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Madden NFL 13 News Post


Madden NFL 13 demo is available now for the 360, queue it up right here.

If it's not showing up on your console, try this route.

1: Go to Game Marketplace
2: Demo
3: Genre
4: Kinect

The Madden NFL 13 demo will be available for PS3 later this afternoon. We'll update the post when it pops up online.


The Madden NFL 13 demo includes the New York Giants vs. San Francisco 49ers and Seattle Seahawks vs. Washington Redskins.

You can choose difficulty settings. 5 min quarters and it's an entire game. It will also have full commentary. No sliders this year. You can change play style between game flow and conventional.

Check here for PS Vita demo details.

Play a game or two and post your impressions here.

*UPDATE: Madden NFL 13 demo is online for PS3 now!

Game: Madden NFL 13Reader Score: 6/10 - Vote Now
Platform: PS3 / Wii U / Xbox 360Votes for game: 77 - View All
Madden NFL 13 Videos
Member Comments
# 1341 Gerg04 @ 08/17/12 10:42 AM
Why is starting the kick meter so delayed? It's very frustrating.

Sent from my Galaxy Nexus using Tapatalk 2
 
# 1342 stiffarmleft @ 08/17/12 11:23 AM
I have not enjoyed a football game this much since 2k8, it's not perfect but at least the play outcomes are not as scripted or predictable. I've managed to get the computer to run the ball effectively with some slider tweaks. It seems that the computer runs the ball better on normal speed, on slow speed my DE/OLB was making too many tackles on runs up the middle.
 
# 1343 feeq14 @ 08/17/12 12:07 PM
very excited after the demo. I dont know what a lot of you guys are talking about, the game seems to be greatly improved on all fronts i have only played 4 games but each of them has shown a lot of bright spots and few issues. I am on bated breath
 
# 1344 chris luva luva @ 08/17/12 12:19 PM
I came to mention one thing. If you're expecting this game to "wow" you without adjusting the sliders, you will be disappointed. As someone who NEVER adjusted sliders and played Madden out the box, I too would be disappointed. However, I took the time to grab a set from the Slider Forum and instantly loved the game.
 
# 1345 CrimsontideuA @ 08/17/12 12:25 PM
I have not purchased a madden game since I started purchasing NCAA series and NCAA gamebreaker series back in the day but I may be purchase on release this year. I really like the game. The commentary and Infinitety engine make the feel fluid but I noticed clown like actions of the players bumping into each other. I would say the defense needs attention because the corners and safties dont respond well to balls in the air in all madden mode but overall good game.
 
# 1346 CUSean @ 08/17/12 12:36 PM
After a few demo games I have to say I am impressed. There are clearly some odd animations post-play but during the game it feels like a more organic experience. Fumbles particularly felt like they would in a real game which is a nice touch. I have seen some great tackles and catches as well as actually having a screen pass work like it should (but by no means automatic).

I know not everyone will like it (and with the exclusive license issue that will probably never happen) but it feels like a strong step in the right direction.

Finally, kudos for releasing such a complete demo. With the longer quarters and full commentary it is a much better representation of what the game will be. Hopefully this trend continues for EA and others.
 
# 1347 Yank11 @ 08/17/12 12:46 PM
[didn't read thread so might be/probably is a repost]

I really enjoy the demo, will be buying the game for sure now. As I Giants fan, I'm really happy that they added the nascar package lol.

Tackling physics needs so work to be a bit more realistic. I don't like the kick meter either, but I figure thats just because its new and I'll get used to it with more play.

Also, I don't know if this was isolated or not, but when I'm at the playcall screen on offense I couldn't see the play clock or the down/distance. Kind of annoying but not a gamebreaker
 
# 1348 atc43 @ 08/17/12 01:21 PM
I posted this in my own thread already guess i will here too. What do you guys think of this?

Okay Infinity Engine. Not bad i give it a B minus in implementation. Def room for improvement!

- More Wrap up tackles. Making defenders at least attempt to wrap up, lessens that effect of the over the top hits that sometime spawn in IE.

-Ball Carriers dont always have to roll over on their backs after each play haha. Allow for a ball carrier to get tackled face down and stay that way and then get up from that position, instead of the weird warping flip over on my back animation.

