I didnt mean that in a bad way. Its just in the past madden games running has not been this tough. I like the challenge to try and get 100yrds when its hard like that. I was just saying though that on all madden there is no way you can have a good running game. Like i said as soon as i snap the ball im looking at where I suppose to be running and I see the dlineman swimming past my blockers or ripping through them. I dont have time to make a cut or anything. Even when i try to run off tackle its the same results
On kickoff returns it seems like the second row just runs back about 10 yrds in a direction depending on which way the return is setup then they turn around and then try to find someone to block. Their is no wall being setup and the kickoff team just have to run around the blockers. Their is no way u can return a kick unless you break tackles
Yea thats what i did to fix it but at the same time my blockers are in the nfl also. Its not like im playing with the lions, or browns. The colts running game is not the best but they are a team that went to the superbowl so their running game at least has to be decent. I shouldnt have to adjust the sliders and tune the cpu's down while mines is at a higher level or whatever you want to call it to make my lineman block someone. Doing that me feel like its not all madden or even i have to do somethin like that to win. If im playing someone online i cant tell them "Hey your dlineman are running past my blockers on every run play. Can you switch to them and slow them down"?
Can they get rid of the touchdown celebration where the guy chops his feet and runs up to his teammates. That doesn't look good at all. I have always preferred the player models on NCAA over Madden but it was usually only a slight difference. This years NCAA just makes Madden look bad. I had to stop playin the demo because I didn't want to get used to the new controls and mess with my NCAA enjoyment.
Yeah me too. At least EA made this new addition an option unlike the strategy pad (That I also like though)
Gameflow isn't bad. Especially when using a headset as it keeps the other audio from dropping out, so you can have the announcers and the coach at the same time. Used it for two games without Gameplan. Probably won't ever use it again, just because I would rather just Gamplan and call my own plays. Waht the coach says is pretty generic and not all that helpful to a veteran in any case.
I will say, that it was funny at the end of the 2nd game, which I lost, that while I was on D, with the other team running out the last minute, the coach said in a depressed tone something like, well, nice try guys, but their just gonna kneel here and we can't stop em lol. There were a couple snaps after that and the coach said it again in a couple diff ways. Was pretty funny.
Nothing feels alive at all. The players didn't look very good, the camera is too far away, the animations (albeit some additionals) start repeating again. Player movement does not look very real. When the play ends, everyone just stands up in a synchronized motion and does an about face still. The inability to come in and deliver the wood when there is a gang tackle is an absolute killer I also think the ball moves too fast when you pass it. A bullet pass looks like it was shot out of a cannon, even if I am throwing on the run. It's damn near impossible to sack the QB as he gets rid of it just as you get there no matter how effective your blitz was. The sideline catches were pretty good.
My biggest issue by far is the player interaction, or lack of it. I watched Shonn Green take an inside run and get hit after a 4-5yd gain, then gain another 4yds while going through a "trying to stay on his feet" animation - while defenders force-field slid out of his way. Or when I see weird physics-be-damned movement because the game is trying to render some "cool" 1-on-1 animation instead of what should appropriately occur. Just ruins any sense of immersion for me.
Played a little more last night. Was bored after 3quarters and re-downloaded the NCAA demo just for comparison. I liked the speed and the more lively nature of the play but the above issue is in that game also, just not as prevalent. After watching defensive linemen I was controlling getting shoved to the ground most of the time I tried a special move, I deleted it and decided to try Madden again w/o the irritating coach speak and visual coaching queues, and turned the speed up to Normal. Was able to get into it a little more. I really hated the over the shoulder catches from last year so it seems the catching got the biggest/most noticeable upgrade. The player models are cartoonish, but guess the way it's done it allows them greater flexibility in manipulating the animations (just guessing). I think they did a really good job w/the stadium detail. I didn't have a problem with the camera, but I haven't played Madden/NCAA much this generation.
Agreed w/your other points; the post-play player movement is still puzzlingly robotic most of the time. Don't like the Strategy Pad. The commentary got on my nerves the more I listened to it; Gus Johnson is just way too excited most of the time - being louder doesn't make for better commentary. There are noticeable differences in tone when he's going between different queues. Collinsworth, who I praised a few years ago, now seems as blah as anything. Issue is the same since last gen - the problem isn't the voice talent, it's Tiburon and how they implement/direct the talent.
