe because I have a $3000.00 TV and tried to find the clearest crispest picture I could... I don't know.
Motion blur looked good for me, can't speak for anyone else. Your TV has motion blur when watching NFL broadcasts. That's what motion blur is mimicking, the actual broadcast feel.

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Old 05-15-2012, 11:11 AM   #91
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by CRMosier_LM
...you should be able to put this edition as a top 5 (at least) sports game ever.
Wow! Can you list a few great sports games you think it's better than?

Given what's been said about the o-line/d-line interaction, I can't imagine what could put Madden in the top 5 all time, but I wouldn't put Madden '12 in the top 10 either.
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Old 05-15-2012, 11:13 AM   #92
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by BezO
Wow! Can you list a few great sports games you think it's better than?

Given what's been said about the o-line/d-line interaction, I can't imagine what could put Madden in the top 5 all time, but I wouldn't put Madden '12 in the top 10 either.
I wouldnt put Madden 12 anywhere near my top 10. Honestly, I thought the game was horrible and only played if for two weeks. Fortunately, just about everything EA is doing is correcting many of the issues I had with Madden 12 and previous next-gen Maddens. I just hope it all works as advertised and this June 4th gameplay and conneceted careers announcement is as revolutionary as people are saying it is.

Next year I really hope they dig deep and completely re-vamp the OL/DL interactions as well as the footplanting and locomotion. I would also love to see them get more player specific animations in the game to make every player look and feel like their real life counterpart. NBA 2k and MLB the Show do a phenomenal job in this regard.

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Old 05-15-2012, 11:13 AM   #93
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by CRMosier_LM
From my perspective no. I think both "that other game" and previous Madden editions felt arcadish with some of the passing. Right now I'm on the fence with this being the most realistic passing experience in a football title ever. But a lot of that will depend on final tuning and what not.
In that case, let me ask the same question a bit differently.

The devs say timing matters in Madden 13. When I think of the timing, I look at guys like Aikman and Brady. I expect that when a qb in Madden 13 finishes his drop the ball should be coming out of his hands. I expect that, at this time, the receiver is just entering his break, if he's started his break at all. As an aside, I also expect that the OL will block differently depending on the drop back of the qb, but baby steps and all that .

Based on your experience, would you say the above is true for Madden 12? Is it markedly true for Madden 13? Is it something you care about at all?
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Old 05-15-2012, 11:14 AM   #94
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Re: Madden NFL 13 Hands-On Impressions From Community Event #3 (DLG)

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Originally Posted by BezO
Wow! Can you list a few great sports games you think it's better than?

Given what's been said about the o-line/d-line interaction, I can't imagine what could put Madden in the top 5 all time, but I wouldn't put Madden '12 in the top 10 either.
If the implementation is solid, I can't think of ONE sports game that i would put above it. NCAA 2K8 and MVP 05 are the only two I would even say are sniffing it at this point.

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Old 05-15-2012, 11:15 AM   #95
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Quote:
Originally Posted by jfsolo
I'll be at work, so I won't see any responses till this evening, but I want to reignite this tangent.

I like making User plays as much as possible, so I'll be good with improved User control, but some guys will never want to make User Catches or Picks/Swats.

It's great that the CPU defenders are ultra aggressive in attacking the ball in various ways, that's how it should be, but the CPU receivers need to be ultra aggressive as well otherwise it puts the non User Catching person at a big time disadvantage, and exponentially reduces the number of players that they might choose to play against H2H.

The CPU controlled receivers in NCAA and Madden the last couple of years were absurdly passive in attacking balls early or at its highest point. Hopefully they tuned them up to play with the same zeal as the defenders do.
From what I saw, yes they attacked the ball.

If people choose not to take control of the players and make plays that is their choice. The game is meant to be played and players controlled when possible. I can't hold any developer responsible for people playing the game outside its intended use. EA is attempting to make a football game in my opinion for H2H and all that comes with that. What people do with that is on them. They can take advantage of the tools at their disposal or they can sit back call the plays and just snap the ball... Although I don't feel that is what the game is made for, its their choice. But once again if people want the experience intended, then they need to go outside their comfort zone.


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Old 05-15-2012, 11:17 AM   #96
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Originally Posted by dubbville
"Beautiful! Leading a receiver or throwing to a spot works very well (once again, if your QB can make a good throw) but is very much dependent on the user. It will take you a few games for sure to get used to the intricacies of the new system."
+1

Can you say Tony Romo, Dez Bryant.
Derek Adams and I played Cowboys vs Browns several times and anytime I was stupid enough to not have Joe Haden on Dez or at least a man over top... Dez lit me up! But with the right concepts and play calling I was able to reign him in and control him.

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