-Give player model's bone structures more resistance. This will lessen the amount of broken looking limbs on tackles. Another possibility could be setting limits on the degree to which certain parts of the body can contort. This could be used to determine when injuries occur say when a guy’s legs gets bent too far backwards could result in a broken leg.

-Alright the biggies. On top of tuning and tweaking IE, is the implementation of momentum. For one i believe that all jukes and stutter steps should be on the left stick. Actual foot-planting would greatly increase the fluidity of gameplay and make it feel much more authentic! If momentum were implemented that big side juke should no longer exist. Look at a real NFL football game. Scenario: Receiver catches ball and heads up the sideline, a defender is coming straight at him the big juke isn’t an option because of how fast the receiver is moving! Instead a stutter juke where he stops/slows down and chops his feet making the defender second guess his movement is more plausible. Or even the quick juke from last gen maddens (05/06). Speed momentum and weight should begin to matter now more than ever!

-Open field tackling: This stems off of the previous point. That defender coming down for the hit on the receiver has to slow down to determine the Receiver's actions. When a ball carrier's hips drop so should a defender's. 1. To be able to react to the ball carrier's movements. 2. For leverage for the tackle. This is where player momentum, weight & not necessarily the speed rating but speed at which the player is moving, comes in. Also a way to improve the realistic qualities of open field tackling would be to add another control. Say holding down the left trigger to make a defender break down and attempt a wrap up, text book tackle which would ultimately improve his chances of making the tackle. When holding left trigger the defender wouldn’t have the option of a big hit because he’d be coming in with control.

-Oline Interaction: We all know what needs to be done here and I’m sure it’ll be addressed! One thing I’d like to touch on is defenders actually trying to keep inside or outside leverage on outside/off-tackle run plays. The biggest problem is with OLBs in the 3-4 schemes. On outside plays the OLB should try to keep outside leverage(their outside arm free) of the ball carrier to force the play back into the ILBs and dlinemen. Whether they succeed or not should be based on ratings of the defender vs. the blocker(AND PROBABILITY BECAUSE WE WOULDN’T WANT THE BETTER RATED PLAYER WINNING EVERY TIME). Or if being controlled by a human, the skills of the human playing. However if the ball is say on the hash the, the OLB may want to stay inside and string the play outside to the sideline. It is all based on scenario/probability something that isn’t very difficult to program assuming you are familiar with the game of football and its intricacies.

-Streamlined Ratings. These are all the ones I believe Madden really needs. Speed obviously, Acceleration for momentum/physics purposes, Agility-How fast a player is capable of coming in and out of cuts (Defensively how fast a player can react to an offensive players cut) Jump. Catching, Spectacular, in traffic, Release & Route Running - for how well a player runs them and if they’re at the right depths. Pursuit, Tackle, and Hit Power-solely for big hit opportunities. Press, Man should be somewhat affected by agility and momentum scenarios/Zone Coverage - should be more like an awareness rating that helps defenders move into better spots to cover receivers. Obviously the QB ratings. Run/Pass Blocking. Pass Rush & a new one, Gap Filling, For defenders to be able to clog running lanes a few players good at this are Wilfork, Ray Lewis, & PWillis. Block Shedding could still be used or just integrated into Gap Filling. RB ratings - NO JUKE RATING juking is completely determined by momentum and player's agility rating. Stiff Arm. Spin rating - same as juke. Ball Security, Ball Carrier Vision - can act as counter for Gap Filling Rating, determines how effective a ball carrier is at shifting his momentum towards the open hole & and how often they trip over other players. POWER NOT STRENTGH for ball carriers. For those Marshawn Lynch vs. Saints type of plays. Balance - ability to take a hit and keep on trucking QBs like Big Ben would have a higher rating than other QBs. But remember Tiburon, when in a game, CPU VS. CPU SITUATIONS RATINGS MATTER MOST, AND PROBABILITY TO KEEP FROM THE SAME OUTCOME EVERY TIME! PLAYER VS. CPU SITUATIONS THE RATINGS SHOULD MATTER SLIGHTLY LESS ON THE SIDE OF THE PLAYER BUT EVERY BIT AS MUCH ON THE A.I. SIDE. PLAYER VS. PLAYER SHOULD BE A PERFECT BLEND OF HUMAN ABILITY, RATINGS, AND PROBABILITY. It’s a lot to ask for I know, but I believe it can be done!

