Wednesday, April 30, 2014

Review of Madden NFL 12 - Xbox 360

Madden NFL 12 - Xbox 360
Customer Ratings: 4 stars
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EDIT 9/3... see end

Final Edit 9/5

Brief first impressions from playing the game for a few hours today: (I skipped Madden 11, so any comparisons to previous versions are Madden 10 or before)

Pros:

Visuals; stadiums, fields, weather look very nice. Crowd is still a little boring but that doesn't bother me.

The Franchise Mode improvements are nice. I haven't made it to an offseason yet, but the expanded rosters, cut days, and IR system force you into some tough decisions which are a welcome challenge.

New pump fake system; I haven't read about this in any of the other reviews, but in my opinion it's one of the best new features. Unlike previous games, where there is one 'pump fake' button which makes the QB perform a generic pump fake, Madden 12 lets you hold the left trigger (on 360) and press any receiver to pump fake to that receiver. This is very useful for pulling linebackers out of the middle of the field and throwing behind them, or getting safeties to commit before lobbing a bomb over their heads.

Realistic injuries; The new 'player roles' system in general is very cool, and it has some nice results. I was playing as my team (Go Steelers!) and Aaron Smith went down with a torn bicep... the same exact injury that caused him to miss the playoffs last year! Players who are injury prone in real life are more likely to get injured throughout a season in this game.

Rookies; I love the fact that you don't instantly know what you got out of a guy when you draft him (or for the current rookies when you start a Franchise). After each preseason game, you learn more about each rookie (unlock more of their individual attributes), and their 'overall' begins to narrow down to reflect their actual skill. It's not until after the 4th preseason game that you are able to see the actual Overall rating for each rookie, as well as their Potential grade. (The interesting thing is... by that time, you've already made 16 cuts!)

Cons:

Be a Superstar; I didn't spend much time on this mode, so take this with a grain of salt, but I wasn't impressed. I imported a 'Road To Glory' player from NCAA 12, and it jumped right to a screen with my schedule on it. I had already been drafted, and I didn't even know it! I think if you spend time playing a guy's whole college career, they should make a bigger deal about getting drafted. Or, you know, at least tell you that it happened.

AI play calling; I'm playing on All-Pro, which shouldn't be too difficult, and somehow the computer knows EXACTLY which play I'm going to call every single time. I'm not one of those guys who uses the same play over and over; I mix it up quite a bit. Yet no matter what I call, the computer has it sniffed out. Run a counter play, and they happen to bring a weak side / FS blitz. Pick a run between the tackles, and what do you know, there are 8 guys in the box even though it's 2nd and 17. I've found myself calling a TON of audibles at the line of scrimmage, because it's the only way to actually get your plays off.

Commentary; I'm a few hours in, and it's already getting repetitive. I like the voices better than Madden 10, but they need to mix up some of their phrases. Most of the time, Gus Johnson's thoughts sound disconnected and he gets way too excited (come to think of it, that should be a 'pro' since it's quite realistic)

Sorry if I rambled, but hopefully I helped. The ultimate question is usually, 'Is it worth 60 bucks if I already own Madden __', and that answer is not going to be the same for everyone. If you like Franchise mode and you can deal with some frustrating AI features (some of which will hopefully be patched out), then there is a good chance you will enjoy the game.

REVISED 9/3: Still enjoying Franchise mode, but a few complaints. One, importing a draft class from NCAA will overwrite the new 'draft logic' which ensures that there are NFL-ready talents at most positions scattered throughout the draft (i.e. not just in the first and second rounds.) I've found it to actually be more realistic to NOT import a class, since the new logic is pretty good and allows you to scout gems in the late rounds, which is quite fun. Still, this is a bug that should (and almost certainly WON'T) be fixed... until it's a "new feature" in Madden 13.

As mentioned in one of the comments below, there are perhaps too many injuries. This tends to be a problem with most annual sports games, because they introduce a new feature and then over-tweak the gameplay to show it off. Injured Reserve is new to Madden this year, and it seems like they have gone overboard with the "HEY! Look what I can do!", resulting in too many season-ending and long-term injuries. There is an 'injuries' slider you can adjust, but I have yet to notice if that affects simulations (may only affect games that you actually play)

I've played a little more Be a Superstar, and I am still lukewarm on it. I like the new development system where you can assign skill points to improve your player, and I like that you are awarded skill points based on what the TEAM does (much better for playing as a defensive player,) but something about it still feels unpolished.