Still feel about the same as I did yesterday - it's Madden. I didn't expect much, but still ended up disappointed yesterday. Today I have a little more positive view of it by turning off the coachspeak/coaching advice, and speeding up the game.
Won 21-17 in what was probably the best demo game i have ever played to make you want to buy the game, because it was a classic and i bet i am the lucky one.
Went 14-0 down after a 7yrd TD pass from manning and a Mathis TD froma Greene fumble. (two things down that i wanted to see).
Then Sanchez threw a pick which was not ridiculous. Try to throw over the top, just not enough power and the CB grabbed it before the WR.
Got the ball back after sacking, yes sacking Manning on 3rd and 7. (btw madden 10 rules still apply, DO NOT SPRINT TO THE QB, use the right tackle button for right type of player).
Went down the field and threw a nice lobbed pass to the free TE for a TD.
2nd half fired a lovely corner route throw to edwards who outleaped the CB and scored the TD.
Got the ball back with 1 min remaining after breaking addai's arm lol.
Crotchery scores winning touchdown with 40 secs remaining.
Stopped the colts on 4th and 1.
Review:-
The much maligned stragey pad I thought was average being honest. The team changes were quick enough and worked well, however the hot routes you just did not have time. I guess the full game this MAY improve.
The passing felt lovley and true. No silly defensive mindreading and the pick was a typical NFL momment.
Running game not sure yet. One minute was hard, next minute was easy. What did notice is that the jets obviously good OL did open lanes up and you had to make sure you found them.
Gameflow:- have to say liked it. Jets played like the jets, prefered to run and when a throw was needed it didnt expect you to heave it downfield with sanchez. Will say that i reckon that with the gameplanning in the full game i reckon could be handy. At least it allows the full playbook if neccesary and i did do an audible once when i disagreed with the call, just like some Qb's will do.
Commentry - will wait for main game
Sound - its a demo wtf do people expect.
Overall - it felt a little more natural. Did not see any silly plays, yes felt slightlty slower but i think that allows you to really see whats happening. I know there is a few silly bugs but this was probably written months ago and i really do think that the gameplay will be very nice in the full game. Of course franchise mode is a disappointment this year, but last years CPU all out blitz's and mindreading CB were worse and glad this is fixed to a degree.
Will try few more games but generally happy.
This will require some slider tewaking of course but then again you cannot please everyone.
My only major critisicm is that the wr/rb breaking tackles after the catch is happening maybe a little too often and hopefully a players physical atributes will have some bearing on this in the main game.
K just got my first chance at the demo. Played as Jets and won 14 to 7. Overall not blown away, but not turned away either. Want some more time with it. My LOL moment, the "doritos crunch play" or whatever it's called was Sanchez taking a knee at the end of the game.
jets vs colts and its 4 quarters, 5 minute quarters each
But ODogg says to play (in an earlier post in case you missed it), with the largest accel clock runoff you can, that way you suffer through much much less, and are less likely to want to drown kittens after audibling.
I have to tease reasonable posters...teasing the unreasonable ones will get you banned!
I will say this tho, having turned off gameflow, and the accel clock, the time still seems to go by much faster than a normal 5 min quarter should in the demo...one posession eats up a quarter.
One little nitpicky thing that happened that I thought was funny.
I was playing as the Colts and we KO'ed Sanchez with a serious leg injury that had him out for the game and they carted him off the field with the cart. At the end of the game though after the Jets chees... I mean beat me lol, as they were celebrating running into the tunnel, who do I see sprinting for the lockers and then leaping high to hi five a fan? None other than Markie Sanchez lol.
Not the biggest deal in the World, but it's pretty silly in any event.
Ok, I've played the game more, and am really enjoying it, but... I have to say again, this audio is seriously jacked up.
The crowd fades and the commentary has gaping holes in it so our coach can speak to us.. yet if we turn the coach speak and gameflow off, we still get the same fade and gaps in announcer speech?
I really hope that is something that is different in the finally version, because that is a very, VERY, odd design choice.
Really? I never paid that much attention in the games after I stopped using Gameflow, but I distinctly remember when I was using it that while the OC/DC was talking in my headset, commentary and crowd noise was happening on the Tele.
I have to pay more attention to it tonight when I play as I will probably not use Gameflow again. Wasn't bad. The headset support was a nice touch actually, but I would just rather go the My Gameplan route.
