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.
Ian & Co. are starting to click. I'm really liking what I am seeing right now. They still have a good amount of time to tweak and tune to make it even better.
Thank you LBzrule, Kane and all of the community leaders (and active Madden forum members ). Your efforts, combined with EA's new outlook and attitude is really making this game something to look forward to.
To be honest with you Ed Reed was really the only Safety I noticed doing this. He's nasty as hell in this game and I love the way they had him playing in the CD build. He picked off one of Tavares Jackson's intermediate passes the exact same way he anticipated and jumped the Pennington pass in the wild card play off game, the 2nd INT where he just bolted like a jet from deep and came up and picked it off. He had one of those moments. I was like ohhhhhhhhh sh*t check this out and called a few devs over and told them, it was pretty LOL. He flies down on the run as well too. So from the CD build, I was really digging the stretched ratings.
This is music to my ears. I play sports games from a defensive point of view. It sounds like defensive players are getting the much deserved respect that they have long needed. You do not attack Ed Reed's side of the field consistently and get away with it, just like you do not leave R. Moss single covered.
I didn't get a chance to play with Freeney. But in our two player games Kane used Quinten Groves of the Jags and he was bringing some good pressure. It wasn't cheap he actually just beat the blocker got around him and got in. As for "chipping" I don't think it'll make it this year.
Man I don't remember this at all, I just remember the offensive side of that game........... Something about Greg Jones and MJD.
Really though I dont remember which lineman I used in that game, typically in Madden Ill use a linebacker or devensive end to rush sometimes play coverage with the linebacker. I had issues getting pressure against the chiefs though but I typically play as right end (thanks to 09) So I was using Mathis instead of Freeney. It was the last game of the night around 4 am so I was really starting to lose focus so that could of been part of the problem.
The game actually ended in a tie against the cpu 14-14. LOL.
Man I don't remember this at all, I just remember the offensive side of that game........... Something about Greg Jones and MJD.
Really though I dont remember which lineman I used in that game, typically in Madden Ill use a linebacker or devensive end to rush sometimes play coverage with the linebacker. I had issues getting pressure against the chiefs though but I typically play as right end (thanks to 09) So I was using Mathis instead of Freeney. It was the last game of the night around 4 am so I was really starting to lose focus so that could of been part of the problem.
The game actually ended in a tie against the cpu 14-14. LOL.
I remember it because I threw quite a few INT's with Flacco that game because of it. I overthrew quite a few passes. I know you haven't forgotten the Reggie Nelson INT and run back LOL. That was a bad game for me, but you know what happened afterwards LOL. J-TRAIN!!!!!
I remember that game explicitly because I was getting used to having to step up in Madden. And remember you were doing that Dive from the side and you'd almost get me, but there was an animation issue there that you pointed out.
I kept thinking while watching the videos, "The Madden team gets it!"
Meaningful innovations all around. Well done. I just wish they were all included in NCAA 10. I'm not getting the same excitement watching videos about Season Showdown.
the blocking and layered animations are in NCAA 10. the 9-man gang tackling are not though.
Man some of the game moments are so fuzzy to me now lol
We need a beta to scrub up and refresh ourselves with
I know right. That's why instead of sleeping on the plane ride back I started writing about the things I was most impressed with and had fun with. Pro Tak, Running game, Playing ILB/MLB, Stretched Player ratings, New QB ratings, some new offensive formations and no not the Wildcat, others should be revealed in later blogs, I can engage a blocker now and still make a play if I time things correctly ect.
How well did blitzing work LBRulez? We have seen the pocket, but not how effectively blitzing will, or won't be. That's one problem with APF2K8. Due to the speed of the game, the ability to see the entire field, it's very, very easy to pick zones apart.
If you go into Shotgun formation, it's almost impossible to get a sack against a good player.
I'm still not sold on the forced drop back for the Quarterback. I like APF2K8's take. You get to drop back yourself. If you drop back past the pocket, the Tackles don't follow you, but the DEs do and they come around for an easy sack. So it's in your best interested to know which plays are a 3, 5, and 7 step drop back.
How well did blitzing work LBRulez? We have seen the pocket, but not how effectively blitzing will, or won't be. That's one problem with APF2K8. Due to the speed of the game, the ability to see the entire field, it's very, very easy to pick zones apart.
If you go into Shotgun formation, it's almost impossible to get a sack against a good player.
I actually had All Pro in mind and the differential between under center and shotgun and emphasized it shouldn't matter. The speed of the DE's/OLB's up the field as the run the arc should be the same.
I wasn't completely satisfied in the alpha with the blitzing, well, except with the one I came up with once Ian fixed that twist stunt by the DT's. My suggestion to them was to go in and change the animations for every Dline pass rush stunt play and all plays with blitzing. Make sure guys are not bumping into each other going nowhere because the ideal is that we should just be able to dial up blitzes rather than "setting up" guys here and there. They also have to make sure guys are turning and penetrating appropriately. So I talked about alot of stunting with them. To me it's just a matter of them swapping out the animations with their new animation tool. If they get that done (again Ian did one on the spot, took about 15 mins once we were satisfied with what we were looking at), I think the blitzing will be alot more efficient and you will be able to just rely on dialing things up rather than trying to find "nanos" or setting other things up.
I'm still not sold on the forced drop back for the Quarterback. I like APF2K8's take. You get to drop back yourself. If you drop back past the pocket, the Tackles don't follow you, but the DEs do and they come around for an easy sack. So it's in your best interested to know which plays are a 3, 5, and 7 step drop back.
I didn't mind it, but I can see why someone wouldn't want it. To me, as long as they get that pocket formation where I want it then maybe. But I do think it should be mandatory for the shotgun. I also think this is where it should have been mandatory for APF 2k8. Most people never had any problems in 2k8 until guys got in the shotgun and started running backwards with CAP QB and CAP WR's (6'6 fools LOL). This is where the pocket did not form fast enough and I hope they do not inherit that.
I know right. That's why instead of sleeping on the plane ride back I started writing about the things I was most impressed with and had fun with. Pro Tak, Running game, Playing ILB/MLB, Stretched Player ratings, New QB ratings, some new offensive formations and no not the Wildcat, others should be revealed in later blogs, I can engage a blocker now and still make a play if I time things correctly ect.
What u are trying to say is that u can engage a blocker then disengage at will? No more suction?
What u are trying to say is that u can engage a blocker then disengage at will? No more suction?
There were some times where I got blocked. But for the most part controlling Ray Lewis I was able to bounce off blocks pretty easily and make alot of plays against the run.
Man was I parched or what! Give that guy some water!
I feel really great to hear the positive feedback guys...as everyone says there are still plenty of areas to fix up and polish but hopefully you all are definitely seeing the move in the right direction. It's a no brainer - "make Madden like real football" - and everyone just gets it.
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Originally Posted by Valdarez
Same here, it was one of the biggest problems with reading the defense in '09. You could read a defender going one direction, throw the ball, only to have the defender make an instant turn to make a play. It was very unrealistic. Made for a harder game, but took a lot away from what you could do offensively for no reason at all other than that instant turn.
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.
Donny and I played a half today and we really had some fun moments. I took the Bills and he was the Bucs - lots of animation bugs that were driving me crazy, and there is still plenty of tuning on balance between run/pass to be done, but it's hard not to get a little bit jazzed when you start to see how all these tech improvements can change the game.