Final edit / opinions (9/5)

I've been back and forth on this version of Madden, but I'm finally off the fence, and I can't say I'd recommend the game. Sure, the visuals are improved and there are some nice tweaks to the franchise mode, but Madden 12 is plagued by the same thing that has plagued the series for a long time, especially since 2004 or so (which, by pure coincidence, is the last time that EA Sports has had to compete with another NFL licensed game). The problem is the lack of attention to detail; I know EA has gone to great lengths to have realistic and detailed player introductions this year, but the problem is that this game has far too many more pressing issues that seem to be ignored. The blocking on punt returns is miserable, the Franchise AI is frustratingly stupid, the audio commentary is VERY repetative, and the list goes on.

The problem is that EA doesn't NEED to fix any of these things to keep selling copies... as long as they're the only show in town, and they can half-heartedly implement a few new features every year so that there is something to put on the back of the box and something to show off in the demo, people will keep buying the game. They suckered me in again this year, although this is the first time I have bought a NEW version of the game since 08, but this is probably it for me.

Supposedly, EA's exclusive rights to the NFL expire in 2012, and NFL 2K could be making a return. I'm not sure if it will be any better, but it will at least encourage some competition in the marketplace, and force Madden to stop giving us half-efforts.

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I think Madden 12 has made some progress....I think. However, Madden 11 was so bad that it's hard to tell. I'm unsure if I like it more because Madden 11 was garbage, or if it has some actually quality to it. Here is as list of things I consider to be pro's & con's of Madden 12.

All of my experience's are based from playing on the All Madden setting.

Pro's.

1.)The Presentation. The presentation is very good. It definitely feels/looks more authentic and adds excitement before the game. The presentation in previous Madden's was a joke. I think it was Madden 10 that had Jet's flying over and fire works going off before every game. Doe's this normally happen? Jet's...maybe. Seems like I've seen that happen on occasion, but it doesn't happen before every game for every team. But fireworks...before a NOON kickoff? What team shoot's off fire workers during the day before kick off? Ridiculous. I sometimes wondered if the Madden programmers actually watched football? Well, that joke has been replaced with some realism. The Madden team has done a great job this time around.

2.)Catch options/awareness. This year receivers seem to be able to do more. Whether it's trying to stay in bounds or come down in the end zone or falling to their knee's to make a catch, this aspect has been (thankfully) expanded. It was always frustrating to throw a pass to a receiver who seemed oblivious to the sidelines or made no effort to come down in the end zone despite their high ratings.

3.) Franchise. I love the new franchise additions. Trying to rebuild or maintain a good team over the years is my favorite thing to do with Madden. I'm especially thrilled with the cut day's. You have walk on's and rookie's who's rating's are not revealed until you play them during the pre-season. The longer they last, the more you learn about their rating's. Occasionally you do get some gems that are good enough to make your team and actually start in some cases. You don't fully know what you have until all the pre-season games have been played. Yet, after every pre-season game, you have to make some cut's. It makes this a lot more enjoyable. You really don't know if this guy you're cutting will be a better player then the guy you're keeping. The auction for free agent's is better, as well. You can't sign every player you want. There are many good, solid additions to the franchise mode.

Con's

1.) New collision system. This has been describe as a new feature that "uses momentum to produce more authentic tackling." Not true. Here's an example. My linebacker, Demarcus Ware, who happens to be a All Pro/All word linebacker has gotten past the offensive line man and is making a b-line to the running back who is taking a hand off from the QB. Ware is running at almost full speed, the back is just getting started and has taking two steps. Now, Ware should blast this guy...no matter who it is because Ware is a great linebacker and has a high rating AND has all the momentum. What happens? The running back trucks Ware!! Runs right over him. Not possible. This kind of thing happens all the time in this game. The multi tackle aspect is still bad. Many if not most of the time the initial tackler will get blown off when another tackler joins. You'll have big, massive DT's that get thrown off the ball carrier after the small DB join's in. Or the initial tackler will continue on the original projected path before the second hit holding the invisible man, I guess. It's also harder to tackle in the open field. Seems like every offensive player can cut on a dime. Trying to tackle in the open field reminds me of trying to operate a very sensitive mouse pad. You move the arrow a little to the left and you blow right past the link. A little to the right and the same thing. Maybe this is something that will change once I get used to it. But right know it's frustrating.