-The Biggest Change: Removal of Awareness! Play Recognition is the way to go. Players with the highest recognition will put themselves in better position to make plays on offense and Defense. Picture this: Its 3&2 you’re playing the Steelers and your running off tackle to the left. Pre-snap you see the safety to the right, Troy Polamalu a player with high Recognition creeping up closer to the line as if he’s anticipating a run whereas the safety over the top on the left to your run side stays at his regular depth of 10 yards because of his lower Play Recognition. You gain 4 and pick up the first down. Same for the Offense: You’re the Jets and you’re playing Tom Brady, he sees you back your secondary up so he checks to all hitches pre play, something a lower rated QB wouldn’t do, possibly even picking a play that wouldn’t succeed at all. Recognition could even feature a hot/cold streak mechanic. Recognition would be a better way to differentiate between the great and good players without having such disparity in ratings. Having certain players put themselves in better positions to succeed instead of the game itself would greatly improve the authenticity of the game.
 
# 1349 noplace @ 08/17/12 02:03 PM
Demo is pretty good. The lighting is kind of dark so it’s hard to see the players unis even though its broad daylight. Hopefully that’s a easy fix for the retail. Also the tackling needs work also, way too many dumb looking collisions and not enough wrapping up and driving thru the runners… Commentary has taken a leap but still too much dead air during the plays..All in all I like it and this might be the 1st time I get Madden since 04’…
 
# 1350 BezO @ 08/17/12 03:01 PM
Went to Best Buy for a firewire cable and what are they starting up? The Madden demo. Thought it was the retail version at 1st, but I wasn't that lucky. But now my feelings are based on playing and not just watching vids. Unfortunately, I feel exactly how I did prior to playing.

Some of the tackles are pretty! Seeing Lynch & Helu run up the middle was a beautiful site at times... bumping into linemen, breaking tackles, getting tackled. When the RTP didn't get out of hand, it looked like the game I'd been waiting for.

The actual passing was great. I felt like I had more control over passes, hitting WRs in some very small windows at times, between & over LBs & DBs. Catches were great & I could run after the catch more than I ever remember.

And the graphics... very pretty game! The graphics are definitely the best aspect and give any sports video game a run for it's money. I'm curious how FIFA & NBA 2K will compare.

If I could run up the middle & throw qucik, 3-step drop passes all game & have my opponent do the same, Madden would be sweet.

Unfortunately, 75% of what I've been complaining about this entire generation has still not been addressed. If EA dedicates as much time to engaged player mobility, footwork, run fits & defensive play calling next year, as they did to RTP & passing this year, Madden will be solid. Until then, I just don't feel like I'm playing NFL football.
 
# 1351 Pappy Knuckles @ 08/17/12 03:04 PM
I just got punked in overtime by the Redskins. I was on their 8 yard line with about 45 seconds left to play and I decided to pass the ball instead of kicking the FG for the win. When I dropped back with Russell Wilson, I got hit by a defender and the ball popped up in the air. The next thing I see is Ryan Kerrigan intercepting it and running it in for a TD. I never had the CPU intercept the ball like that in Madden 12, so I was kind of shocked when it happened. Lesson learned, just get out of there with a win next time lol.
 
# 1352 geisterhome @ 08/17/12 03:13 PM
from the last years experience, will some of the issues in the demo be fixed until the game is release?
 
# 1353 dramachild11 @ 08/17/12 03:19 PM
Quote:
Originally Posted by atc43
I posted this in my own thread already guess i will here too. What do you guys think of this?

Okay Infinity Engine. Not bad i give it a B minus in implementation. Def room for improvement!

- More Wrap up tackles. Making defenders at least attempt to wrap up, lessens that effect of the over the top hits that sometime spawn in IE.

-Ball Carriers dont always have to roll over on their backs after each play haha. Allow for a ball carrier to get tackled face down and stay that way and then get up from that position, instead of the weird warping flip over on my back animation.

