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Madden NFL 11 News Post


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."

Read More - Madden NFL 11 Hands-On Impressions

Game: Madden NFL 11Reader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 96 - View All
Madden NFL 11 Videos
Member Comments
# 61 lgxjames @ 04/26/10 04:26 PM
I really hope they get into "play knowledge" with this, or stand alone...Play knowledge can effect so many parts of franchise it would be insane...together with the game plan feature (SMH)
 
# 62 therizing02 @ 04/26/10 04:27 PM
Quote:
Originally Posted by Bumble14
The cpu picks the play for you based on the situation, you do not spend time in the playcalling screen. You can rate plays, and set up a playbook to customize this, but in game you do not even mess around in a menu like ask madden when using gameflow.
Well this was my point. When you use Ask Madden, there is no scrolling through playbooks. Play ends, push button to skip cut scene, Ask Madden shows the play, press button and you're at the LOS.

These games are taking me an hour to play with 15 minute quarters and a 20 second runoff. I still don't see how Gameflow will cut that time in half.
 
# 63 kjcheezhead @ 04/26/10 04:45 PM
Quote:
Originally Posted by rgiles36
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.
This wasn't the case for me when I played Madden 10. Fatigue worked in that your player was taken out of the game when his level dropped. If you just subbed him back in, he would play with little to no change. There are plenty of youtube vids demonstrating this as well.

Here is one of something I had happen to me while playing:

http://www.youtube.com/watch?v=kGFd39vqLN0
 
# 64 roadman @ 04/26/10 04:52 PM
Quote:
Originally Posted by kjcheezhead
This wasn't the case for me when I played Madden 10. Fatigue worked in that your player was taken out of the game when his level dropped. If you just subbed him back in, he would play with little to no change. There are plenty of youtube vids demonstrating this as well.

Here is one of something I had happen to me while playing:

http://www.youtube.com/watch?v=kGFd39vqLN0
Doesn't your RB get recharged for resting for a series or two? For example, when AD goes to the sideline, Taylor used to come in for a series or two.

I would think your batteries are recharged after resting on the sidelines.

Also, WR's only take on play off after they catch a long pass and they are back out on the field.

Just saying.
 
# 65 reo @ 04/26/10 04:55 PM
Quote:
Originally Posted by Boregard
this so stupid I wanna type a bunch very nasty vulgarities in rapid succession!!!
That's gold Jerry. Gold!
 
# 66 RGiles36 @ 04/26/10 04:57 PM
Quote:
Originally Posted by kjcheezhead
This wasn't the case for me when I played Madden 10. Fatigue worked in that your player was taken out of the game when his level dropped. If you just subbed him back in, he would play with little to no change. There are plenty of youtube vids demonstrating this as well.

Here is one of something I had happen to me while playing:

http://www.youtube.com/watch?v=kGFd39vqLN0
Well, I guess that can added to your perceived list of M10 issues .

Nah, all jokes aside, I found that fatigue worked properly in M10. I'm not sure what settings you use or how you use your players, but I haven't the slightest idea how you can say fatigue (or progressive fatigue for that matter) doesn't work.
 
# 67 streamline @ 04/26/10 04:58 PM
Quote:
Originally Posted by Boregard
I am just really longing for a return to user control, within the ratings, of what goes on as the game plays out.

M10 you could hit the triangle button any way you wanted, but it had no affect on the attempt that the receiver made.

Spin moves, dives, hurdles, stiff arms, and cut moves are all moves that should have various animations that you can trigger based on how you hit the button.

I always thought it would be cool if you were being tackled near the first down yardage or at the goaline - if you hold the dive button down the ball carrier should reach the ball out - of course with necessary fumble risk!

