The yearly appearance of the Madden franchise seems to be a constant in the videogame industry, acting as a reminder to football fans everywhere that the new season is right around the corner. Except, potentially, this year, when the fate of a full NFL season still hangs tenuously in the balance.
After six months of hearing about CBAs, lockouts, and the inability of business professionals to find an agreeable model with which to split billions of dollars, getting my hands on Madden 12 at EA’s Summer Showcase was like receiving a warm, comforting hug.
Madden NFL 12 (PlayStation 3, Xbox 360 [previewed]) Developer: EA Tiburon Publisher: EA Sports To be released: August 30, 2011
The first thing that struck me while playing Madden 12 was the attention paid to presentation. In the past, the franchise has proudly paraded small advancements meant to help the player truly feel like they’re in the game, but those attempts pale in comparison to the revamped presentation. All of the teams’ unique intros have been faithfully recreated, aided by consultation with the NFL’s official camera crew.
These dynamic camera angles -- often times unique to each individual stadium -- are surprisingly apt at upping the intensity of an aspect of the game that is usually hastily skipped over by players. They also serve to help emphasize one of EA’s main goals with Madden 12, which is bringing “gameday football” into the living room. A few other camera tricks help emphasize this point. Kickoffs, for example, are displayed in a panoramic side-view, as you would see on television, before the camera warps around to the traditional gameplay view; the camera angle for field goals also has been pulled out some. They’re small, seemingly inconsequential touches, but they actually helped me appreciate the size and scope of the stadium, even if the crowd is still largely composed of simply modeled, “cardboard” fans.
While these subtle alterations to the presentation help to serve EA’s goal of bringing true to life football into the living room, they are ultimately secondary to the gameplay. Thankfully, the core gameplay is where I found some of the biggest advancements that the series has seen, which translates into a more faithful recreation of the game fans know and love.
When I finally began playing a game, pitting my St. Louis Rams against a computer-controlled Baltimore Ravens team (on “Pro” difficulty), I was a bit surprised by how much more visceral the game felt relative to previous iterations. The reason for this change, I would soon realize, is the completely revamped animation system. In past Madden games, animations would often begin before players made contact, which would lead to awkward, sometimes frustrating moments where players seemed to inexplicably “warp” into each other, ignoring the distances between them as if they were compelled by some sort of “suction” or magnetism.
In my hands-on time with Madden 12, I found that irritating abnormality is no more, as animations don’t kick in until players have made contact. Aside from making the game feel more realistic, I also felt a lot more satisfaction in player movement and interaction. Every hit seemed to carry an appropriate sense of weight, despite not being powered by a physics engine (something EA’s Anthony Dimento mentioned that the team would be looking into in the future), and tackling is infinitely more rewarding because of it, even when you don’t use the hit stick.
Whether due to the implantation of the new animation system or simple AI tweaking, there are other noticeable improvements over last year’s title. The secondary seems to play much better when in zone defense, replacing the ineffectual zone defense of Madden 11, and route running seems to have been cleaned up a bit. I also felt like my players were much more competent blockers, while, at the same time, screen plays seemed to be a much less cheap offensive tactic. I also spot-checked the game’s All-Madden difficulty setting by playing two quarters against the Pittsburgh Steelers and, while I was down 10-3 at halftime, All-Madden seems much more reasonable and less frustrating than in previous iterations. A game and half is nowhere near enough time to render judgment on balancing, particularly when there are hundreds of plays I left untouched, but my hands-on time left me fairly optimistic.
The two other new features the core game rolls out are custom playbooks and Dynamic Player Performance. Okay, the option to create and use custom playbooks isn’t a new feature -- they were in the game last generation -- but their return is definitely a welcomed (re)addition, and something that fans have been clamoring for since the feature was removed.
The Dynamic Player Performance system is meant to lend itself to true-to-life accuracy. There is a set list of tendencies that players can have, which are tied to the player’s stats. These tendencies can alter a player’s performance mid-game. For example, putting a lot of pressure on Bears QB Jay Cutler could negatively affect his accuracy, while putting an equal amount of pressure on Tom Brady might go unnoticed by the clutch, stoic pocket passer. While I only got a brief taste of this system, it has the potential to add some authenticity to player performance independent of statistics and add an extra little wrinkle of strategy to the game.
In an attempt to weave the new system into the core gameplay more subtly, the announcers’ commentary on the game is supposed to clue the player into these changes in real-time. While interesting in theory, it was much easier to simply access the start menu, where the effects of the system are prominently displayed. As a long time Madden player, I basically subconsciously tune out the announcers, as you tend to hear the same commentary ad nauseam after playing for any considerable amount of time. On a related note, I was pleasantly surprised to hear much more new commentary overall, much of which was player-specific and involved a bit of banter between Gus Johnson and Cris Collinsworth. It’s bound to get old eventually, but it seemed like there was more new content added this time around, so it should last a bit longer than usual.
