I expected video of the game being played..not talked about..wasted my time on that.
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I expected video of the game being played..not talked about..wasted my time on that.
This has some video and talking but it's not bad. I do really like how the tackles are dynamic and not canned. We'll have to wait until next year to see this implemented in everything though (OL/DL, etc).
http://www.g4tv.com/videos/58912/mad...gameplay-demo/
To be honest, I can't tell that it's using RTP. Keep in mind that I haven't owned a Madden since the Donovan McNabb edition.
Still haven't seen a juke in all the videos I have watched. Madsci said they toned down jukes and spins. Not pleased about that.
www.youtube.com/watch?v=KRXHW_frN1s
The Good:
-Didn't see any route mirroring. On the flip side, they only threw the ball against man a few times so it could still be there.
-Announcing is better. Not great, but anything would be better than last year. Stuff like that never bugs me so the fact it actually bugged me last year shows how bad it was.
The Bad:
-The pass rush still looks like garbage. It could be on a low difficulty, but I doubt it's that. I more or less believe EA thinks you should have 5 or 6 seconds to throw each play. Wont be able to tell for sure until the demo but I don't like the looks of it in the video.
-It looks slower than last year. I've read impressions from people and they've said it's much like NCAA in that the animations for user control are slower, which I really don't like. Again, wont be able to tell for sure until I get my hands on it.
All in all, I'm not going to complain. If it's smooth online like last year, regardless of any problems, I'll have some fun with it. If it's not smooth(like NCAA) and it has annoying problems, I'll probably hate it.
Not sure what kind of pass rushing your doing IOU but I can always get consistent pressure usually with a mixture of looks and timeliness of using them in Madden 12.
I've lead the league or in the top 3 every season of my 4 leagues this year (2 seasons each league) Granted we play All-Madden and Sim style rules. I also ranked 1 or 2 in top Defense every season. I don't do anything special other than blitz from different angles and sides with Hybrid coverages so their initial reads aren't there.
Rarely does QB's have 5-6 seconds to throw when I am trying to bring pressure.
I don't play the CPU, ranked games or on All-Pro/Pro if that is when you are seeing the problem.
I_OU's problems will always be on default online settings in Ranked games :D
As for the suggestion of "EA thinks you should have 5 seconds" ... I don't think that's true, but I'm now more willing than ever to believe that there are limitations inherent in the engine that prevent a "quick" pass rush from being realistically modeled.
I think it is true. I've read various things over the years that indicates that they're going after the casual crowd just as much so as today's shooters, and that means slower than normal pass rush, easier to pass against zones, etc...
The pass rush has been brutally bad in both NCAA and Madden since '09. Even if you blitz you have to setup your defenders in a way that it messes with the AI just to get decent pressure. I don't believe it's a limitation of the engine. Wasn't '08 on 360/PS3 the same engine that they're using in today's game? If so, the pass rush in '08 was ridiculously overpowered. Granted, it was too quick too consistently, but that just goes to show they're more than capable of cranking of the pass rush if they wanted to. If it's on a different engine, then yeah, your theory might be correct, too.
Madden '12 was especially bad. Oh, it was just terrible. The pass rush was brutal, blitzing angles were terrible, and then behind that you had some of the worst coverages the game has seen in a long time. Virtually every game I played online I scored 40+ and it usually came down to whoever had the ball last because no one could get stops. If they improved ANY of that this year, I'll be happy as long as they keep online as smooth as it was last year.
That all may be true. But I'm saying that even if you want to maximize the pass rush to its greatest potential, with the current engine design, it's impossible to get the kind of "instant" pass rush that you see, on occasion, in real life. And I don't think that's because of marketing decisions to cater the game to the casual crowd.
And yes, you're right. "Limitation of the engine" is too broad a term. What I meant to say is that I believe it is a limitation of the current design. But you hit the nail on the head "too consistently". I think the current engine is limited to the design being fairly consistent. Whether it's consistently overpowered or consistently slower than normal, the flexibility of a middle ground isn't there, IMO.
Play-by-play, as you said, is good but not great. But the pre-game was pretty impressive. If that's dynamically generated, that is huge. I'd be even more impressed if the QB introductions were dynamic too.
I agree. Pre-game was impressive but I have my doubts over how dynamic it is. I really hope I don't hear Nantz saying "defender" instead of the actual player name (on the INT play). Even if it's an obscure name say the number or even position. Defender just sounds bad.
I never have to set up my blitzes moving people around to less with the AI. That is against our rules and Nano blitzing is banned as well.
Since you play ranked games I assume that's your issue. Where anything goes and mostly there is either a bunch of Nano blitzing or F@G D being played.
I can't remember the last time gave up 40 points in a Madden game. And that's on 9 minute quarters. Up against some pretty good people..granted they don't cheese, drop back more than 15 yards or any or that other lobby stuff but still haven't gave up 40 a game.
Right now my average given up with the Jets currently has been 15 a game in 12 games...9 minute quarters. Though we do use accelerate clock. I give up 16 a game with the Raiders on 6 minute quarters no accelerated clock.
I do however agree that they have been going towards the more causal crowd over the last few versions. I think this 12 version and this next one may be leaning towards equal or the hardcore crowd..._atleast some of the features.
08 and 09 it was almost impossible to throw against Zone coverage, then they made it simple and Man coverage overly successful on 10 and 11.
I'll never play anything other than All-Madden.
