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IGN has posted a super bowl video of Madden NFL 09.

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# 61 BrianFifaFan @ 07/12/08 08:50 PM
Quote:
Originally Posted by TheFuture15
All valid points. I definitely understand where the criticism is coming from, and there's nothing wrong with that.

What I'm trying to do though is dig to the bottom - if someone will not accept a game as being good or improved if a "fundamental" issue is not addressed, this to me is an easy cop-out to always be disappointed with the game, because no matter what I'm assuming there will always be an issue that could be categorized as "fundamental". It's still a video game, and I don't foresee any time in the near future us programming an exact representation of the NFL. I'm going to make it awesome and realistic...but it will never be EXACT...ya know?

Am I making sense here, or am I just rambling?
I'm feeling you, Ian. But I'm gonna mix games right now and bring up what could be considered a "fundimental" design flaw with the football gameplay engine. Already I can see where the underlying code in NCAA is tuned to be Offensive friendly. That'll make the game more "fun." Problem is that you can't bring any D-Line pressure without blitzing. And then the CPU is superhuman anyway, so if you get close he just goes into Tom Brady mode anyway and completes 85% of his passes.

What's my point? The game wasn't re-written so much, save the breakaway engine and new controls. But then they "tune" the game to put the D at a major disadvantage to complete the illusion. Why? Why can't both be good? It really wouldn't be such a big deal if the OL/DL stuff wasn't so broken to begin with. But to tune the game to lessen my ability to get pressure when I could barely get any in previous games? It's like the Michael Vick fiasco of Madden 04 again. I'm not saying that Madden will be this way, really hoping not. But it is really evident that NCAA needs some fundimental reprogramming to get the game to balance out where you can have fast smart offense and fasr smart D. This tuning back and forth is making for unbalanced, bordering on unrealistic gameplay. Oh yeah, I can see the comeback AI has been brought back to keep the game exciting. Overall a good game, but I'm hoping that Madden is far more "sim" than NCAA.......
 
# 62 Ian_Cummings @ 07/12/08 09:03 PM
Quote:
Originally Posted by BrianFifaFan
I'm feeling you, Ian. But I'm gonna mix games right now and bring up what could be considered a "fundimental" design flaw with the football gameplay engine. Already I can see where the underlying code in NCAA is tuned to be Offensive friendly. That'll make the game more "fun." Problem is that you can't bring any D-Line pressure without blitzing. And then the CPU is superhuman anyway, so if you get close he just goes into Tom Brady mode anyway and completes 85% of his passes.

What's my point? The game wasn't re-written so much, save the breakaway engine and new controls. But then they "tune" the game to put the D at a major disadvantage to complete the illusion. Why? Why can't both be good? It really wouldn't be such a big deal if the OL/DL stuff wasn't so broken to begin with. But to tune the game to lessen my ability to get pressure when I could barely get any in previous games? It's like the Michael Vick fiasco of Madden 04 again. I'm not saying that Madden will be this way, really hoping not. But it is really evident that NCAA needs some fundimental reprogramming to get the game to balance out where you can have fast smart offense and fasr smart D. This tuning back and forth is making for unbalanced, bordering on unrealistic gameplay. Oh yeah, I can see the comeback AI has been brought back to keep the game exciting. Overall a good game, but I'm hoping that Madden is far more "sim" than NCAA.......
Madden is definitely much more "sim" than NCAA.

It's been a while since I've heard the old "comeback code" line...I swear on my life there is no such thing.
 
# 63 SoxFan01605 @ 07/12/08 09:10 PM
Quote:
Originally Posted by BrianFifaFan
I'm feeling you, Ian. But I'm gonna mix games right now and bring up what could be considered a "fundimental" design flaw with the football gameplay engine. Already I can see where the underlying code in NCAA is tuned to be Offensive friendly. That'll make the game more "fun." Problem is that you can't bring any D-Line pressure without blitzing. And then the CPU is superhuman anyway, so if you get close he just goes into Tom Brady mode anyway and completes 85% of his passes.

