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Old 01-09-2011, 19:33   #16
Appswah
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Ive come across the rocket passes and linebackers leaping to intercept passes which are impossible IRL(annoying as hell). However I really like the feel of the game so far.. I prefer it to 11 but I havent really put alot of time into it yet but will be doing so tonight.


The presentation, facial features and things like the graphics of weather/stadium/grass is second to none.
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Old 01-09-2011, 23:37   #17
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Quote:
Originally Posted by Appswah View Post
Ive come across the rocket passes and linebackers leaping to intercept passes which are impossible IRL(annoying as hell). However I really like the feel of the game so far.. I prefer it to 11 but I havent really put alot of time into it yet but will be doing so tonight.


The presentation, facial features and things like the graphics of weather/stadium/grass is second to none.
I will be putting it to the test tonight as well. Leaving the office for gamestop right now.
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Old 01-09-2011, 23:43   #18
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Played an hour or two more now. Its good, improved but was hoping for better gameplay. The linebackers intercepting passes is becoming a bit rediculous but I will fiddle with settings tomorrow and see if I can tone it down a bit.

Franchise mode is better than last year...If only I understood most of it
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Old 02-09-2011, 00:45   #19
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swapping in 11 for 12 in T-minus 4 hrs....but those issues are fairly shitty if true.
11 was my first Madden/NCAA experience on the current gen consoles after PS2 and tbh it was underwhelming (played NCAA 2010 heaaaps)
I wish they would somehow bring in the QB ducks and shrugs from NCAA as i got way too comfy in the pocket too often. Just hope they didnt fiddle with the running game mechanics too much.
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Old 02-09-2011, 01:40   #20
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I haven't played NCAA since 04 or 05 on PS2 but I could create players/teams in those games to be resemble my old grade school and high school teams and our rivals which was a blast. You can't make players that small anymore.

Don't like that Apps is noticing the linebacking interceptions already so much because it was so strongly remarked upon on the ea madden forums. I was hoping they were just over-emphasizing. This has been a problem for years but so far seems to be worse than in years past.
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Old 02-09-2011, 11:27   #21
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Having a quick play this morning before Im off to work. I have a guy I always create on these sort of games (Like NBA 2k, NHL etc) He's black, 6 foot 3 and weighs about 210lbs and he's called JJ Crunch (on NBA 2k his nickname is JJ 'the captain' Crunch). Anyways couldn't decide between RB or WR and in the end chose WR for shits and gigs.

Was drafted by Greenbay and wear the #82. (wanted #87)

Pre-season was shit. 4 games no touchdowns averaging 2 catches a game! Rodgers never passed it my way :/.

However the real season has now started and I've scored 2 touchdowns in 2 games and averaging about 27 yards which is a bit better. I've dropped some unbelievable catches though

Alot of the Superstar mode ideas are taken from NBA 2k my player series.
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Old 02-09-2011, 14:18   #22
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I never play a superstar mode; I'm so stuck on playing exact rosters even taking playes out of my lineup if they are injured in real life.

Only got in half a game last night. I absolutely love that the team rosters are stacked with 90% of the players who are in training camps right now. Typically EA likes to ignore the 5th round draft pick and I spend hours creating players to match. But it was pretty sweet to see the Steelers have 2 punters and 2 kickers like they really do right now and have them battle out for a roster spot. I have been wanting this for years.

I had a bit of a scare last night because I didn't realize I had the difficutly set to custom so playing against a weak CPU defense. When Mendenhall had 4 carries for 225 yards and 4 tds I thought the game was bunk; but then I realized my mistake and the All-pro settings brought it all back to reality.

I love the idea of stadium-specific camera angles since I remark on this during real games all the time; but the camera at Heinz Field is too far away from the action in regular cam mode. Couldn't play wide mode because even further away. Players are too small because of it. I can't read the pre-snap menus either because the controller map text and images blend into the field too much. I kept leaning out of my chair in between plays.

At times I felt a little removed from the game - like I was just watching versus being an active participant. I need to turn up the CPU defense pass reaction because I could throw 7 yard slants all day and there is nothing they could do about it. This has been a widespread complaint from the madden community.

Game looks fantastic - much improved graphics. Although Colt McCoy looks like E.T. Better tackles and more realistic ball carrier control.