2.) Rating's. At this point I think the ratings are a practical joke on everyone. The only real noticeable ratings are the speed, quickness, and acceleration. Ever other rating seems to be pointless. Running back's will routinely break multiple tackles even if their strength,trucking,power, rating is low... and the defenders have a high tackle rating and the size/momentum. Big, massive, strong DT's routinely get tossed to the side or run over by smaller back's. Every running back I face is exactly the same... a tackle breaking beast. There is no difference between Ahmad Bradshaw and Adrian Peterson...in Madden, that is. None. Every back that I've faced will almost always break multiple tackle's before being brought down. It's so unrealistic that it becomes frustrating and not enjoyable. Maybe if I lower the setting that will help, but then what's the point of having a All Madden setting? I want it to be hard and challenging, but not in a unrealistic almost cheating kind of way. I find the same problem with the offensive line. All Pro linemen will routinely get beat by leaser opponents. I don't mind Albert Hansworth tossing my All Pro center to the side or knocking him on his butt, but when it's anybody and everybody, this becomes a frustration and it makes the whole rating system and everything else pointless. There's no point in bidding or drafting good offensive lineman because they get tossed around by every defense they face. At this point I've abandoned the play action. 8 out of 10 times I'm sacked. I thought maybe I wasn't running enough and therefore the defenders where not "buying" the play action...wrong. No matter how many times I ran it and no matter how successful I was at running the ball, almost every time I went play action I had a defender on me before I could even set my feet. They never even hesitated.

3.) The commentary sucks. I think they forgot they actually had this in the game. Collinsworth routinely contradicts himself. One minute your QB is one of the most accurate in the league, and then literally a play or two later accuracy is one of his weak points that he struggles with. There's this bizarre misplaced enthusiasm as well. Small, not so meaningful plays are celebrated, while big meaningful seemingly game altering play's seem unnoticed. It's like their not watching the same game, emotionally sometimes. It's the same with the crowd. At one point I was driving down the field in the last two minutes of a game to try and take the lead. At this point the crowd is cheering and appropriately in the game. I throw a pass to a receiver who appears to have made the catch for what would be a very needed first down...but they call him out of bounds. I challenge. They review it and over turn it which gives me this huge first down...and nothing. The crowd doesn't erupt in cheer or anything. The crowd is quiet....literally. No applause. No chanting. Nothing. I'm at home too, by the way. It was very disappointing. The replay sucks too. They show the replay but you don't get to watch the important part. They show my player running down field, turn and head towards the side line...and that's it. They don't show the catch and the keeping of the feet in bounds. They show multiple angles of my receiver running his route but not one angle of him making this great catch. Who signed off on this? How can someone see this and say "yeah, that's good."

Ultimately, Madden is what it always has been. It's either a complete disaster or it's close but not quite. I would say there has been some improvements, sure. But some of the most frustrating things that have plague this game over the years are alive and well. I wouldn't recommended you not buy it, but I wouldn't recommended that you do, either.

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Frankly, I'm writing this review because I'm tired of reading people whine about things that simply are inevitable with any video game. Video games are not real life, so of course playing Madden will not be like controlling actual NFL players, duh. The audio commentary is pre-recorded and randomized, not live. Sometimes it's going to seem weird, duh. When you have a game that has deep calculations at so many levels with hundreds of variables, sometimes there will be bugs, duh.

The better comparison is with other games in the Madden Franchise. I have owned and profusely played every Madden Game since 03. Honestly, this is the best Madden since the switch to next-gen consoles (Xbox360, PS3, etc.) The franchise mode finally got the treatment it deserved after being fairly ignored since the next-gen switch. Another great twist is that now, the stat's aren't absolute; the engine has been programmed to change players ratings in-game based on how they perform. One reviewer complained that his players weren't performing like they "should", but that's because of the new shift. I personally love it because it makes it much more like the real game: even superstars have bad games sometimes, and sometimes bad players have temporary bursts of greatness. It gives the game a much livelier feel.

In summary: if you've liked Madden for years, you'll love this game. If you're new to Madden and like football, give it a try. It takes a couple of games to get used to how things work, but once you get the hang of it it's a lot of fun. Don't listen to negative reviews from people who expect too much out of something that's just a video game at the end of the day.