What's my point? The game wasn't re-written so much, save the breakaway engine and new controls. But then they "tune" the game to put the D at a major disadvantage to complete the illusion. Why? Why can't both be good? It really wouldn't be such a big deal if the OL/DL stuff wasn't so broken to begin with. But to tune the game to lessen my ability to get pressure when I could barely get any in previous games? It's like the Michael Vick fiasco of Madden 04 again. I'm not saying that Madden will be this way, really hoping not. But it is really evident that NCAA needs some fundimental reprogramming to get the game to balance out where you can have fast smart offense and fasr smart D. This tuning back and forth is making for unbalanced, bordering on unrealistic gameplay. Oh yeah, I can see the comeback AI has been brought back to keep the game exciting. Overall a good game, but I'm hoping that Madden is far more "sim" than NCAA.......
I haven't played the new NCAA yet, but I can definitely echo the general sentiment. Too often in videogames period (including Madden...at least up to this point) it seems that instead of actually fixing issues they are "patched up" leading to other issues entirely (isn't this essentially how the excessive turnover garbage came to fruition in 08?). I know nothing about game development, and I'm sure it's not an easy thing to flat out fix balancing issues in a short time frame, but it is frustrating from the consumers end.

It would be nice if Madden could take a year and just focus on core gameplay tuning (like OL/DL, WR/DB, and QB pocket movement, etc) without having to weaken "A" to strengthen "B," but I also understand that (as I beleve Ian said some time ago) it would be tough to market that to the average consumer. The irony is that all the time taken to "tune" the game to be more competative or exciting could probably be used to make a more authentic experience...which would probably lead to competative and exciting games.
 
# 64 BrianFifaFan @ 07/12/08 09:13 PM
Quote:
Originally Posted by TheFuture15
Madden is definitely much more "sim" than NCAA.

It's been a while since I've heard the old "comeback code" line...I swear on my life there is no such thing.
It might not exist, but I'm up by two score on Miami of Ohio and the QB starts calling the exact right play against my D every time. And the AI knows the "money plays" by heart. And the D is in perfect position every play. And "voila" before I know it were tied. I hope you ubderstand the point I'm trying to make. It kind of a "yin-yang" kinda thing. They add "wide-open" gameplay but then no D-line upgrades to balance it out. So I'm there fighting a CPU AI with D-Lineman who now get blocked better than ever and can't stop the super accurate QB. I guess what frustrates me is that the game goes one way or the other depending on focus for that year instead of growing in a balanced manner toward reality. Is it a time thing or a vision thing, "the running game is weak so lets give them hit and truck sticks....." But not to sound overly negative, I like the tuning on D-backs. Nicely balanced and make realistic plays. It is good to hear about Madden! Brian

P.S. I might be the only one who does this but I read the credits on NCAA. I saw the shared resource teams you were talking about. I tinl they were called "centrals?" It was cool to see your name and Simon's and Adam's. That's why I'm bringing up NCAA gameplay. It seems to be a shared resource, to an extent.
 
# 65 BrianFifaFan @ 07/12/08 09:22 PM
Quote:
Originally Posted by SoxFan01605
I haven't played the new NCAA yet, but I can definitely echo the general sentiment. Too often in videogames period (including Madden...at least up to this point) it seems that instead of actually fixing issues they are "patched up" leading to other issues entirely (isn't this essentially how the excessive turnover garbage came to fruition in 08?). I know nothing about game development, and I'm sure it's not an easy thing to flat out fix balancing issues in a short time frame, but it is frustrating from the consumers end.

It would be nice if Madden could take a year and just focus on core gameplay tuning (like OL/DL, WR/DB, and QB pocket movement, etc) without having to weaken "A" to strengthen "B," but I also understand that (as I beleve Ian said some time ago) it would be tough to market that to the average consumer. The irony is that all the time taken to "tune" the game to be more competative or exciting could probably be used to make a more authentic experience...which would probably lead to competative and exciting games.
Yeah, this balancing thing was brought up in a thread in NCAA about a conference call with the NCAA guy. He was asked about the lack of DL pressure and said that had to be as not to mess up the balancing of other parts of the game. So did they rob Peter to pay Paul. That can end up being just as frustraing as was the lack of responsiveness that my Offensive players controlling like barges the first few years of this gen. Now my D guys move half-dumb and you can see the advantage that O players have with the new branching animations and super juking ability. Games not fair. Now I'm the Colts, trying to outscore everyone.
 
# 66 adembroski @ 07/12/08 09:25 PM
Quote:
Originally Posted by TheFuture15
Madden is definitely much more "sim" than NCAA.