Agree completely. I feel as though there should be times where it's near instant pressure, sometimes where a QB does have 6 or 7 seconds to throw the ball, but more often than not(when bringing 4 at least) it should be right around 3 or 4 seconds to throw the ball. Same goes for blitzing...sometimes it should get picked up and a QB should have time while other times someone should come free and get quick pressure. On '08 it was just insane pressure just about every play and ever since then it's been pretty much nothing.
I also agree about the announcing. Like I said, it's definitely better than last year so I'll be fine with it.
I have to assume you're using sliders or perhaps playing on All Madden then. If you're playing on All Pro and default settings(which is how ranked online is) you don't stand a chance in getting any pressure unless you set up nanos to confuse the AI.
Even with all the problems I had with Madden '12, I enjoyed it more than any other football game this generation. It was so smooth online that even if the game had problems, I was able to enjoy it because of the smoothness. That's not something I can say about NCAA. If NCAA has problems, I usually end up hating it because of the choppiness of online play.
Serious question: why are the experiences online so different between the two? They both use the same kind of technology for connecting users(P2P) so I never understood why NCAA had the constant choppy feeling(think running in quicksand) and Madden played so well you couldn't even tell you were playing online.
*cough*
Perhaps their networking code is different in what it's sending? I agree that there's a strange stutter to NCAA that cannot be explained easily. Nor, from what I've seen, is it overcome by increased download/upload speeds. Poor bandwidth can impact it further, but highly available bandwidth doesn't seem to overcome it.
I'd love to play another FiOS user and see if it's still there then. Our P2P speed (like on a Torrent) is very, very, very, very fast ... would NCAA's gameplay reflect that connection speed? Probably not.
Sliders? I didn't even know the game had them. Never paid attention to slider talk either until NCAA started putting out unbalanced games versions ago. Use to be that we (in the house) set the default to All-Madden, Heisman then just played. We rarely played the CPU anyway as whoever played the CPU another user took over for them. I never play the CPU in Madden.
No we play all of our league games as unranked games. On All-Madden then changing the quarter length. No sliders adjusted which you can't for online games anyway that I know of.
I've never played All-Pro so I don't know about the pressure or how the game plays on it. I also don't touch ranked games. I imagine if someone is dropping back further than realistic or other things that lobby players do pressure may be difficult but I assume the game gets dumb down a bit on All-Pro or it's easier.
If you still have it for PS3 or even play PS3 anymore we should play a game sometime before release of 13.
Just gonna say that I posted stickies for the demo and retail versions, but there is nothing new to report. Just getting them set up and ready for once things do come out.
I always had in on 360. I have a hard time using the small PS3 controller and I haven't found a suitable way to be able to play PS3 with a 360 controller. Until that day, :(.
I don't know if Madden has sliders or not. I never use sliders in any game because they don't help me. Since I'm playing ranked games, everything is on a default setting. I just know that I was never able to get any pressure whatsoever. If you watch some of my videos from Madden '12, you'll see exactly what I'm talking about. You'll see virtually no pressure on the defensive side of the ball from me or my opponent. I averaged damn near 400 yards passing a game in my complete games because I had all day to throw against bad zones.
Hmm, I'll look at some of yours.
I only 2 up that aren't private on my channel both from (Jets/Patriots). He was in my division so we played twice. The Patriots have one of the better pass blocking Olines in the game, that and I didn't blitz him as much as I do other teams in some games. (We have blitz restrictions in the league whereas we can only blitz 2 times per set of downs I believe or anytime if they choose to go for it on 4th down.
When I blitzed though I felt I got pressure or he had to rush the throw. There are certain times my blitzes will pressure more than it will get a sack. Then there are others I try to run against formations that will likely sack the QB. This is based off knowing my opponent and his tendencies of what he likes to do (i.e slide to the right after the snap, shift block right/left, use long developing routes, etc).
I have 2-3 more videos that are marked private. Since people also pick up on my tendencies they also prepare for when I'll bring the rush, but I typically average from 3-7 sacks a game. Not all from blitzing but from my Hybrid coverages as well.
We have rules for things so that may aid to it I suppose. Like you can't instantly sprint out of the pocket after the snap in order to throw the ball...unless you are pressured. Can't drop back more than 15 yards or do the "immediately sprint back towards the opposite endzone showing your back" drop back.
I'll end with saying this. I honestly don't think majority of the Madden world could deal with a realistic pass rush. How much time does a QB have in a real life to throw on average or ideally how quick would they want to get the ball out? 2-3 seconds? I'd love that personally but for every 1 person 2 million probably wouldn't
Any word yet on the demo date? We must be close now since the game is less than one month away.
I've seen some people start to go a little crazy about the demo date. What's the rush? The only reason the NCAA demo date dropped so soon was to block the wrath over the lack of Infinity. Their demo came out too soon imo.
Releasing the demo 2 weeks in advance or even just one week allows people to experience the game, get excited and go out and buy the game. If you have to wait too long you have probably stopped playing. Either way I am fine with later demos because the build is often newer. I get so sick of hearing about how demos are older builds and the bugs and problems are only related to that. Then wait a little while longer, get a cleaner demo and come out with it later.
Quite frankly there is almost no evidence that demos help games. I personally think sleeper/unknown games can benefit from demos if their product is good. Bad demos kill sales and AAA titles probably aren't affected too much. The Show 12 didn't even release a demo this year.