-Give player model's bone structures more resistance. This will lessen the amount of broken looking limbs on tackles. Another possibility could be setting limits on the degree to which certain parts of the body can contort. This could be used to determine when injuries occur say when a guy’s legs gets bent too far backwards could result in a broken leg.

-Alright the biggies. On top of tuning and tweaking IE, is the implementation of momentum. For one i believe that all jukes and stutter steps should be on the left stick. Actual foot-planting would greatly increase the fluidity of gameplay and make it feel much more authentic! If momentum were implemented that big side juke should no longer exist. Look at a real NFL football game. Scenario: Receiver catches ball and heads up the sideline, a defender is coming straight at him the big juke isn’t an option because of how fast the receiver is moving! Instead a stutter juke where he stops/slows down and chops his feet making the defender second guess his movement is more plausible. Or even the quick juke from last gen maddens (05/06). Speed momentum and weight should begin to matter now more than ever!

-Open field tackling: This stems off of the previous point. That defender coming down for the hit on the receiver has to slow down to determine the Receiver's actions. When a ball carrier's hips drop so should a defender's. 1. To be able to react to the ball carrier's movements. 2. For leverage for the tackle. This is where player momentum, weight & not necessarily the speed rating but speed at which the player is moving, comes in. Also a way to improve the realistic qualities of open field tackling would be to add another control. Say holding down the left trigger to make a defender break down and attempt a wrap up, text book tackle which would ultimately improve his chances of making the tackle. When holding left trigger the defender wouldn’t have the option of a big hit because he’d be coming in with control.

-Oline Interaction: We all know what needs to be done here and I’m sure it’ll be addressed! One thing I’d like to touch on is defenders actually trying to keep inside or outside leverage on outside/off-tackle run plays. The biggest problem is with OLBs in the 3-4 schemes. On outside plays the OLB should try to keep outside leverage(their outside arm free) of the ball carrier to force the play back into the ILBs and dlinemen. Whether they succeed or not should be based on ratings of the defender vs. the blocker(AND PROBABILITY BECAUSE WE WOULDN’T WANT THE BETTER RATED PLAYER WINNING EVERY TIME). Or if being controlled by a human, the skills of the human playing. However if the ball is say on the hash the, the OLB may want to stay inside and string the play outside to the sideline. It is all based on scenario/probability something that isn’t very difficult to program assuming you are familiar with the game of football and its intricacies.

-Streamlined Ratings. These are all Tthe ones I believe Madden really needs. Speed obviously, Acceleration for momentum/physics purposes, Agility-How fast a player is capable of coming in and out of cuts (Defensively how fast a player can react to an offensive players cut) Jump. Catching, Spectacular, in traffic, Release & Route Running - for how well a player runs them and if they’re at the right depths. Pursuit, Tackle, and Hit Power-solely for big hit opportunities. Press, Man should be somewhat affected by agility and momentum scenarios/Zone Coverage - should be more like an awareness rating that helps defenders move into better spots to cover receivers. Obviously the QB ratings. Run/Pass Blocking. Pass Rush & a new one, Gap Filling, For defenders to be able to clog running lanes a few players good at this are Wilfork, Ray Lewis, & PWillis. Block Shedding could still be used or just integrated into Gap Filling. RB ratings - NO JUKE RATING juking is completely determined by momentum and player's agility rating. Stiff Arm. Spin rating - same as juke. Ball Security, Ball Carrier Vision - can act as counter for Gap Filling Rating, determines how effective a ball carrier is at shifting his momentum towards the open hole & and how often they trip over other players. POWER NOT STRENTGH for ball carriers. For those Marshawn Lynch vs. Saints type of plays. Balance - ability to take a hit and keep on trucking QBs like Big Ben would have a higher rating than other QBs. But remember Tiburon, when in a game, CPU VS. CPU SITUATIONS RATINGS MATTER MOST, AND PROBABILITY TO KEEP FROM THE SAME OUTCOME EVERY TIME! PLAYER VS. CPU SITUATIONS THE RATINGS SHOULD MATTER SLIGHTLY LESS ON THE SIDE OF THE PLAYER BUT EVERY BIT AS MUCH ON THE A.I. SIDE. PLAYER VS. PLAYER SHOULD BE A PERFECT BLEND OF HUMAN ABILITY, RATINGS, AND PROBABILITY. It’s a lot to ask for I know, but I believe it can be done!