It's been a while since I've heard the old "comeback code" line...I swear on my life there is no such thing.
Over the years it's been denied and denied, but I've always had a hard time believing it. Seriously; there have been years when it was positively uncanny. The consistency with which the opponent would come back was staggering.

There came a point where my strategy became "Get as big an early lead as humanly possible and try to out last 'em".
 
# 67 Ian_Cummings @ 07/12/08 09:34 PM
Quote:
Originally Posted by BrianFifaFan
I guess what frustrates me is that the game goes one way or the other depending on focus for that year instead of growing in a balanced manner toward reality. Is it a time thing or a vision thing, "the running game is weak so lets give them hit and truck sticks....."
Yeah in the situation of NCAA this year the focus as a company was on "Wide Open Gameplay". The main goal there was to really add more disparity between teams and also spread the feel out more between Madden and NCAA. It's unfortunate to hear that the DL play isn't quite up to snuff and the "Robo-QB" seems to be back. Those are pretty straightforward to tune...maybe they can be patched (I'll ask around). I don't think the goal is to skew the play one way or the other...but I do know that there was a bit of guarded caution this year to make sure the offense could actually be effective and fun due to the skewed amount of pick-6's and turnovers last year.

Quote:
Originally Posted by BrianFifaFan
P.S. I might be the only one who does this but I read the credits on NCAA. I saw the shared resource teams you were talking about. I tinl they were called "centrals?" It was cool to see your name and Simon's and Adam's. That's why I'm bringing up NCAA gameplay. It seems to be a shared resource, to an extent.
Yeah, the gameplay and animation team is shared between Madden and NCAA...but we built tools and processes that allow us to easily change key aspects across the two games, from AI to animation. Simon is the director of animation...I was the guy in charge of gameplay until January of this year...now it's Sean Bailey.
 
# 68 Ian_Cummings @ 07/12/08 09:37 PM
Quote:
Originally Posted by adembroski
Over the years it's been denied and denied, but I've always had a hard time believing it. Seriously; there have been years when it was positively uncanny. The consistency with which the opponent would come back was staggering.

There came a point where my strategy became "Get as big an early lead as humanly possible and try to out last 'em".
I think the only explanation has to be our play-tracking AI. It's in there, though relatively basic, where the CPU has some memory to what plays you are calling, and mixes up what they are doing to beat you.
 
# 69 Ian_Cummings @ 07/12/08 09:39 PM
Quote:
Originally Posted by BrianFifaFan
Yeah, this balancing thing was brought up in a thread in NCAA about a conference call with the NCAA guy. He was asked about the lack of DL pressure and said that had to be as not to mess up the balancing of other parts of the game. So did they rob Peter to pay Paul. That can end up being just as frustraing as was the lack of responsiveness that my Offensive players controlling like barges the first few years of this gen. Now my D guys move half-dumb and you can see the advantage that O players have with the new branching animations and super juking ability. Games not fair. Now I'm the Colts, trying to outscore everyone.
Yeah, that's just not true. Can you point me to the thread?
 
# 70 Agame @ 07/12/08 09:46 PM
Re: Line play the foundation of video game?

--------------------------------------------------------------------------------

Re: Line play the foundation of video game?

--------------------------------------------------------------------------------

Quote:
Originally Posted by Nza





It all starts up front, in real life and in virtual representations of the sport. 09 may play well, hell it may play great, but Madden can't and won't push the gameplay barrier until this is addressed; it is simply too integral to the sport for it to not to matter this much. Right now, Madden plays its own brand of football that, while mimicking real life, fails to address far too many real life aspects. Properly done OL and DL will change this into Madden playing NFL football.



Ian, I think that you feel this way....YOU want real Football.....It starts with the line play............WE ALL (O.K. Most) thing 2009 looks like a base for a fun and realistic game of Madden ................can Madden NFL 2010 be the year for the focus on OL/DL?


Bring your "A" game
 
# 71 BrianFifaFan @ 07/12/08 09:53 PM
Quote:
Originally Posted by TheFuture15
Yeah, that's just not true. Can you point me to the thread?
Here you go Ian. Bout halfway down.....http://www.operationsports.com/forum...r-gamplay.html
 
# 72 maddenps2 @ 07/12/08 10:06 PM
People complain about a comeback code and complain about realism at the same time. Those complaints somewhat contradict each since in many instances a real-life NFL team will be more aggressive when they are down and need to score. Especially a team with talented players and a top quarterback such as manning of favre. Not all teams/players can do this but many do and can.

