We have just posted our Madden NFL 11 hands-on impressions. Find out what Christian McLeod has to say about his time with the game.
Quote:
"At EA’s recent community event, I was able to sit down with Madden developer Ian Cummings and get a very early hands on with Madden 11. With the tagline "Simpler," "Deeper" and "Quicker" being emphasized, I was able to take a look at some of this year's gameplay improvements that the Madden team feels will elevate Madden 11 to the next level."
100% disagree with Ian on this, and disappointed that Ian actually believes this to be true. Play APF2K8 and you'll see that they do an excellent job differentiating kickers without the need for a kick meter.
i think we have to wait to see it in motion,before we determine whether its good or bad
I feel that this is a good write. It is nice to know that the option for turning sprint back on is there. I love sprinting. But overall the write up was good.
I'd like someone close to ian to ask what is being done about the rosters limitations in the game. Will there be a practice squad, pup list and spots freed for players on IR. Something has to be done, because they miss players every year, and without the ability to accurately create your teams complete roster, all we can do is complain.
Is anything going to be done with online play, stoping the glitchers and cheesers from not taking a deserved loss.
I'd really like to see an interview in which Ian is asked what problems from madden 10 had been addressed, a top ten if you will.
100% disagree with Ian on this, and disappointed that Ian actually believes this to be true. Play APF2K8 and you'll see that they do an excellent job differentiating kickers without the need for a kick meter.
Even if one believes that APF's kicking mechanics are superior (and I couldn't disagree more on that point), one cannot deny that a meter based system is more in line with the "Quicker, Simpler, Deeper" mantra of M11.
Are you saying that NCAA has been confirmed to have subs for each and every formation???
My problem with the sub system in Madden is that certain special team formations do not allow subs, because you can't get to them with the on the fly subs (which I like, just wish they would add a reset formation sub button).
KOs is the big one for me - I don't want certain players covering kicks, that is why I have depth at certain positions so that my starters are not risking injury or wasting their fatigue covering kicks!
The formation subs in NCAA allowed subs on all formations including special teams. That was in the first NCAA blog, I think
Even if one believes that APF's kicking mechanics are superior (and I couldn't disagree more on that point), one cannot deny that a meter based system is more in line with the "Quicker, Simpler, Deeper" mantra of M11.
How is it in line with the mantra? I really don't see any difference over what we had last year, except now the movement isn't mapped to the motion.
Will fatigue actually matter this year? We need progressive fatigue in the game. For example if I'm pounding the rock with a big back like Brandon Jacobs, I want to see the opposing defensive line warn down by the 4th quarter.
Slider adjustments for fatigue helped out with Madden 10. On long drives, I would see backup defensive lines come in.
Same thing for WR's as well if I was having a long drive. I would see backup RB's as WR's towards the end of a long drive.
Thanks for the impressons, everything sounds really positive and hopeful. Since there is no play call screen, what goes on on the field during what used to be the play call time? Like is there a huddle? Does the camera cut away to the sideline, anything like that?
How is it in line with the mantra? I really don't see any difference over what we had last year, except now the movement isn't mapped to the motion.
It's quicker and simpler than kicking in previous next-gen Maddens because it's button-based, while at the same time it's deeper because it will allow subtle differences in kicker ability to be easily represented by changing the size of the meter's "sweet spots".
Imo this is a simple and elegant design solution, and one that is far superior to APF's unnecessarily difficult to master kicking mechanics.
Will fatigue actually matter this year? We need progressive fatigue in the game. For example if I'm pounding the rock with a big back like Brandon Jacobs, I want to see the opposing defensive line warn down by the 4th quarter.
Did you play M10 last year my friend? Or at least offline? Fatigue worked fine and was customizeable (sp). Plus, it was progressive in that heavily used players would not recoup their full energy later in the game.
+1. No disrespect, but I'm surprised at the number of sim-oriented players here who like the idea of plays being called for them, even if it is from a pre-defined list established in advance, or tendecies, i.e., the "gameplan".
Unless I'm misunderstanding it. Doesn't gameflow by it's definition = plays being called for you regardless?
Trying to see through the smoke and mirrors, it almost seems like a glorified "favorites" list. I can see how that might be helpful in cutting down on time navigating to the desired play, but making the decision for you?
Most every article mentions the genesis of the idea stemming from the fact that they want to appeal to the casual gamer--no surprise there, that's the de-facto mission statement for Madden now. So it's easy to see how Gameflow stemmed from that.
Then it's said that it will also appeal to the experienced player because of the "Gameplan" aspect, i.e., the establishment of your pre-selected plays. Then, the cpu selects from your selected plays based on where you set those plays in the down and distance scenario. But it's still calling plays for you.
Are the sim-oriented players who like this idea favoring it because it relieves them of the in-game playcalling itself and would rather focus on the execution of the play?
Not knocking anyone, just trying to understand it myself.
I'll give it an honest go, but if it's what I think it might be, I'll most likely turn it off altogether. Props to EA for making it optional though.
Currently, I'm going off the advice of the CD folks. So far, everyone has liked the feature that has commented on it and these folks play a sim style game like I do.
I'm liking at this stage because I feel I can choose the plays that I want to run prior to playing the game. To me, that's similar to studying and game planning for your opponent the week prior to you play them.
I'm not saying that this feature is going to be great and like you, I will be trying it and not killing it 4 months before the game arrives on the shelves.
I have a question for anyone who may be able to comment;
Did anyone who has seen the game, or got to get their hands on it, notice if the WRs/DBs actually fight for the ball?
Does the way you hit the button effect which type of animation you get?
Tap = in stride animation
Press =quick jump attempt
Hold = try to get ball at highest point
That is one thing I absolutely hate about this gen - the way I press the buttons, outside of lob or bullet pass and QB slides, does nothing in the game!!!
We are all still waiting for info on passing (ball trajectory, route based passing etc) and WR/DB interacting. Hopefully these things were atleast improved. I have a feeling they were not a major focus though..
I have a question for anyone who may be able to comment;
Did anyone who has seen the game, or got to get their hands on it, notice if the WRs/DBs actually fight for the ball?
Does the way you hit the button effect which type of animation you get?
Tap = in stride animation
Press =quick jump attempt
Hold = try to get ball at highest point
That is one thing I absolutely hate about this gen - the way I press the buttons, outside of lob or bullet pass and QB slides, does nothing in the game!!!
that i would like. i think that was in 09 with the possession catch and spec catch text would pop up.
My biggest concern with the new locomotion is that most RB's will be run the same & have the same animations (I don't want to see Brandon Jacobs doing the same spin move that Reggie Bush does). We really need signature running styles & most of all PLAYER TENDENCIES.
Overall the preview sounds good. I'm interested to see what other presentation improvements they've made.
I've really been hoping for this for a while, and, alas, it looks like we won't be getting it this go-round. Hopefully, with the groundwork for improved locomotion being laid this year, we can see some kind of customized running styles in next year's game.