Honest reviews on Madden NFL 12 - Xbox 360

I usually think the ranting reviews of Madden every year are overboard, but this is a really poor quality release. I'm actually going to return it, which at $40 for a trade-in is what I paid for it after the Amazon $20 credit for purchasing it. I've played Madden every year since the mid-90s and have never really been upset with a release. There are always glitches and annoyances, but overall the game is fun and realistic so I can live with it. I did not buy 11 last year b/c I just didn't have time to play much. So, Pros/Cons since v10 follow.

Pros

Sideline catches work now! In v10 receivers would just continue running with no concept of the sideline.

Graphically it looks better than v10.

Auto-sprint and auto-strafe are nice additions.

Half-time is gone, which was annoying in v10 because they would run down the games.

Cons

Announcers are consistently out of sync with the action both time-wise and action-wise. I just picked off a pass and returned it for a TD for example, and they start talking about how "the CB took a risk on the pick and missed and then he has to hope for Safety help, Safety can live with an aggressive corner" like I didn't even get the pick! Time-wise, you can literally make a first down or score, and no mention of it then when your lining up for the next play all of a sudden "Huge Touchdown right there!" And sometimes a mundane 5 yard catch in the middle of the game is met with "Huge catch there!!" from them. WTF?

Rosters are horribly out of date, and the game prompted me to update it the first time I played it. Some examples; Palmer is playing for the Bengals, Hasslebeck for Seattle, and Asomugha isn't on the Eagles roster. It's like they never bothered to update the rosters from last year?

You can't turn off accelerated clock in Franchise mode (it always runs down to 20s), which makes no sense to me and makes it harder for folks that like to adjust their play before the snap.

In-game menus are really slow. It's very clunky to change formations or the like, to the point where you can easily get screwed up because your hands are moving faster than the menus.

The overall game is slow, maybe we're reaching the limits of the XBox hardware, I'm not sure.

Using the A button for kicking is harder than necessary, since it's not as responsive as the stick was so you have to better anticipate timing and mash accordingly. I don't really understand the point of this one, since the stick worked perfectly well. Making kicking harder would be fine, but making it more tedious doesn't work for me.

Replays! Their on every play, half the time they don't even show the key part of the play and I can't figure out how to turn them off. Again, just another clunky interruption to the gameplay.

It just doesn't seem as fun this year, since you're playing against rosters that aren't accurate and the overall mechanics are clunky throughout the game so I'm sending it back...

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Madden 12 is so-so. I see it like this:

The football.

The football is okay. It isnt great, but it is good, and on par with recent releases of Madden. There are things which are interesting, and things that will drive you nuts. I got tired of the run-off that happened before each play, outside of the final two minutes of the half(s).

Player Modelling.

I dont know who decided it would be funny to make all the big men O-line, D-line look like overstuffed water balloons, but I didnt care for it. It looks retarded.

The Franchise.

For many of us, this is the reason we buy Madden. The Franchise is lackluster in this incarnation of Madden. There are a few neat ideas, but they have been executed poorly. There are expanded pre-season rosters, and cut days, but they are very arbitrary. You can make the cuts, then go sign a F/A and you dont need to cut again. Also the menu is not really to my taste, I like having it up instead of needing to call it up, but that is a personal preference.

I think it is a GREAT idea to have the overall player rating uncertain, but basic measurables that remain a mystery? I guarantee, every team knows how fast each player on the team is, for example. This needs some tweaking. There are measureables that make sense to keep unsure awareness, ZCV MCV, etc... But speed, strength, jumping? These are quantites teams know.

Scouting within the franchise is also broken. 4 weeks of scouting over a whole season? And all you get is +big hit, +stiff arm?

That isnt a feature, that is BROKEN. Why am I paying a scouting agency to tell me things I could find out by watching college football for 20 minutes some Saturday? You pay scouts for in-depth research on players.

The game as a whole.

I have one of them new fancy black x-box with built in wi-fi and hundreds of gigs of storage. So I install all games I play. This game still likes to hang coming in and out of menus, and weird places that you would think arent particularly intensive. They will probly fix this with a patch eventually, but how do you drop the ball like this and ask for 60 bucks to have the honor of gold testing a game?

The overall.

If you havent bought a Madden in several years, you might like this, it may be the jump forward you have been hoping for. But be smart, rent this on first, because odds are REALLY good you might think this wont be worth the 15 dollars you will be able to get it for used in a few weeks.

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