Do people not want teams/players to change their intensity regardless of the situation?

I hope that EA takes this into account somewhat because computer players should mimic there real life counterparts at times and turn up the intensity during crucial game-time situations.
 
# 73 Ian_Cummings @ 07/12/08 10:41 PM
Quote:
Originally Posted by BrianFifaFan
Here you go Ian. Bout halfway down.....http://www.operationsports.com/forum...r-gamplay.html

Thanks for the link. He's actually incorrect on a few of those...d'oh! I am going to talk with him and we'll post more info soon.
 
# 74 cdon2k @ 07/13/08 01:38 AM
I too have issues with the imbalance of play every year. I know it's the nature of the beast when adding features, but if something such as spec catch imbalances the game THAT much, maybe it isn't worth putting in.
 
# 75 bls @ 07/13/08 04:28 AM
Quote:
Originally Posted by TheFuture15
Yeah, that's just not true. Can you point me to the thread?
I think what many are trying to say is if fundamental things can be done the right way in other games even on old consoles then why is it so hard to implement in madden next gen???

I think what it all boils down to when it comes to superior gameplay is the LITTLE THINGS, and that's what Madden fails at year after year. It's not about just taking one element such as "Juke Stick" and making it the main focus of your game for that particularly year. It's about getting all the LITTLE things right which in the end will make your game stand out in a BIG way.

Little things such as giving each O-linemen different reacting animations to add that feel of realism. Seeing your running back put his hand on an O-linemans back and push off to get thru a whole. Seeing a DB/WR jamming each other at the line of scrimmage only to see the WR slip and lose his balance for a sec. Seeing the refs out there on the field and sometimes even being involved in plays getting ran over. Seeing a lb in the process of trying to bring down a Maroney and having the ability to come over there help the lb bring him down. Seeing a WR release down the field into his route only to pull up and start limping due to him pulling a hamstring. Different D-line rip animations, the QB having a smooth drop back and when I move him around he's not just back pedaling and looking stiff. Lineman tussling with one another after a play is over. WR's slipping in the rain. Seeing different running backs have there actual running style and QB's have there actual throwing styles.

I could go on and on with the LITTLE things as far as GAMEPLAY is concern that makes a game standout. And at the end of the day adds replay value to a game and brings the consumer back time after time.

I remember the old Lakers vs Celtics games every star had there own little move from Chris Mullin to Hardaway's ustep to Jordan and Wilkins..etc. This is what made the game so fun. The individuality that stood out with the game.

And remember NBA Showdown? The on fire and cold streaks? Star players had there own indivdual moves in that game as well. Those were the fun days of gaming. And seems like with the technology we have nowadays, gaming companies should not only be able to implement those things but expand upon them in a way that has never been done before.
 
# 76 Vikes1 @ 07/13/08 07:39 PM
Quote:
Originally Posted by TheFuture15
Madden is definitely much more "sim" than NCAA.
In all seriousness...I just can't read this statement enough.

It warms the cockles of my heart knowing I can count on this. I can understand the NCAA game being fun, to a point, being more arcade-like than Madden. However...if I'm going to spend possibly a few hundred hours in franchise mode, for me...fun just isn't enough. I need the game to be as realistic as possible to warrant such a large time commitment to my franchise.

Not meaning to knock the NCAA game, but a commitment to a more "sim-like" experience is the reason I choose Madden for the long haul. I'm thankful Ian, that you and your team haven't lost site of what brought Madden to the heights that it has seen through the years. That gamers look to the Madden game for enjoyment AND as much of a realistic video football gaming experience as possible.

We're on the right course Ian....full steam ahead!
 
# 77 spankdatazz22 @ 07/13/08 10:38 PM
I'll be brief; I know you're busy with NCAA stuff:

Quote:
Originally Posted by TheFuture15
Number 1, it's probably not a good idea to make assumptions on what I'm thinking or expecting based on written posts. You are saying things like "you seem" to be doing this...all kinds of tone is lost in this virtual world. If it's not being said literally, then you probably shouldn't try to infer it. Though this is kind of ironic though because when I did actually spell something out literally, you didn't believe it (re: thinking I am here as a marketing ploy).
Agreed, which is why I said "you seem" - I wasn't making the assumption that you were [implying whatever]. I was just saying how it appeared to me. Regarding the marketing ploy statement, I never said I did/didn't believe it. I thought I said I felt you're sincere in wanting to interact with the community but that I could also see how the sudden EA dev involvement across the board has been beneficial from a marketing standpoint.