-The Biggest Change: Removal of Awareness! Play Recognition is the way to go. Players with the highest recognition will put themselves in better position to make plays on offense and Defense. Picture this: Its 3&2 you’re playing the Steelers and your running off tackle to the left. Pre-snap you see the safety to the right, Troy Polamalu a player with high Recognition creeping up closer to the line as if he’s anticipating a run whereas the safety over the top on the left to your run side stays at his regular depth of 10 yards because of his lower Play Recognition. You gain 4 and pick up the first down. Same for the Offense: You’re the Jets and you’re playing Tom Brady, he sees you back your secondary up so he checks to all hitches pre play, something a lower rated QB wouldn’t do, possibly even picking a play that wouldn’t succeed at all. Recognition could even feature a hot/cold streak mechanic. Recognition would be a better way to differentiate between the great and good players without having such disparity in ratings. Having certain players put themselves in better positions to succeed instead of the game itself would greatly improve the authenticity of the game.
The removal of awareness is something I wholeheartedly agree with since this is usually the one rating that inflates the total ovr of every player... I've never really understand the logic for having a play recognition rating AND an awareness rating since you can apply play recognition to every position on the field during a given play.... As far as the demo goes I've already pre-ordered the game so it hasn't made me regret doing that which I guess is a plus but I do wish that instead of creating new modes an trying to make the game flashier that ea/tiburon would figure out a way to fix the quirks that seem to never get fixed year to year (prime example being that I still can't get sacks or pressure with a RE or ROLB)
 
# 1354 btemp @ 08/17/12 03:26 PM
Quote:
Originally Posted by Prophet49
I think the graphics look great, the lighting is amazing, and you can actually see the sweat on players.

First off: What is "arcadey?" Is it just a go-to detractor to the game? Second, the speed, on normal, seems at the pace of a normal NFL play.

I've noticed that going with a 3 step drop results in less sacks but shorter plays, where 5 step or 7 step drops results in more sacks but the occasional big play. Passing is easier against the AI now because they don't cheat with certain parts of it. They have to actually be looking for the ball to make a play or in an area where they can if it's zone.

Ok, onto the reasons why this demo has turned me off of M13:

I disagree with the sentiment that it's the same game. Sure if we play as a reductionist on the core aspects of it it will always seem the same. However, knowing how the DB's reacted in Madden12 and how they react now, seeing the infinity engine (good and bad), and having the DE's/OLB's getting more sacks are significant improvements in my eyes. I even feel the blocking pathfinding AI has been improved just from NCAA 13 to Madden.

Of course, we'll both have differing opinions.
The first 3 things I posted I made explicitly clear were not major issues. As you noticed in those three things I was asking - is it just me? Apparently the graphics aren't as I've read 3 other posts of people saying the same thing, although its possible that's a TV/Madden thing because I popped in M12 and it looked much better. "Arcade-y" isn't a go to at all, the game felt really fast, hence more like an arcade game rather than a sim. So maybe I need to adjust some settings. I'm concerned about how easy passing is, but hopefully that can be tuned up.

As for the rest of it, I agree M13 is a clear improvement over M12. Ultimately, in my view, its lipstick on a pig. And I dunno, again maybe just me, but I found M13 boring because of how similar it was to M12. There are clear improvements, but at the end of the day I'm making exactly the same decisions on offence and defence as in M12.
 
# 1355 atc43 @ 08/17/12 03:45 PM
Quote:
Originally Posted by StrawHat Patriot
Yes but they shouldn't go all out to the point in which players start knowing your route before you even complete it on zone coverage and slide to the side or slide around the receiver, basically bringing back the arcade problem.
Oh by no means would that be what should be implemented. Im sure none of us want that in the game Recognition should work as a slight but noticeable adjustment by players that mimics whats seen on Sundays. Not the AI actually knowing your play. More situation based. Say its 3&4 and youre Playing the Jets a player like Darrell Revis would tighten his alignment vs the receiver to protect against quick routes, i.e. slants & Hitches possibly forcing you as the player to check to a fade and try to beat him over the top which shouldnt be easy to do! I believe it would add a whole new depth to Madden quite honestly. As a football player if i saw these types of situational circumstances in Madden itd be a must buy for me year in and year out!
 
