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Madden NFL 11 Preview (Xbox 360)

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.

Gameplay Improvements


Locomotion

When I first sat down with Ian, I was introduced to Madden’s locomotion engine. Much like NCAA Football 11’s movement mechanics, Madden’s locomotion engine promises to provide much more realistic player movement and acceleration on the field. On offense, the right stick now controls a player's upper torso, giving players unprecedented control over a ball carrier's ability to shed and avoid tacklers.

The most surprising addition to Madden 11’s gameplay is actually a subtraction: the removal of a turbo button (off by defaut, can be turned on). Taking a cue from EA’s successful NHL franchise, Madden 11 no longer requires players to spam a turbo button in a desperate attempt to create offensive separation or track down an elusive player on defense. Instead, player speed and acceleration are completely tied to ratings.


While I was a bit surprised when Ian let me in on the removal of the turbo button (again, this is off by default and can be turned back on) once I got my hands on the game, I immediately felt the difference. The best way I can sum up my gameplay experience with Madden 11 is that the game feels very organic in the way it moves. In other words, the days of choppy animation transitions and stop/starts on a dime that were in previous versions of the game should be minimized this year -- replaced now by an an overall feel that sim fans everywhere should enjoy.

Game Flow

During our time together, Ian also informed me that a lot of research had been completed that determined how many plays gamers had been calling in an average game, which was also coupled with some insight from John Madden himself. After these findings, the development team decided to completely overhaul the way plays are called.

The result is what is known as the "GameFlow," a streamlined game-planning option that will allow a virtual coordinator to call in a play for your team via headset based on a number of offensive variables that the game calculates. Now, before anyone jumps to conclusions and immediately writes this feature off as a way to make Madden 11 more "noob" friendly, please note that the feature can be ignored at any point during the game with a simple button press that takes you back to the traditional play calling menu.

As a veteran of the series, I was a bit worried that GameFlow would be something that I would not utilize -- I typically avoid the "Ask Madden" types of plays in my football games. However, after getting some hands-on time with the feature, and grilling Ian on it, I am absolutely hooked because of the depth that its simplicity provides.

First off, you can completely customize what plays end up in the GameFlow playbook, and you can change plays on a game by game basis. You can even rate your plays via a five-star system (like on iTunes) so that you can easily find them on the fly when customizing a GameFlow. I can already see myself putting together different game plans for online and offline franchise mode, which would add an NFL Head Coach-like layer of strategy to the game that has been sorely missing since the removal of the create-a-play feature.

Secondly, GameFlow makes you feel more like a real head coach. As many of you already know, it is a rarity for a head coach to actually call plays while in a game. Clicking over to the GameFlow button, and then listening to my offensive/defensive coordinators call out specific plays based on game situations is undeniably cool. What is even better is executing plays to perfection -- something that is undeniably rewarding. I can see the GameFlow feature being big among coach-mode fans, especially if you take advantage of the playbook customization in between games.

Finally, as advertised, GameFlow dramatically increases the tempo at which the game is played. In a day and age where the "core" Madden gamer is getting older and has more non-gaming responsibilities, it is very refreshing to be able to complete an entire game of Madden in roughly 30 minutes. I was able to play an entire half utilizing GameFlow in approximately 15 minutes, and it did not feel like I had been cheated out of a gameplay or play calling opportunity either. Instead, I felt like I was an actual NFL head coach who had a laminated page of plays in hand. Yes, I know I come off sounding a bit lame by writing that, but as a huge fan of the NFL, it is a feeling I have never had before in a football game.

New Line Interaction

Similar to the NCAA series, shoddy line play and interaction has been something that has plagued the Madden series for years. However, the new locomotion engine has gone a long way towards improving what some considered "broken" line play in past iterations of the series.

Since players now have to plant before moving, suction blocking and lackluster AI seem to have at least been minimized when it comes to the offensive and defensive lines. During my limited amount of time playing the game, I was able to get solid pressure on the QB when it made sense. In addition, the CPU also pressured me if I attempted to hold the ball for too long in the pocket.