Spin move
tap = quick spin
press = more looping spin
hold and release as hit = ball carrier would stutter step and well timed
release at impact would give a "bounce off" spin out of tackle
animation

Dive
tap = quick "lay down/fall forward" animation
press = "superman style dive" think Marion Barber
Hold release= over the pile type dive, thus eliminating the need for
situational awareness of the game and letting you try to go
over the "pile" for a first down attempt
Hold during TAK animation = reach out ball for more yardage/ endzone etc

Hurdle
tap = quick low height like to avoid blocker/defender on ground
press = regular hurdle
hold release = really slows you down as player gathers to hurdle gives you
higher hurdle leap

Stiff arm
tap = quick short duration arm extension for defender at arm's length
press = standard stiff arm
hold and release gives you the big punching stiff arm you see AP or Barber
or some other guys do

note: put these back on the triggers and have "cover/protect ball"
be accomplished by holding both buttons in!!!


Cut moves
tap = very quick minor direction change, very fast/short animation
press = little bit bigger direction change with heavy foot plant animation
hold release = big foot plant with added shoulder/head fake
double move/ stutter steps rapidly tap buttons in succession

note: add these back onto the shoulder buttons (L1/R1)
I see no reason why these should not coexist with the
R-stick stuff they are adding to M11


Catch
tap = "in stride" attempt receiver does not break stride arms go for ball
or in perfect throw case just lets the ball come in.
Press = quick jump catch, low to moderate elevation
Hold and release = receiver gathering feet and launching high (within his
ratings) to go after ball at highest point.

note: when you hold the button DBs should "know" that and either
go up with you to fight for ball or line you up for a big hit


note: Pick attempts work same way and with hold/release you
risk falling/slipping/tripping for both catch or intercept if
you hold too long


Dline moves

First off where did the "bull rush" go bring that back immediately
FIN moves (L1/R1)
tap = spin move - risk getting blown up
press = swim move
hold/release = shoulder/head fake set up type move
POW moves
tap = club move
press = rip move
hold/release = "throw OL"
Bull Rush repeatedly tap X to replicate driving feet

Swat (L1)
tap = quick swat, minimal loss of speed unlikely to take you out
of position if you whiff
press = quick jump more likely to knock ball away, but more likely to
get you out of position if you miss
hold/release = gathering of feet, high jump, very likely to hit ball, high
likely hood of being out of position if miss timed

note: safer/ higher success rate over interception attempt

Strip (L2/R2)
tap = quick swat at ball - low impact on tackle attempt success
press = big strip tackle - think strip sack or punch out ball from behind
risk missing tackle increases
hold = grab at ball try to rip it out - huge missed tackle risk

note: holding both buttons makes no strip attempt but rather
becomes a "wrap" up tackle

Final Note: All these things should be based off the ratings as far as success/failure but I want to finally feel like I am in control of the action again and that the input I put into the controller gives me a real sense of "I pulled that off because I timed it right and hit the button the right way"!!!
Obviously, the ratings should affect how successful and quick maybe that these animations are!!!
WOW nice write up! I agree with every single thing you put on the list. This is truly putting the player in control of the player. Just by looking at it I would have to memorize most of these controls and actually spend some time practicing them, which isn't a bad thing necessarily, but for some could be a little overwhelming.
 
# 68 kjcheezhead @ 04/26/10 05:05 PM
Quote:
Originally Posted by roadman
Doesn't your RB get recharged for resting for a series or two? For example, when AD goes to the sideline, Taylor used to come in for a series or two.

I would think your batteries are recharged after resting on the sidelines.

Also, WR's only take on play off after they catch a long pass and they are back out on the field.

Just saying.
Yeah they do, but it didn't matter imo. If I was playing and Ryan Grant went red and he got subbed out, I put him right back in without letting him take a play off. It didn't affect his play at all.

The vid I showed was one where Jacobs was injured the whole series as well. Watch the end of the play, the cut scene shows him jump up ready for another play, lol.
 
# 69 roadman @ 04/26/10 05:17 PM
Quote:
Originally Posted by kjcheezhead
Yeah they do, but it didn't matter imo. If I was playing and Ryan Grant went red and he got subbed out, I put him right back in without letting him take a play off. It didn't affect his play at all.