Quote:
Originally Posted by TheFuture15
To make sure I'm clear, I don't want anyone on these forums to give Madden a pass on anything. I've stated this many times before. I want everyone to be honest, and brutally honest if they so feel. You aren't going to scare me away. I have said this multiple times...don't buy the game if you these issue are deal breakers for you. And even if they aren't feel free to post all you want about issues that bug you.
Cool, because it probably needed to be said.

Quote:
Originally Posted by TheFuture15
For this post specifically, to clarify I am not saying "don't judge our game because I'm looking into fixing it for the future". That sucks if that is what was implied, but that's what written text can do I suppose - lose the message. All I am saying is that I feel it's a great video game - and that's because of the sum of it's parts, regardless of those 2 issues you saw in the video.

A great game to me is a fun game, as long as the problems that may be there don't detract too much from the game experience. Madden 08 and NCAA 08 were not GREAT games because turnovers are glaring problems that in turn make the game not fun to play. Tecmo Bowl is a GREAT game, but that's because I enjoyed the whole experience and ignored the fact that you could drop back and throw it 100 yards from one endzone to the other, or that I could chase down any player with Lawrence Taylor even if they had a 50 yard head start.
We're likely arguing semantics. For me a great game is a unique achievement - any fun game can be classified as good, a special game is great. Imo NCAA/Madden '08 weren't even good - they had many more issues other than turnovers. I'd say '09's football games have a chance to be good despite their issues - it just remains to be seen what the games will be. If you feel Madden '09 will be great that's fine; just saying how I'd define differences between good/great.

Quote:
Originally Posted by TheFuture15
I know you expect realism...I do too. But again, this is my serious question to you personally...try to envision a game where the 2 issues in this video are fixed, the OL/DL play is awesome, the WR/DB play is more finely tuned, and the QB control and animations are spot on. After seeing videos of all of the above, would your posts then be about the lack of pile-ups, or the fact that sideline catches aren't triggering frequently enough, or that players aren't slipping and falling enough in the rain? Or would your posts be about how you can't believe how this is actually a great game?

Do you see what I'm getting at? In a nutshell...can I ever meet your expectations? Your knee-jerk reaction will likely be to post something like "of course you can...just make a realistic football game without all these fundamental issues" - but I'm asking you to think deeper...is every issue you see going to be a "fundamental" issue for you?
Actually I'm less of a realism nut than many on the boards. I think there would be a lot of complaints from the hardcore if the game was purely realistic. I still laugh at how people wanted realism in Franchise mode and 2K did Weekly Prep for 2K4. Then people were saying "Ummm... that's too hard". I've said before - it's a lot easier to tolerate the game when it's positives outweigh it's negatives. If I took your hypothetical of QB play/WR/DB play/OL/DL play playing reasonably well versus the negatives you noted, then of course that would mean the game would be looked at positively.

But unfortunately it seems those gameplay facets will be issues again this year. It also needs to be understood we're factoring in that this is the 4th next gen Madden. If it were the first year or maybe even the second, these issues would be looked at differently. But for four years someone at Tiburon's looked at the completely awkward-looking QB play and has thought "that's good enough"? I'd be sitting here criticizing 2K if they still had the same stiff running animations four years running - I was disappointed when they didn't change the running animations significantly from 2K4 to 2K5. And I can cite any number of the game's other issues. But it's positives far outweighed it's negatives.

And of course every issue isn't a fundamental issue. I'm not talking about lack of sideline interaction, lack of penalties, lack of stat pop ups during the game, or some other fringe concern. We're talking about OL/DL interaction - pretty much the foundation of what occurs during any game. We're talking about QB play. WR/DB interaction. Tackling. Core player interaction. Madden's been weak in these areas and it's the reason the game has been viewed poorly. It's not just because the game has too many interceptions and fumbles.
 