I wish the CPU offense gave you a few seconds to set up the defense. You don't have time to choose a single defender and audible his assignment before the ball is snapped.

didn't play enough but I didn't feel all the glitchy items most people are complaining about. I enjoyed it.
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Old 14-08-2012, 03:10   #23
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Madden13 Demo is released on Tuesday April 14th.

EDIT:
very disappointing to find out the Demo is only available for PSN+ members. There was absolutely no presentation of this before its release. Damn heathens.
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Old 15-08-2012, 00:33   #24
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Downloaded the demo on the 360 and it's good. Feels completely different to '12 but will have to give it more time.

Seen some incredible tackles!


edit:

I like to pump fake alot but it's hard to on the demo as the animation lasts ages and you end up getting sacked.
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Old 15-08-2012, 01:13   #25
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Downloaded the demo on the 360 and it's good. Feels completely different to '12 but will have to give it more time.

Seen some incredible tackles!


edit:

I like to pump fake alot but it's hard to on the demo as the animation lasts ages and you end up getting sacked.
they were also supposed to fix play action passes. in 12 play action passes ended up in auto sacks. I think you may have accrued 4 sacks on me when I tried to go play action.

Demo came available for non PSN+ folk, like myself. slow download with everyone downloading right now.
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Old 15-08-2012, 18:08   #26
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I don't know Apps,

I only tried 4 running plays and 3 pass plays so I shouldn't say too much, but running last year seemed more fluid. A very odd animation on a quick pass where my receiver gets hit and straightens out like an arrow then rebounds a few yards opposite the direction you would expect from the impact.

I know only a demo but felt the 2012 graphics were crisper.

Finally, at the snap there seems to be this odd thing where the camera jumps forward a little to focus on the line of scrimmage instead of a fluid zoom. It was making me mess up simple dives up the middle.

I will sit down tonight and play an entire game.
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Old 16-08-2012, 17:08   #27
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spent some time playing last night.

my first impression above was that controls were not as fluid, and I might still agree with that however, the more rigid control are more realistic than in 12. I can't do as much with my running back up the middle but I was probably conducting unhuman cuts in 12. even better, on defense I don't overrun the ball as much with more rigidity in the controls. I lost count how many times I ran past the ball carrier with Polamalu in 12. I felt I could square up better and sink my facemask in the ball carriers chest with the demo.

they have a long way to go with cleaning up the graphics which I am sure they will do. Why is everything so dark? Uni colors are way off. And shadows too intense - when you stare out presnap at he defense, you can't read the defenders chest numbers because they are shadowed. How am I supposed to call out the Mike linebacker?
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Old 16-08-2012, 17:56   #28
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Quote:
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I never play a superstar mode.
I'm the opposite, that's the bit that usually appeals to me the most. Problem is that despite the pomp & circumstance applied to all other modes, the Superstar mode has frankly been bland and stagnant for the last few iterations.

Not bothered with the demo myself, more likely to pick the game up re-owned a few weeks after release when people get bored and trade it in!

Intrigued by some of the comments on the controls. 2012 was an improvement for me, especially when trying to develop an RB/HB...
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Old 16-08-2012, 20:31   #29
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I ended up trading the last game in after a month or so. There needs to be a lot of improvements for me to come back. It's still a good game but it's easy to get bored of playing it when it's so similar to the game before.

From the little I've read and seen, presentation has improved again (in terms of TV style presentation with presenters on screen). Season and Superstar mode HAVE to be better, there's so much that can be added to make it worth coming back for more.
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Old 17-08-2012, 10:58   #30
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I'm finding offense a lot harder on the demo compared to M12 (I'm on all pro). I usually have to keep running the ball as when passing the ball you have to time it perfectly or you get an incomplete or throw an interception.

I do like the new collision system but it annoys me as the opposition's running back always seems to break the first tackle and when I'm in the pocket with RGIII and I see a gap in the O line and go for a little run if one of the guards puts a hand on me I'm tackled easily.

I scored a sexy 70+ yard touchdown using a screen play last night (I rarely used them in M12 as it wasn't very effective.) Was great to try and use different plays and playbooks. I always just used the Pat's in madden 12, so it's nice to use someone else for a change.
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