IGN has posted some Madden NFL 10 videos. They are more commentary than actual gameplay. Including the Pro-Tak system, authenticity, blocking and layer animation.
With the speed ratings stretched, CJ's elite speed should be more pronounced. I don't know about his other ratings, but I think he will cause just as many mismatches as Jacobs.
word because CJ is a blur in the open field..i want to see a guy like steve smith be feared as well..like off a slant pattern GOODBYE lol...but at the same time i hope they arent too unstoppable
so far i like the things that they have done with the game. i havent played nexgen madden yet , eventho i have had my 360 for 2yrs now. this year i really like what im seeing and i really think im gonna get it.
1 thing i wanted to ask was. on PS2 when you got hit the ball would come out like a duck or way off target. the running animation was pretty smooth and good you couldnt cut on a dime. i just wanted to know like is it real hard to bring all that over to next gen game or what? anyway i love the game so far thanx yall keep up this up this game is great so far.
When I look at the still models like Troy P. the players look amazing. But when i look at the video I see the same Madden 09 engine and models with some new animations WITH THAT UNREALISTIC RUNNING STYLE THAT I HATE!
When I look at the still models like Troy P. the players look amazing. But when i look at the video I see the same Madden 09 engine and models with some new animations WITH THAT UNREALISTIC RUNNING STYLE THAT I HATE!
Man dude, this has been discussed. They are working on it!
When I look at the still models like Troy P. the players look amazing. But when i look at the video I see the same Madden 09 engine and models with some new animations WITH THAT UNREALISTIC RUNNING STYLE THAT I HATE!
Which player and which video specifically?
We're tuning these now is why I ask...want to make sure we get everything.
Here is the thing with the double team blocking and the reason why we have not addressed the question that much is we really don't know how it is going to turn out in the end. On CD we did see some double team blocking on run plays. I specifically looked at it for the 3-4 defense. The issue is gonna be consistency. So we are sorta refraining from committing right now to saying it shows up every play or shows up a great deal. Again, we did see it, adem and I specifically. He paused his game and showed me a really nice one. I saw some as I played and I never had trouble playing Inside Linebacker. I do hope they leave the engage points where they are or even make it better, because I ran around wreaking all kinds of havoc with Ray Lewis and had Ed Reed over my back shoulder picking off alot of passes inside.
Now on to the pass blocking, unfortunately, I didn't see it on pass blocking. Not saying they can't do that because with the new tool they are working with, they can swap animations out fairly easily as Ian did that right in front of me when I was telling him how bad the DT's were performing the Twist stunt. But of course double pass blocking requires logic, I'm not sure it is there so ...
Would it be possible to make the Quarterback's awareness tied into the controller rumbling at all? Possibly making a rookie QB with 40 awareness having the controller rumbling constantly or right at the last second, whereas Ben Roethlisberger who has a higher awareness will be able to have a good feel for the pocket and the rumble feature will accurately portray that?
I am sure you guys have thought of this but I haven't seen anything posted by you about an idea like this.
We're tuning these now is why I ask...want to make sure we get everything.
Speaking of Running Animations, do you guys plan on cartooning (adding more waist / shoulder movement) up the animations for us so we can see the difference? anim8tor indicated he could do that over the weekend last Friday, and you said you guys were working on them on Monday (there was the http://www.operationsports.com/forum...-we-speak.html thread).
However, there's two big things that I have yet to see improvements on.
1) Any added sense of weight or momentum to the running. Everyone still cuts on a dime. I want to be able to turn while sprinting and have a smooth rounded turn. The Wildcat videos were the best examples, and I saw no momentum.
2) Improved route running animations. Just like (1), the routes don't seem to show any sense of momentum, slowing down for a few steps before cutting, gradual acceleration off the line, or anything. The blog on route running was very promising. Have yet to see anything in game to back this up.
Quote:
Originally Posted by Ian_Cummings_EA
Just so you know guys...this is really a top issue for me. We have been making some pretty drastic locomotion changes as of late that I am hoping to get locked down in the next 2 weeks. I captured quite a few examples today with my capture station that made me smack my forehead (mainly around DB's and DL's being beat and spinning around at full speed) - so I'm actually working with Simon and the senior gameplay engineer this week to see what all we can do.
Also, we found a pretty global issue with receiver cut moves today that was really screwing up our route running. I was really getting upset that we did blogs on the route cuts and stuff and lo and behold marketing starts releasing videos that aren't even remotely close to it...and sure enough there was a bug there so I can't really blame them. We'll get it nicely polished though...that area is big for me as you all know.
AWESOME. Answering my prayers there Ian.
Quote:
Originally Posted by Ian_Cummings_EA
Which player and which video specifically?
We're tuning these now is why I ask...want to make sure we get everything.
My biggest issue with the run animations is body lean. It's not that the animations are wrong, it's that they need dynamic body lean. First, based on their current acceleration rate, their upper body should lean forward and back. Second, you need their bodies to lean sideway as they turn. This may already be in the game, but you never see it because the turns are too quick and too sharp. You need enough momentum in the game for slow, rounded turns at full speed, with body lean to the side.
Once again though, love your two big areas of focus in that post and it's shaping up great so far!
I'm still waiting to see this pro tak system in real gameplay.
I just hope there aren't to many occasions where a back like Willie Parker is staying upright for a long time with multiple defenders all over him. And I really do not like the feet chopping animations that defenders do when they are attached to the ball carrier.
The steerable blocks look good. Makes me wonder if the controls for pass rushing have changed. I hope so.
Would it be possible to make the Quarterback's awareness tied into the controller rumbling at all? Possibly making a rookie QB with 40 awareness having the controller rumbling constantly or right at the last second, whereas Ben Roethlisberger who has a higher awareness will be able to have a good feel for the pocket and the rumble feature will accurately portray that?
I am sure you guys have thought of this but I haven't seen anything posted by you about an idea like this.
AP looks awesome leaning as he turns that corner, but right after the animations done, he shoots right back up even tho hes still running the same way.
Is it possible to have a player stay like that or at least have a smoother transition to the regular default running animation?
Is it just me, or does the juke move in that video look horrible? He's running really fast, and then jukes. There's no transfer of weight or anything, and then he picks up speed really fast right afterwords. Kind of looks like he floats when he jukes.
Has Ian discussed the special moves in any detail yet?
I saw some as I played and I never had trouble playing Inside Linebacker. I do hope they leave the engage points where they are or even make it better, because I ran around wreaking all kinds of havoc with Ray Lewis and had Ed Reed over my back shoulder picking off alot of passes inside.
This is what i love to hear, ive been wanting to play with Patrick Willis a majority of the time but its very difficult the way it is currently in the game
I think that 2:56 in this video shows how a player can be running diagonal and still be leaning towards the direction of the endzone...also notice that when you are running for your life..your arms dont move in a perfect sequence..his arms sort of wobble while trying to keep a consistent motion.
Is it just me, or does the juke move in that video look horrible? He's running really fast, and then jukes. There's no transfer of weight or anything, and then he picks up speed really fast right afterwords. Kind of looks like he floats when he jukes.
Has Ian discussed the special moves in any detail yet?
yeah the jukes and spins look pretty rediculous in 09