• Madden NFL 13 - Share Your Thoughts & Impressions

    Madden NFL 13 will be available beginning Friday at 6 PM ET for EA SPORTS Season Ticket subscribers with the retail launch on August 28.

    Highlighted by Connected Careers and the new Infinity Engine, Madden NFL 13 may be the most anticipated edition of the franchise in years. Once you play the game, share your thoughts and impressions on the game here with the community.
    Comments 331 Comments
    1. skipwondah33's Avatar
      skipwondah33 -
      Quote Originally Posted by I OU a Beatn View Post
      Put up over 500 yards of offense in my first online game after maybe an hour in practice mode. Aside from throwing 3 absolutely stupid as hell picks(stupid on my part, not the game) I had my way with my opponent. I kind of felt bad for him. If he blitzed, I'd just hit drags or flares. If he gave me time, I ate him alive with corners and crossing patterns.

      The pass rush still just isn't there. The defense is definitely improved, but it can't hold up forever. I'm sure it'll get better the more people play the game, but early on it's going to be all offense.
      Get off All-Pro lol
    1. I OU a Beatn's Avatar
      I OU a Beatn -
      It wont help. I was sitting in All Madden while practicing and I was picking apart the CPU just like I did my opponent on All Pro. The pass rush just isn't there. I'm pretty confident I could run drags and flares all game long and score every possession. I still like it way better than '12, but I can already tell I'm going to be pulling my hair out playing against some of the guys I just know I'm going to encounter. If I can put up 500 yards of offense with so little practice time, I'd hate to think what people will be able to do after a few weeks with the game.

      Of course, we will have to wait to see if the patch addresses anything worthwhile. Even if it doesn't, I can actually see myself playing this for more than a month, which would be a first for any NCAA/Madden game this generation.
    1. CLW's Avatar
      CLW -
      Meh maybe its just b/c I'm more of a college guy but after playing around with it this morning I'm probably just going to pass.
    1. steelerfan's Avatar
      steelerfan -
      So they still haven't allowed for separate sliders for HUM and CPU Special Teams.

      Also, Maurkice Pouncey has been to the Pro Bowl in each of his first 2 NFL seasons. He was the first rookie Center to do so since the 1950s and he is rated as the 13th best Center in the league.

      Sent from my SAMSUNG-SGH-I997 using Tapatalk 2
    1. Rudy's Avatar
      Rudy -
      I just don't understand the lack of special team slider love. It's not hard to split them out into user vs. cpu. Still would like to see special teams sliders for return blocking and blocked kicks.

      The ratings on some of these players aren't that good. I think that job is too big for just one guy and Donny Moore doesn't seem to use any advanced statistics to help.
    1. jaymo76's Avatar
      jaymo76 -
      Just let me say first that MY COMMENTS ARE 100% OFFLINE USER based. Keeping that in mind I have been sceptical of this game since I heard of all the features being removed. Going into the demo and then season pass I was on record as saying I would NOT be buying. After playing extensively last night.... at this point I will not be buying. CCM has some fun factor to it but outside of the tweets/stories and draft coverage the mode is identical to past madden titles this gen.

      Pros:
      *stadium noise is excellent (when it wants to be). Set crowd to 100 and put on your speakers after a TD... nice!
      *great selection of uniforms available for all teams
      *practising available in CCM (franchise)
      *the stadium detail is spectacular
      *making a coach is great to see in Madden... finally! (but game face didn't work for me)
      *coach goals are a nice touch (though I would prefer real contracts)


      Cons:
      *practising for XP has become tedious. After preseason I am now setting it to be done automatically
      *the interface could be a lot clearer and cleaner IMO. It's tough to find stuff quickly
      *THERE IS NO IMMERSION DURING GAMES, only in the hub do you get immersion
      *cpu offense is attrocious (in 4 exhibition games I didn't give up a TD!)
      *visuals have taken a step back this year/ player models look awkward especially in night games
      *though improved, the presentation is already bland... by game three it is total repetition, espeically if it's an NFC/AFC matchup
      *assisted tackels are still not being recorded
      *NO CHANGING THE CPU UNIFORMS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! WTF???
      *NO PLAYING OTHER GAMES ON THE SCHEDULE / NO WATCHING CPU GAMES
      *NO EDITING OF ANY KIND.... this really sucks with F/A's and their numbers.... eg. I don't want my TE wearing #47
      *NO CUSTOM PLAYBOOKS!!!


      Differences from the demo:
      * visuals in the game are not as crisp and clear as from the NY/SF demo game
      * put me in the camp that believes physics have been tuned down way too far!!!!
      * pass rushh seems to be non-existent in retail where I found it was fair in the demo
      *seems like there are less stat overlays now. I will continue to check this out to be sure though


      Other:
      *to me the XP upgrades just seem kind of silly
      *not enough recruiting points... this will make the draft pointless after round 3 or so
      *at this point trading seems almost too difficult
      *trade block??? Where is it? You put players on the block but don't see it anywhere?
      *have defensive matchups been removed? If so, why?

