So two things folks should take a look at. head to the Depth Chart and push the L-Stick. - Traits. Depending on a position there's a number of traits for a player - many are yes or no, or have a few answers. For instance, Eli is obvious to the pass rush and aggressive with forced balls. All players also have Consistency and Confidence on a 0 to 5 star scale, and a "High Motor" yes or no. - The Contracts/Skills screen is very detailed. Gives you Years left, total salary, breakdown in salary per season and most importatly ... Cap Hit.
When all you get on television on Sunday's is the NY Giants and could piss on the state of New Yorks soil...whats the point of being restricted to what team you're a fan of by the border you live within? I know a lot of guys who'd have to change their allegiance. David (Dallas Cowboys) sdid22 (Dallas Cowboys) soxandgators (White Sox, Chiefs) cadepetty247 (Giants, Yankees) pitt4life21 (Texans) Just the way it is...it's 2012 and media coverage has expanded past just what your local television cable picks up...besides, I started out as a 5 year old liking the Oakland Raiders, then at 8 moved on to the Packers.
Ya cimmy agreed...i respect a guy based on his passion for his team.....why I adore cub fans who the fk could live in such torture
If anyone runs into this situation try this, when the cpu is running no huddle, do a formation audible to man coverage. Twice now the cpu has gone no huddle, I went to man coverage, and my Cb's just let their receivers run by for easy 70 yard td's. seemed like a glitch they were WIDE open behind the D.
My demo impressions… -The game feels much different than the ones in the year’s past. The infinity engine makes the game feel a bit more realistic and less arcade like. -Passing game had more user control which had a nice risk reward element to the game. I felt that the touch put on the ball made a huge difference in a lot of my throws, and paid off huge dividends when thrown right. On the flip side, I tried airing out a long ball and lofted it too much and the opposite side safety was able to track the ball down. It was a very realistic outcome on the way the ball was thrown and it was nice to see that it meant something if you make a mistake. Some plays work very similar the way they did in last year’s version while others did not. I felt the game changed enough to have another learning curve without changing everything up. I enjoyed the new catching animations and was wowed on a few occasions. -Running game was definitely nice to see the FB lead block where he should, and it was nice to see momentum play a big part of how a plays ends. I really felt that the use of gang tackling will be key this year as it appears the elite backs do a good job of shedding the first tackler if he is by himself needing a mop up player to take him down. I felt on several occasions that there were huge holes due to manually taking my defender out of the play and it was nice to see that user play can be a huge factor if you misplay the hole One thing I didn’t like was the animation in which when a running back was gang tackled it seemed he would keep the ball in one hand and extended it like he was holding a loaf of bread. IRL someone would try to strip that ball. I felt I saw that animation way too often concerning a RB that was about to go to the ground. My favorite thing about Defense was to see the way the CB played the deep ball. They appear to be in much better positioning with their head turned towards the ball to make a play on it. I didn’t have too much success on intercepting the ball , but was definitely in position to swat the ball away or make an attempt at the pick. I love the fact that it appears you cannot move multiple defenders around pre-snap. It looks like that they reset back to their origin. This seems like it will benefit those who want more realistic gameplay as the manually place overload blitzes and nano like pressure might be tougher to make happen. I tried doing some line shifts and crashes that would create instant pressure in M12 and it did not work in M13 which was refreshing. All in all, this is definitely a nice start, but I am sure there will be things that arise as players look for exploits or questionable gameplay to obtain their win first mentality, but I feel there is a better feel to this version.
The first thing I noticed is defensive lines are actually a factor in Madden, unlike NCAA. Played both teams, and even in man or zone with only the d-line rushing I got pressure. I didn't have the issue with playing the ball on D like I do on NCAA. Couldn't run very well, but the 49'ers do have a great defense. The demo only increased my anticipation for the game. Visually, it's beautiful. The RTP didn't jump out at me. I noticed some subtle things. I'm sure this will be a feature that will take several playthroughs to really appreciate. I still have to see how the Connected Careers plays out, but it looks like Madden stepped up in a big way this year.
The good - Player models sharpe and clean down to the hex pads under neath the uni's. The grass damage is good addition, I wonder if they will bring back the feild floods from maddens past ? The bad - The infinity ingine is great but the tackle break dancing will need to be toned down Willis was doing back spins. Run commit not needed. NCAA style no huddle play selection please. The ugly - 30 pass attempts 12 drops all open all untouched all to familiar given NCAA 13 issues. 12 unassisted drops. Loved the demo, nice presentation wish they threw Madden in the mix ..... Berman would be classic, Phill Simms tho ?
They can never win here. Someone will always complain. I for one, enjoy the Nantz and Simms combo. Berman was good in the late 80's and early 90's. Now he continues to use the same old tired sayings but this is for a different topic and thread so I will stop. Either way, EA is in a no win situation with announcers.
Just ran with my Skins and won 24 - 8, shoulda shut them out but gave up a hail mary streak.definitely liking the new physics, even though it looks a little unfinished, good idea though. Running seems pretty good, I was able to pick up descent yards in realistic situations. Garcon is a beast. Had to get used to the controls of pre-snap, but i'm sure i can change those in settings. I tried to scramble with RG3, no haps. Definitely pocket passing is the key to success in 2013 it seems. More to follw, but all in all, a good game.
Finally. So far this game feels right. I had one strange play. I punted it and the opposing team called fair catch and caught it. . My CPU controlled player then went and crushed him. Announcers called it a muffed punt but the replay showed the returner never losing control.
The demo froze on me once so far as well. Overall I'm pleased. I know this is an old build so between the launch and day 1 patch, it should be solid.
Not able to play the demo tonight because on the PS3, download in background doesn't do what I expected it to do.
Funny you say this, I had one pass that where I was Alex Smith, got flushed out of the pocket to my right, and broke a tackle attempt. Hit Randy Moss in stride, although it took a while to get there, I had thrown it right before his break in his route, so it wasn't an issue. Loved that, felt really 'REAL'
I have only played one game but I liked it overall. I thought the presentation was probably the best we have seen from an EA football game. The commentators were smooth and flowed well. I was in love with the player models and how rich and bright the colors were. The game felt smooth as a whole. There were some wonky animations and the collision detection needs to be tuned. But overall it played very well. I can defnitely see promise moving forward with this series and NCAA. I'll give it an A- after one game. (I know, small smaple size)
Yeah, you pretty much can't do anything else (ie play games, movies, etc) which kind of makes the feature pointless. I guess you could shop the PSN Store lol.