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Madden NFL 25 Video Interview with Some Early Gameplay Shown (GotGame)

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Old 04-28-2013, 11:37 PM   #97
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Re: Madden NFL 25 Video Interview with Some Early Gameplay Shown (GotGame)

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Originally Posted by TreFacTor
Not to mention that 20 year old step slide the TE does when in motion...that animation has been in the game forever and I've never seen a tight end do the Cha Cha while in motion in all my years of watching ANY type of football...but that's just me being petty.
And why can't we motion multiple players anymore. They have the logic built correctly where you can't motion illegally, but I see NFL teams motion a player, he resets and then they motion a second player. I bet I see that 10 times each weekend in the NFL.

And on the topic of motion issues - I hate, hate, hate the blue "predetermined" motion garbage. I understand what they were trying to do there, but I feel the user should be able to snap the ball early or late (obviously risking messing the timing of the play to crap).

And there are far too many plays that do not allow the user to snap the ball at the time of their own choosing - ie sometimes I run a play thinking of motioning the outside WR til he is just inside the slot WR and then the dumb game won't let me snap the ball at that point - making me wait til he gets all the way across the formation = dumb dumb dumb!!!
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Old 04-28-2013, 11:40 PM   #98
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Re: Madden NFL 25 Video Interview with Some Early Gameplay Shown (GotGame)

From the looks of it, early build or not its no good.
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Old 04-29-2013, 12:48 AM   #99
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Re: Madden NFL 25 Video Interview with Some Early Gameplay Shown (GotGame)

I would like to add one more thing, somehow I've gotten the label of being a EA fanboy but I regularly tweet the dev team members about issues and concerns that the OS community has with the Madden and NCAA series. In fact four EA devs have blocked me because I came at them so strongly, because of things OS members have brought up.
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Old 04-29-2013, 12:49 AM   #100
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Re: Madden NFL 25 Video Interview with Some Early Gameplay Shown (GotGame)

I would like to add one more thing, somehow I've gotten the label of being a EA fanboy but I regularly tweet the dev team members about issues and concerns that the OS community has with the Madden and NCAA series. In fact four EA devs have blocked me because I came at them so strongly, because of things OS members have brought up.
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Old 04-29-2013, 01:09 AM   #101
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Re: Madden NFL 25 Video Interview with Some Early Gameplay Shown (GotGame)

I would like to add one more thing, somehow I've gotten the label of being a EA fanboy but I regularly tweet the dev team members about issues and concerns that the OS community has with the Madden and NCAA series. In fact four EA devs have blocked me because I came at them so strongly, because of things OS members have brought up.
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Old 04-29-2013, 01:23 AM   #102
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Why is the interviewer wearing shades?

Anyhow, to the point: these outcomes can be produced with the current build, depending on what you want to leverag more, big hits or big trucks?

You can raise fumbles to 100 and you will see ballcariers have better stumble and recovery. You can raise tackle to 100 and watch the big hit fiasco unfold. Allmost all of what they did was scramble the base sliders so that the base slider enviornement is more aggressive.

This is the 25th edition of Madden and for many of us we are still anticpiating that elusive master stroke from EA but nevertheless the vision eludes us.

In Paint Art, you start with your broad stokes and then compliment them with subtle strokes. It is the subtle strokes that make the projection poP. In Madden's case, EA uses way too many broad strokes, essentially diminishing the appearance of any subtlety.

The systems need to be broken down to a deeper finite esp. the infinity engine.

You can break down a yard into feet or you can break down a yard into inches - that is as granular as I can put it.

EAs broad strokes kill the effect of subtelty which is what makes the Pop and this lack is why even these hyper-exaggerated outcomes will feel flat - it does the outcome no justice if the user cannot feel the momentum and weight-shifts -- there needs to be an anticipation effect that builds into these moves and hits.

I liken this effect to a premature climax and nobody enjoys that in a book or in bed -- steady momentum is the greatest aphrodisiac for an intense climax.

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Old 04-29-2013, 01:48 AM   #103
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Re: Madden NFL 25 Video Interview with Some Early Gameplay Shown (GotGame)

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Originally Posted by hanzsomehanz
Anyhow, to the point: these outcomes can be produced with the current build, depending on what you want to leverag more, big hits or big trucks?

You can raise fumbles to 100 and you will see ballcariers have better stumble and recovery. You can raise tackle to 100 and watch the big hit fiasco unfold. Allmost all of what they did was scramble the base sliders so that the base slider enviornement is more aggressive.
This is what many fail to realize about M13. Most of the Infinity Engine complaints can be addressed through settings and sliders. The problem is that the impact to User/CPU balance can often outweigh the benefits of more realistic physics and player control.

Of everything that has been announced thus far, the only impressive takeaway is that we have additional animations for ball carriers which can be leveraged by CPU-controlled ball carriers. The cynic in me says that we get new animations every year and that's not something to get too excited about. The optimist in me says that M13 wasn't terribly far away from being a decent NFL game and maybe these changes can allow users to configure a better game with M25 without going to extremes in penalty sliders and such.
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Old 04-29-2013, 02:14 AM   #104
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Re: Madden NFL 25 Video Interview with Some Early Gameplay Shown (GotGame)

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Originally Posted by hanzsomehanz
Why is the interviewer wearing shades?
I'm glad I wasn't the only one annoyed by this.

My impression of the video - the new tech is good. However, I echo the sentiment that there are too many big hits, and I hope that is toned down prior to release.
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