      Obviously I have not made it to the draft yet but I am looking forward to seeing that based on the videos people have posted. Overall, I really want to like CCM but I am really finding the omissions are killing what I like to do. If I could get a guarantee that EA would patch player editing in then I would buy this game regardless of the issues. However, editing and things like not switching cpu uniforms is a deal breaker for me. I will most likely stick with 12. Infinity is a good start but it doesn't justify a new purchase IMO. I praise Tburon for the effort but it's just not there yet. 7/10
    1. jaymo76's Avatar
      jaymo76 -
      Oh another thing... the depth chartds are totally screwed up in the preseason. There are a ton of players out of position. Since there is no playrd editng with regards to positions, this screws things up even more. With regards to schemes.... clear as mud.
    1. jaymo76's Avatar
      jaymo76 -
      Here's aother one... why is there no transaction screen? Unless it's tweated you have no information on what has happened to players in the league.
    1. souljahbill's Avatar
      souljahbill -
      Cutting it on for the first time. Ray Lewis may be the greatest inspirational speaker of all time.
    1. steelerfan's Avatar
      steelerfan -
      Quote Originally Posted by souljahbill View Post
      Cutting it on for the first time. Ray Lewis may be the greatest inspirational speaker of all time.
      Too bad that mouth hasn't produced results since 2001.

      Sent from my SAMSUNG-SGH-I997 using Tapatalk 2
    1. JeffHCross's Avatar
      JeffHCross -
      Quote Originally Posted by jaymo76 View Post
      *trade block??? Where is it? You put players on the block but don't see it anywhere?
      Since they incorporated a lot of Head Coach 09 features, I'll take a stab (haven't played the game) at this one. In HC 09, there was no physical trade block or menu to see. Players just went on and off the block. Now, I think there was a "trade for" menu somewhere, or at least when viewing other teams rosters you could see who the CPU had put on the block.

      It took me a few years to figure out that after you put a player on the Trade Block, then (I think only in-season, which is why I didn't figure this out for a while) you could see who was offering what out there.

      Quote Originally Posted by jaymo76 View Post
      Oh another thing... the depth chartds are totally screwed up in the preseason. There are a ton of players out of position.
      Is this true at the beginning of the game, or could this just be a factor of the CPU auto-subbing players in between quarters. I think 2nd string is 2nd quarter, 3rd is 3rd, etc.
    1. jaymo76's Avatar
      jaymo76 -
      Quote Originally Posted by JeffHCross View Post
      Since they incorporated a lot of Head Coach 09 features, I'll take a stab (haven't played the game) at this one. In HC 09, there was no physical trade block or menu to see. Players just went on and off the block. Now, I think there was a "trade for" menu somewhere, or at least when viewing other teams rosters you could see who the CPU had put on the block.

      It took me a few years to figure out that after you put a player on the Trade Block, then (I think only in-season, which is why I didn't figure this out for a while) you could see who was offering what out there.

      Is this true at the beginning of the game, or could this just be a factor of the CPU auto-subbing players in between quarters. I think 2nd string is 2nd quarter, 3rd is 3rd, etc.
      No this was outside of game mode when I was looking at the depth charts in my CCM. As for trade blocks I will have to check out what you said.
    1. jaymo76's Avatar
      jaymo76 -
      Schemes... I'm not sure but I am starting to think this is broken. Each week i change my scheme with regards to my players and each week I have to change them all again because they reset. I get that it takes time to change a scheme but your selections should not rest each week. Some people at OS have simmed and are saying that 2 years into the future their schemes still have not changed. I find this very convoluded. Let me pick a scheme and change it... done.
    1. JeffHCross's Avatar
      JeffHCross -
      Jaymo, for the un-Madden-educated among us, what are the schemes you're referring to? I would think I would know, but since you said you're setting it on every player ...
    1. jaymo76's Avatar
      jaymo76 -
      Quote Originally Posted by JeffHCross View Post
      Jaymo, for the un-Madden-educated among us, what are the schemes you're referring to? I would think I would know, but since you said you're setting it on every player ...
      Your scheme is what your base offense/defense excels at. So I run a 4-3 with my Raiders and a West Coast for my offense. However, within that you have to choose a focus area for each of your key players (eg. WR #1 (speed, possession, red zone, etc.). By changing each of the personel with time it changes your defense. So while I want a balanced 4-3 currently the game says because of my personel I have a "spread D" (a term I am not familiar with on D).

      Im sorry I have not explained it well at all. Let's just say though that if you want your players to act a certain way (eg LE is a speed rusher) you set your LE scheme to LE speed rusher and then you have to go out and get personel to fit that description. Each position can be set to act a certain way and those changes in theory are supposed to change your scheme. It's very confusing in the game as well.
    1. jaymo76's Avatar
      jaymo76 -
      I played game 1 of the campaign. My first drive Simms tells me about the Raiders new coach finally getting his shot after being coordinator at Denver. Great story... BUT... I created myself as coach. Observation two... why can you not adjust sliders DURING the game??? I just don't get it on that one. Observation three... zone defense is pretty weak... not as bad as NCAA but close. Strong QB's will pick your D apart. I would recommend running with man. However, don't press as the cpu goes deep with deadly accuracy. Observation three... ball hawk feature works very well. It's a great feature IMO.