# 78 spankdatazz22 @ 07/13/08 10:40 PM
Quote:
Originally Posted by bls
I think what many are trying to say is if fundamental things can be done the right way in other games even on old consoles then why is it so hard to implement in madden next gen???

I think what it all boils down to when it comes to superior gameplay is the LITTLE THINGS, and that's what Madden fails at year after year. It's not about just taking one element such as "Juke Stick" and making it the main focus of your game for that particularly year. It's about getting all the LITTLE things right which in the end will make your game stand out in a BIG way.

Little things such as giving each O-linemen different reacting animations to add that feel of realism. Seeing your running back put his hand on an O-linemans back and push off to get thru a whole. Seeing a DB/WR jamming each other at the line of scrimmage only to see the WR slip and lose his balance for a sec. Seeing the refs out there on the field and sometimes even being involved in plays getting ran over. Seeing a lb in the process of trying to bring down a Maroney and having the ability to come over there help the lb bring him down. Seeing a WR release down the field into his route only to pull up and start limping due to him pulling a hamstring. Different D-line rip animations, the QB having a smooth drop back and when I move him around he's not just back pedaling and looking stiff. Lineman tussling with one another after a play is over. WR's slipping in the rain. Seeing different running backs have there actual running style and QB's have there actual throwing styles.

I could go on and on with the LITTLE things as far as GAMEPLAY is concern that makes a game standout. And at the end of the day adds replay value to a game and brings the consumer back time after time.

I remember the old Lakers vs Celtics games every star had there own little move from Chris Mullin to Hardaway's ustep to Jordan and Wilkins..etc. This is what made the game so fun. The individuality that stood out with the game.

And remember NBA Showdown? The on fire and cold streaks? Star players had there own indivdual moves in that game as well. Those were the fun days of gaming. And seems like with the technology we have nowadays, gaming companies should not only be able to implement those things but expand upon them in a way that has never been done before.
Great post
 
# 79 cdon2k @ 07/14/08 01:59 AM
Pretty interesting stuff, I'd like to chime in. I'm with these guys as "engine" and "the little things" are concerned. The difference between me and them though is that I usually try and stay positive even as I criticize the games flaws. I believe this is due to one reason, I have accepted that 2k is gone. I am willing to accept Tiburion's best effort which can result in a "good" game as I believe 09 will be and possibly a "great" game which 2010 should be. All that said, I don't expect mind blowing due to the fact I just don't think the Tiburion guys are as talented as 2k was. The Madden next gen engine they created shows it, and even when they get to their destination, we will still be left with just "great", not mind blowing.

To answer your question, Ian, will guys like spank have a hard time getting to a point where they will have a game where everything's perfect, I suspect it will be difficult as they will haven't accepted that 2k is gone forever. It is due to this fact that I refuse to even play 2k5 or 2k8 because there is no point. There is no future for 2k football. We have to learn to accept Tiburion's best and live with it. There is a term around here called "Madden Ball" basically it describes arcadey Madden style gameplay (high bullet pass anyone?) and no matter how great the game gets, to some, Madden Ball will never be good enough. Heck, even the legendary PS2 Madden 08 features it. Hope that answers your question.
 
# 80 spankdatazz22 @ 07/15/08 03:12 PM
Quote:
Originally Posted by cdon2k
To answer your question, Ian, will guys like spank have a hard time getting to a point where they will have a game where everything's perfect, I suspect it will be difficult as they will haven't accepted that 2k is gone forever. It is due to this fact that I refuse to even play 2k5 or 2k8 because there is no point. There is no future for 2k football. We have to learn to accept Tiburion's best and live with it.
? I'm not holding a candle in the window hoping for 2K football's return. I'd like to see them get an honest rip at a football title but I've said all along how unlikely I believe that is. Nor am I expecting perfection from Madden. I'm just not going to compromise my expectations accept "Tiburon's best" at face value. I'm sure they wouldn't like the implication that they're not talented enough to do certain things and that we should cut them a break. At four years in, it's definitely not too much to ask for that linemen don't look like synchronized swimmers, QBs that display remotely plausible throwing mechanics (if not outright unique throwing styles - which I'm sure will be focused on next year), etc. It's so bad that it's gotten to the point where these are things that won't even be mentioned in reviews - until they fix them, then they're "huge improvements". I'm positive that '09 will be an improvement over '08, that should be expected. Unfortunately there are many that seem surprised that's the case
 


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