Presentation Upgrades


Outside of the new GameFlow feature, I was able to see some of the improvements EA has made to the presentation in Madden 11. While Ian was feverishly button pressing through some of the more secretive options (more on those in future Madden blogs), I was able to catch some team-specific introductions (example: Drew Brees' pregame "speech"), and even cuts to players preparing for the game in the locker room. On the field, you will see new cut scenes between plays that look more natural than those in the past, and new animations for sideline catches, big hits and mid-air collisions.

Graphically, the game looks to be largely unchanged from Madden 10. Player models, stadium lighting and the turf look like they received minimum upgrades at most. It is worth noting, however, that the build of the game I played was very early in development. In other words, many of the aesthetic details most likely will be improved by the time the game releases.


As a side note, the kicking meter has also been completely redone. It now more closely resembles the putting meter from the Tiger Woods games. Ian explained to me that this change was the best way to differentiate kicker ability in the game because the old meter would not allow the developers to create the differences that truly exist in the NFL. The meter feels great to use, but since I was only able to use one kicker during my time with the game, I was unable to feel any difference in how the meter reacted.

Final Thoughts


It is very difficult to pass any judgments on Madden 11 at this early stage in the game. But, what I can say is that the locomotion engine and GameFlow additions have the potential to fix some of the nagging issues from Madden 10. Since both elements already work very well at this early stage in the game's development, I am very excited to see what the final product looks like come August.


Look for more hands-on previews from OS as E3 approaches, and as always, stay tuned for the most up to date Madden 11 media and information.

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Madden NFL 11 Videos
Member Comments
# 41 Hova57 @ 04/26/10 12:47 PM
Quote:
Originally Posted by Valdarez
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
 
# 42 PantherBeast_OS @ 04/26/10 12:50 PM
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.
 
# 43 Hova57 @ 04/26/10 12:52 PM
as far as the substitutions go if its in ncaa i would assume its in madden too
 
# 44 TreFacTor @ 04/26/10 01:00 PM
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.
 
# 45 coogrfan @ 04/26/10 01:01 PM
Quote:
Originally Posted by Valdarez
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.
 
# 46 cinders @ 04/26/10 01:11 PM
love the idea of hearing the offensive/defensive coordinators calling out plays. It's all about the little details.
 
# 47 moneal2001 @ 04/26/10 01:15 PM
Quote:
Originally Posted by Boregard
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
 
# 48 Valdarez @ 04/26/10 01:17 PM
Quote:
Originally Posted by coogrfan
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.
 
# 49 roadman @ 04/26/10 01:29 PM
Quote:
Originally Posted by Jkgrindz
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.

That was my experience, at least.
 
# 50 parrothead @ 04/26/10 01:29 PM
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?
 
# 51 roadman @ 04/26/10 01:48 PM
Quote:
Originally Posted by creed200569
This game looks like crap. I cant believe people still fall for the same crap every year. All the animations still look the same,ugly and robotic.
I'm waiting till August to see if they are tuned better before I make proclamations like that.
 
# 52 coogrfan @ 04/26/10 01:48 PM
Quote:
Originally Posted by Valdarez
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.
 
# 53 RGiles36 @ 04/26/10 01:50 PM
Quote:
Originally Posted by Jkgrindz
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.
 
# 54 roadman @ 04/26/10 01:56 PM
Quote:
Originally Posted by Flamehead
+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.
 
# 55 Dawsons_Creek @ 04/26/10 01:58 PM
Madden 11 is looking real good right now, lets just hope for a deeper franchise mode and it will be perfect!
 
# 56 ch46647 @ 04/26/10 02:05 PM
Quote:
Originally Posted by Boregard
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..
 
# 57 Jistic @ 04/26/10 02:21 PM
This sounds like you were underwhelmed.
 
# 58 Hova57 @ 04/26/10 02:27 PM
Quote:
Originally Posted by Boregard
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.
 
# 59 davjaffe @ 04/26/10 03:23 PM
Quote:
Originally Posted by Jkgrindz
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.
 
# 60 davjaffe @ 04/26/10 03:23 PM
Quote:
Originally Posted by Jistic
This sounds like you were underwhelmed.
I got that impression, too, which is concerning because of the amount of gushing going on over NCAA 11.
 


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