      With regards to XP and progression, I have changed my mind. I actually kind of like it now. It's challenging trying to figure out what to improve and in what order. I am no longer practising though. I sim practise to get the XP. It takes far too long to run the practises and my season pass expires in a few days.

      As for scouting... I will be owned at the draft. Please EA... patch in more scouting points. I would recommend another 2000 points each week.

      Lastly, I have noticed there is still a lot of mirror route running from DB's on slant patterns. A DB running in front of a reciever is inexcusable and really hampers both NCAA and to a lesser extent Madden. Alright back to the kids and then Madden tonight.
    1. JeffHCross's Avatar
      JeffHCross -
      Quote Originally Posted by jaymo76 View Post
      Im sorry I have not explained it well at all. Let's just say though that if you want your players to act a certain way (eg LE is a speed rusher) you set your LE scheme to LE speed rusher and then you have to go out and get personel to fit that description. Each position can be set to act a certain way and those changes in theory are supposed to change your scheme. It's very confusing in the game as well.
      Interesting. Head Coach 09 had a similar concept, but it only affected how the player's OVR was calculated. At least, as far as I knew, that was all it determined.

      It shouldn't reset, either way. Probably a bug.
    1. Rudy's Avatar
      Rudy -
      Quote Originally Posted by jaymo76 View Post
      why can you not adjust sliders DURING the game??? I just don't get it on that one.

      As for scouting... I will be owned at the draft. Please EA... patch in more scouting points. I would recommend another 2000 points each week.
      What the heck? You can't adjust sliders during a game? Is this CCM only? Either way that's retarded.

      I was very annoyed at the lack of scouting points in last year's Madden. I heard there was more this year but they need to add an option similar to NCAA's recruiting difficulty. If I want twice as many points give them to me! I think it's lousy that we don't get standard test scores from the combine. I should know every 40 time, 225 press, etc. without spending a single freaking point.


      Quote Originally Posted by JeffHCross View Post
      Interesting. Head Coach 09 had a similar concept, but it only affected how the player's OVR was calculated. At least, as far as I knew, that was all it determined.

      It shouldn't reset, either way. Probably a bug.
      I think I saw this on OS or twitter. Others have complained about it and it's a bug.
    1. jaymo76's Avatar
      jaymo76 -
      Quote Originally Posted by Rudy View Post
      What the heck? You can't adjust sliders during a game? Is this CCM only? Either way that's retarded.

      I was very annoyed at the lack of scouting points in last year's Madden. I heard there was more this year but they need to add an option similar to NCAA's recruiting difficulty. If I want twice as many points give them to me! I think it's lousy that we don't get standard test scores from the combine. I should know every 40 time, 225 press, etc. without spending a single freaking point.




      I think I saw this on OS or twitter. Others have complained about it and it's a bug.
      Yeah Rudy, in CCM you CANNOT adjust sliders. All slider changes must be done outside of the actual game. It's really frustrating because I had Rivers carvving me up because he would avg 7-9 seconds to throw. I could not adjust my pass rush until the game ended and then I went back into the CCM hub. Bizarre!
    1. Rudy's Avatar
      Rudy -
      I've read some impressions on OS and most people think the cpu offense is pretty crappy on All-Pro. Sounds like All-Pro is dumbed down this year like NCAA 13. I agree with many (based on the demo) that All-Pro can be very fun and balanced on offense but the cpu can be too dumb and ineffective. I know for the demo I've got by pass and run reactions at 0 and cpu run block at 100 to help them out.

      I've also read guys say the cpu doesn't hit the big play. I've seen it in the demo so I don't think I agree with that. Too many football gamers think they should be able to run Cover 2 Man all game long and stuff the running game. Then they complain the cpu can't pass or hit deep plays. Well with two safeties back you aren't going to hit a lot of plays but you should be giving up some rushing yards. The average NFL back averages 4 yards a carry but that's including short yardage and defenses that also come up to try and stop the ground game. My opinion is that your difficulty setting and/or slider settings should allow the cpu RB to gain 5+ yards a pop between the 20s if you play a vanilla safe defense like Cover 2 Man. That will force the user to run blitz a little more and crowd the line which will also loosen up the cpu passing game. Same goes for the pass rush. People want a great pass rush without blitzing but the cpu QB is at his worst when he's under pressure. Want to help the cpu passing game? Boost the pass blocking and you will see a big improvement.

      I still think a slider for cpu QB awareness would really help fix some things on the lower difficulty levels. I don't like going to the highest difficulty just to help the cpu offense because my skills aren't good enough. Hopefully I'll be able to tune All-Pro to my liking.