Perhaps disappointing to some, the online franchise mode has been largely unchanged from last year’s game, though I was assured the rest of the modes have seen “substantial upgrades,” including the previously ignored offline franchise mode. A bit of good news for future Madden games: Dimento mentioned that the team is bridging the gap between the online and offline franchise modes, which means that new feature implementation will no longer have to be done two separate times. This hopefully means that the two modes will see simultaneously advancement in the future, as opposed to one always seemingly being left out in the cold.
One addition to online connectivity is online communities, which are going to be formally announced and detailed July 15. Dimento could only describe them as “a way for gamers to really get together and play Madden the way they want to play it, with the people they want to play with, adding that social aspect that’s been so huge. This is our answer to that, and how we’re going to capture that audience.”
Perhaps it’s just a symptom of my regular yearning for football by this time of year, but I walked away excited for Madden 12. Whether or not the tweaks to the game distinguish it enough from past iterations in the long run, when the veneer and novelty of newness wears off, remains to be seen, but Madden 12 is aiming to be a fresh experience in the franchise, an aim that’s helped along by how much better and more responsive the game feels when playing.
The video certainly made it look interesting.
And it SOUNDS interesting.
Do they still have the "run" button out?
Because, while it didn't really change much in taking it out, it was still pretty lame.
But the release of NCAA and Madden means I get to wear my Tom Brady jersey at work.
Woo!
So if they keep making yearly "improvements" why the hell aren't the games near perfect yet? Also am I the only one who thinks it's BS that EA sports not only makes Madden yearly, but also NCAA football? You think they could just include college and professional modes in the same game, but then they'd get less precious frat boy moniez
All these newbies... WHO THE FUCK IS STEVEN HANSON!?!?!
Welcome! and thanks for the run down. Considering how righteous the tackling and animation system is in Backbreaker, I'm pretty sure Madden will really get on my nerves if I go in this year. Haven't bought one in years, but hearing that franchise mode is coming back strong (from another preview) might bring me back for this year.
@McDoug: Auto-sprint is still the default setting, but you can turn auto-sprint off and the button goes back to where it was. You could do so in last year's Madden, too.
"Whether or not the tweaks to the game distinguish it enough from past iterations in the long run, when the veneer and novelty of newness wears off, remains to be seen" They won't. It happens every year...the hypetrain claims that the new game is so unlike the previous years, but they generally pan out to be trivial changes at the most. I used to not be a Madden cynic. I genuinely looked forward to each iteration, with all the claims of advancement sounding promising, only to be bored off my ass for Roster Update 2010. It's a cash-in each time, and sales have taken a nose dive for the past several years...though frankly, if the NFL and NFLPA can't get their shit together, this may be the best thing we can get.
Also, the gameplay has always been way too easy for me...All-Madden or piss-off. I'm not sure if the game has ever been billed as such over the past several years, but anybody calling this a sim is off their fucking rocker.
There is no quicker way to lose your integrity in journalism than to preview a Madden game. Its utterly embarrassing how often what is previewed comes no where close to what is actually played in the game.
This is no different, more generic word vomit about how improved everything is yet the video at the top of the page(I seriously cant even tell if its a current video...doesnt matter because all Madden videos look the same) is completely indistinguishable with every other fucking madden game this console generation. WOW!!! More sideline cutscenes fantastic, the tackling looks identical to the same broken tackling we have seen for years. This is proven by NCAA that plays exactly like every other NCAA game.
Honesty do you ever get tired of trying to shovel this false credit to the Madden creators every year? Its a yearly game that takes upwards of 10 years before basic problem get address and when they finally do we are all suppose to bust a nut because of it.
too old for madden hype, what i like best about a new version comning out, is that i can go and buy last years game at a discount now and have it be basically the same thing.
occasionally when i see a new madden or ncaa review, i search for old reviews and try to find if there are any differences in reviews even.
i bought back breaker, and honestly, the game is tough to play, but the player models and collisions are awesome, i wish that someone puts out a game that offers a merger of the two games.
Lack of competition in NFL games market fucking sucks. Capitalism used to be about companies fighting to make the best products at the best prices and earning the market share... now we have money grubbing companies that say money-now-exclusivity-contacts are all powerful.
I'm a serious football fan, as well as a serious-enough gamer to read sites like Destructoid. The way I keep myself from buying a yearly $60 subscription to Madden is that I tell myself the only time I will buy a Madden game is when the Green Bay Packers win the superbowl.
So, I'm torn here and could use some advice. Do I buy Madden '11 since the 2010-2011 season was the one in which the Packers actually won the Superbowl (and since it should be cheap come next month)... or do I bite the bullet and buy Madden '12 since it will represent the team having won the superbowl?
As a fellow packers fan, I can see why you'd want to commemorate their latest win! I say wait for an amazon sale of $40 or less for the new one. Should occur within the first 2 weeks of release. That way you'll have it in-game to remember, which is the point.
Also, congratz on the addition to dtoid, Steven! Your writing skillz are great, despite everyone being fed up with EA. I wish you well from here out, though!
"Lack of competition in NFL games market fucking sucks. Capitalism used to be about companies fighting to make the best products at the best prices and earning the market share... now we have money grubbing companies that say money-now-exclusivity-contacts are all powerful."
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