The vid I showed was one where Jacobs was injured the whole series as well. Watch the end of the play, the cut scene shows him jump up ready for another play, lol.
Oh, I never did that.

I'd play it just like the NFL.

I'd take Grant out and put in Jackson for a few series.
 
# 70 BlackRome @ 04/26/10 05:19 PM
Quote:
Originally Posted by beastwork
so it sounds like i can setup my play book with "favorites" I really like this. I won't have to needlessly sift through hundreds of plays when I'm really only familiar with 15 of the plays in a playbook
Being able to customize your playbook was in Madden on the original Xbox.
If I'm not mistaken it was also included in the N64 version years ago when they didn't have the NFL license that year. That was one of the best Madden's I ever played.
 
# 71 kjcheezhead @ 04/26/10 05:22 PM
Quote:
Originally Posted by roadman
Oh, I never did that.

I'd play it just like the NFL.

I'd take Grant out and put in Jackson for a few series.
I had a few of my online friends show me that trick. Kinda forced me to do the same when I played. If I played cpu I let them stay out. I think fatigue needs to actually affect them so you get punished by putting them back in the first place tho. IMO that wasn't the case in Madden 10.
 
# 72 Valdarez @ 04/26/10 06:01 PM
Quote:
Originally Posted by rgiles36
Well, I guess that can added to your perceived list of M10 issues .

Nah, all jokes aside, I found that fatigue worked properly in M10. I'm not sure what settings you use or how you use your players, but I haven't the slightest idea how you can say fatigue (or progressive fatigue for that matter) doesn't work.
He was holding his leg in the video. Looks like he was running hurt, out running other players, and breaking tackles to boot. All while holding his leg. Not a perceived issue, just another bug in the game.
 
# 73 Valdarez @ 04/26/10 06:06 PM
Quote:
Originally Posted by coogrfan
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.
It's going to be slower because it's button based, not quicker. Not sure about simpler. Last years was about as simple as it gets. Any more simpler and I'm gonna start handing the controller off to my pup to do the FGs so one is occasionally missed. Definitely not deeper, because it no longer maps the action on the field to an action on the controller.

APF2K8's was only difficult for users that didn't take the time to learn it. Once you learned it, it's fairly easy to get the kick off, and the difficult it more pressure related and based on the limitations of your kicker, as it should be when kicking a FG. Better feedback would have solved the problem for users who struggled to learn how to kick.
 
# 74 alliance4g63 @ 04/26/10 08:49 PM
Hell has frozen because I actually have some positive feedback. I like the gameflow idea on paper. I have not seen it in game so I can only speculate. In my mind I can see how this may bring me back high school football memories. I hope you can't view the play art once the play is called meaning you have to go by memory. That may cause a purchase right there.. Well let's not jump the gun.

I know Ea won't do it but I would love a "Gameflow" only room. So if the plays are by memory with no play art allowed, you would know your opponent is going by memory as well.
 
# 75 canes21 @ 04/26/10 08:59 PM
Quote:
Originally Posted by Boregard
I am just really longing for a return to user control, within the ratings, of what goes on as the game plays out.

M10 you could hit the triangle button any way you wanted, but it had no affect on the attempt that the receiver made.

Spin moves, dives, hurdles, stiff arms, and cut moves are all moves that should have various animations that you can trigger based on how you hit the button.

I always thought it would be cool if you were being tackled near the first down yardage or at the goaline - if you hold the dive button down the ball carrier should reach the ball out - of course with necessary fumble risk!