# 1356 atc43 @ 08/17/12 03:48 PM
Quote:
Originally Posted by dramachild11
The removal of awareness is something I wholeheartedly agree with since this is usually the one rating that inflates the total ovr of every player... I've never really understand the logic for having a play recognition rating AND an awareness rating since you can apply play recognition to every position on the field during a given play.... As far as the demo goes I've already pre-ordered the game so it hasn't made me regret doing that which I guess is a plus but I do wish that instead of creating new modes an trying to make the game flashier that ea/tiburon would figure out a way to fix the quirks that seem to never get fixed year to year (prime example being that I still can't get sacks or pressure with a RE or ROLB)
My point exactly! Why not instead of having a rating that boosts player ratings even more, having one that makes players play smarter and not Cheesier. About Pressure that's something i believe will be greatly improved with IE being added into the OL/DL interactions in M14
 
# 1357 geisterhome @ 08/17/12 04:16 PM
i dont think the graphics are that good, the 720p solution isnt enough for a game where the camera view is zoomed out that much. gives me the feeling that some far away players only consist of 5 pixels. just a really gritty appreance.
then the overall style seems kind of cartoony to me, let it be the spectators, players, colours or sideline characters. just doesnt look real.

of course that isnt anything new.
 
# 1358 TheBrooklynBaller @ 08/17/12 04:40 PM
I don't know what to say anymore... I think its time for the NFL to reconsider giving 2K an opportunity to make a game again. NFL 2K5 is the gold standard and nothing has come close to it. I played the demo extensively and to be honest after every play i felt more and more discontent. 8 years and EA still cant get it right and put out a product that at the most is promising. I decided to play some 2K5 today to see if M13 was worth a buy, and 2K5 still gathers my attention and will for this football season. The only obvious thing that sets M13 apart from 2K5 is its next gen graphics... other than that... 2K5 has better presentation, gameplay, AI decision making and options. Some day hopefully soon we'll get another 2K football game to push Madden and vice versa. Until then its good ol 2K5 to the rescue for an enjoyable football sim.
 
# 1359 IowaAJ @ 08/17/12 05:02 PM
I love the demo played it this morning as the 49ers against the Giants on All Madden. I have figured out you really have to line someone up to put a big hit on them which is very realistic. A couple times I tried to hit Bradshaw in the backfield but didn't line him so I bounced off him.

I also love that you actually have to look at the defense and read what coverages they are in. At first I wasn't having that much fun playing on all madden but when I put the game speed on slow it ran a lot better. Is it perfect no but the physics allow for some really big hits, and some cool plays like where you have to read the hole you want to run through and not just run over a lineman that makes the game very realistic and fun. I ran for well over 100 yards with Gore just by following my blocks and trusting my cuts.

I like the presentation for the most part the crowd sounds really good especially when I made a big play like my long TD run with Gore or the sack I had on Manning to force a Field Goal attempt. I still think the commentary could use a little more work as Phil Simms says stuff I don't believe he would say in a real game. Overall it's a pretty fun game in my opinion and I'm excited to buy it on release day.
 
# 1360 Raekrazy003 @ 08/17/12 05:13 PM
I like what EA did with Madden this year, IE is great it could be better but its new and plays great for a new engine and I love the new advanced pass leading as a saints fan I feel Brees was robbed of a 99 he had arguably the best passing season all time but with the new lead passing even qbs in the 70s and low 80s will shine at times also the.commentary is so much better Madden 12 was pathetic. The game is overall much better ,Madden 12 and NCAA 13 will be gone after the 28th I'm totally buying this only thing I'd like to improve are speed even on slow it seemed like it was in hyper speed but football is fast in real life umm I think the QB sneak will be patched its definitely easier to stop but not as good as Madden 12s I know last year QB sneak was kinda cheesy but I like it better then this years and blocking but wow I'm excited for Madden Thank You EA!
 


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