Thanks for a great Demo....I loved Madden 10 and Im having a blast with 2011 the strategy pad took some getting use to but Im familiar with it now. I just wish it had more teams but its fun and feels more realistic I have a feeling I will clock over 3 hundred hour in this verison.
Does anyone have a problem with audibles? If you are playing a friend offline on the same console wont they be able to see what you are switching to or at least what type of play you are switching to?
PS3 User. I have played 4 full games of the Madden 11 demo. I have mixed feelings on the demo. Some things I liked and some I didn't.
I played 1 game with gameflow and no gameplanning. The coordinator play calls were horrible. A 3rd and 18 draw was called.
2 games with gameflow and gameplanning. This is the only way to make gameflow work for you. The last game I played was without gameflow and the coordinator audio and subtitles turned off. This was my favorite experience.
All the games were on all pro level with game speed set to normal.
I have been playing football video games for over 20 years now. The biggest problem that the developers have with Madden is that the game has an outdated and flawed gameplay engine. How do they innovate and create enough new features to keep the game fresh and camoflauge the flaws in the engine.
When you judge Madden 11 as a football video game. It's actually pretty good. As a video game representation of football. The game is fun. As a true simulation of pro football. The game falls short. The same flaws that have been in previous madden games remain in Madden 11 but to a lesser extent based on my brief sampling thus far.
The Madden 11 demo has some strong improvements. Mainly the return of the ability to complete a deep ball pass that isn't aided by a rocket catch and the improved wr catch AI and animations. My favorite part of the demo has been the receivers ability to adjust to the football in the air and their attempts to drag feet in and attempt to stay in bounds after the catch.
Locomotion is a slight improvement to camoflauge the engine. It's kind of silly and unrealistic when it comes to real football running but as the user, It is fun to accelerate and break into the open field.
I am going to reserve comment on the commentary until I get the full retail version. Thankfully, I have a store credit with gamestop and I will use it towards M11. Ironically, It's traded in EA football titles from the last few years that will help me get the game. I am a fan of Gus Johnson's and Collinsworth but like alot of the football animations and feel of madden. The duo and audio does not seem very natural or smooth.
Gameflow is an amped up ask madden. It only works well with game planning but at the end of the day. This feauture would have been tremendous if the audio and playcalls were by the team's actual coordinators. That's too much to ask though......I prefer to not have Gameflow and gameplanning in the game. I never use all 300 plays in the playbook but based on each opponent and each situation. I like the flexibility of going to different formations for different situations. I like using specific players in specific sub packages. Gameflow does not allow me to do this. In the real NFL, teams have different players on the field for different sets.
The strategy pad is good and bad. Mostly bad. It's good for the nano blitzing losers out there. Bad for people who are used to changing plays at the line of scrimmage. It's not an impossible feature to handle but it is difficult and it defeats the ultimate purpose of EA making the games simpler and quicker to play. It will take some getting used to and perhaps a tweak on the accelerated play clock. Looking for ways to create more time at the line of scrimmage. Perhaps a 60 second play clock.
I am in the minority. I don't like NCAA 11. It is not very realistic. It's fun to play if you like dominating and making big plays but as for actual competition and simulation. It falls flat.
I actually found madden 11 to be more of a challenge because the game itself limits your ability to have success with the strategy pad/gameflow feature. Couple that with the fact that the players in Madden are better. Simple progression of college to NFL talent. You can actually see noticeable differences in player ratings especially with guys like Kris Jenkins.
I am happy to see Pro-Tak dead and buried. It was an overhyped selling point for last years madden. Pro-Tak was silly and unrealistic looking and feeling. No more line dancing tackling. Now if we can just eliminate fight for the fumble. Another silly video game esque feature.
I ultimately feel that the offensive gameplay in Madden 11 is better than 10. You see slight differences in the star players play and how the players move and function specifically the receivers.
Playing defense is less fun however than it was for madden 10. This area of the game needs to be focused on in Madden 12. Taking a page from Backbreaker would be great. Their defensive camera and feel is amazing. It's far from perfect but much more fun than playing defense on madden.
Madden 11 is a fun game if you eliminate gameflow and it's a good video game representation of football especially in passing and running. I rated Madden 10 a 6. This is just a demo but I would state that Madden 11 looks like it is going to be slightly better. Anyone hoping for true sim football. You are not getting it with this game. Maybe next generation. Maybe when actual physics and a new gameplay engine is installed.