Spin move
tap = quick spin
press = more looping spin
hold and release as hit = ball carrier would stutter step and well timed
release at impact would give a "bounce off" spin out of tackle
animation

Dive
tap = quick "lay down/fall forward" animation
press = "superman style dive" think Marion Barber
Hold release= over the pile type dive, thus eliminating the need for
situational awareness of the game and letting you try to go
over the "pile" for a first down attempt
Hold during TAK animation = reach out ball for more yardage/ endzone etc

Hurdle
tap = quick low height like to avoid blocker/defender on ground
press = regular hurdle
hold release = really slows you down as player gathers to hurdle gives you
higher hurdle leap

Stiff arm
tap = quick short duration arm extension for defender at arm's length
press = standard stiff arm
hold and release gives you the big punching stiff arm you see AP or Barber
or some other guys do

note: put these back on the triggers and have "cover/protect ball"
be accomplished by holding both buttons in!!!


Cut moves
tap = very quick minor direction change, very fast/short animation
press = little bit bigger direction change with heavy foot plant animation
hold release = big foot plant with added shoulder/head fake
double move/ stutter steps rapidly tap buttons in succession

note: add these back onto the shoulder buttons (L1/R1)
I see no reason why these should not coexist with the
R-stick stuff they are adding to M11


Catch
tap = "in stride" attempt receiver does not break stride arms go for ball
or in perfect throw case just lets the ball come in.
Press = quick jump catch, low to moderate elevation
Hold and release = receiver gathering feet and launching high (within his
ratings) to go after ball at highest point.

note: when you hold the button DBs should "know" that and either
go up with you to fight for ball or line you up for a big hit


note: Pick attempts work same way and with hold/release you
risk falling/slipping/tripping for both catch or intercept if
you hold too long


Dline moves

First off where did the "bull rush" go bring that back immediately
FIN moves (L1/R1)
tap = spin move - risk getting blown up
press = swim move
hold/release = shoulder/head fake set up type move
POW moves
tap = club move
press = rip move
hold/release = "throw OL"
Bull Rush repeatedly tap X to replicate driving feet

Swat (L1)
tap = quick swat, minimal loss of speed unlikely to take you out
of position if you whiff
press = quick jump more likely to knock ball away, but more likely to
get you out of position if you miss
hold/release = gathering of feet, high jump, very likely to hit ball, high
likely hood of being out of position if miss timed

note: safer/ higher success rate over interception attempt

Strip (L2/R2)
tap = quick swat at ball - low impact on tackle attempt success
press = big strip tackle - think strip sack or punch out ball from behind
risk missing tackle increases
hold = grab at ball try to rip it out - huge missed tackle risk

note: holding both buttons makes no strip attempt but rather
becomes a "wrap" up tackle

Final Note: All these things should be based off the ratings as far as success/failure but I want to finally feel like I am in control of the action again and that the input I put into the controller gives me a real sense of "I pulled that off because I timed it right and hit the button the right way"!!!
Obviously, the ratings should affect how successful and quick maybe that these animations are!!!
I personally love how this would work. I can already see it now. Holding the swat button and releasing it in time and making a beautiful swat, but Brandon Stokley comes in and catches the ball for a game winning touchdown.
 
# 76 Eastsidestory5 @ 04/26/10 09:04 PM
Quote:
Originally Posted by rudyjuly2
Are you sure? Sounded like they took it out of Madden completely.
ian_cummings
For anyone that despises change, the sprint button can be turned back on in M11.
 
# 77 shadthedad @ 04/26/10 10:20 PM
Is this game pad compatible with the Ipad....
 
# 78 sportyguyfl31 @ 04/26/10 11:49 PM
Turbo is kinda becoming obsolete..i dont mind it being gone in the least. Let a player's speed, be his speed.
 
# 79 sarlndr @ 04/27/10 04:12 AM
Quote:
Originally Posted by ProjectSRT
What if we like our games to last over an hour? I want my game to be as close to authentic as it can be, and playing a full NFL game in 30 minutes goes in the opposite direction.
If you want a true NFL experience then even one hour won't be enough. A sixty minute game that lasts three hours is what you get on Sunday's. I don't care who you are, nobody is going to be playing a game of Madden that long.
 
# 80 PanthersFanboy @ 04/27/10 10:40 AM
That sounds great.
 


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