That was me who brought that up.
I never Pro-Tak was perfection, but A - go pop in Madden 09 and compare (or whatever the last Madden was before the recently-added run block assignment AI first appeared), and B - find me a team whose offensive line blocks perfectly with its gap / man assignments on every play from scrimmage. That team would never lose.
I completely disagree on the opinion of Pro-Tak, you are selling it severely short. It was a necessary step forward in player interaction, particularly in having collisions be more than one-on-one, or one of the five canned two-on-one gang tackles that Madden used to feature. There were some ridiculous moments, sure, particularly in M10 - the spin-out of the huge pileup comes to mind - but let's look at the system from a fair high-level vantage point here. It was a good, necessary, and logical progression. If I recall, Pro-Tak was also used to help improve offensive line play, allowing for even a rare double-team of a defensive lineman on occasion. Madden 10 would not have been the absolutely-lauded step forward that it was for the series without Pro-Tak.
There are only so many people working on a video game. They can't do everything ever in one cycle. Things get prioritized. Heck, this amazing Connected Careers mode you refer to, it took two years to make, according to Josh Looman himself.
This is simply
not true and I will not let this slide.
- Real-time physics
- Connected Careers mode
- total control lead passing mechanic
- meaningful timed passing automatic dropbacks (1-3-5-7 step)
- new tech for receivers catching the football
- Ball Hawk mechanic for defensive backs playing against the pass
- new passing hot routes for running backs / other backfield players
- best-on-best preplay defensive alignment
- route timing windows affect when a receiver is prepared to look for a catch
- reaction-based defense (defender must see ball to react to it)
- all-new audio systems for commentary and crowd
- hundreds of hours of new color commentary from Jim Nantz and Phil Simms, replacing Gus Johnson and Cris Collinsworth
- presentation overhaul
- redesigned frontend user interface
- significant rendering engine improvements (HDR lighting, per-play lighting changes)
- some new stuff into Ultimate Team which probably interests other people but not myself
Again, CCM took
two years to build, as stated by EA themselves. The systems that EA is leveraging for RTP is probably the same tech that began in FIFA 12, so it technically has been in development for two years as well. Things that are good take time to make.
Why not? You couldn't in Madden (with a great deal of success, anyway) before, and you can (with much more success) now. This significantly affects how you the user actively controls and plays the game when passing the football. That is a more necessary and relevant improvement
from a video game perspective than offensive line play.
The user never has direct control over anything an offensive lineman may do; he can change assignments with slide protect, but the AI is still going to always play out that assignment regardless of user input. Changes to that end are much more interesting. Similarly to the route timing windows; this actively affects how the user plays the game, because him throwing to a receiver with a dimmed icon (that receiver isn't looking) likely is going to return a negative result. Similarly to the read-and-react defense; if the defender's back is turned, throwing over that defender probably is going to return a positive result because he will never identify the ball. You see where I'm going with this; all these additions directly affect how the user plays the game. Thus, strictly from a
video game perspective, they are more important.
This is not me saying the OL-DL play shouldn't get any love; it should. But you simply can't so readily dismiss what has been added to the passing game.
Four points addressing this and in closing:
1 - Offering opinions as fact, while fun, doesn't make your opinion any more true than mine.
2 - Madden is objectively a AAA title; that whole AAA - AA - A thing refers solely to the budget of and resources thrown at a project, not the subjective quality of resulting product. To this end, Madden approaches Call of Duty.
3 - What ever happened to judging a game on its own merits? It's fine if you don't like it, but I will never understand the "Madden should be better by now." So should everything else in the universe. Unfortunately, we live in the present; Madden, among other things, is what it is. As such, judge it by what it is and make your purchasing decision accordingly, again based on only what game actually pops up on the screen when you put the disc into your console. That's the only fair way to judge it.
4 - If you've decided Madden NFL 13 is not worth your while after playing the demo, that's a fine opinion to have. I disagree with it, personally, but you have every right to your opinion. That said, why would you continue to spend time playing / analyzing / critiquing something you obviously don't enjoy? There are better ways you could be spending your time.