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Originally Posted by no r3gard
at the seahawks having the neon gloves that deion branch has been wearing
GUNNA GET IT wrote:
first time since 2001, I am looking more forward to Madden than I am NCAA
EA is gettin it done with madden.
I am Thoroughly IMPRESSED!
I told you cuzzo. This new team has focused almost exclusively on "sim" style game play. I speak with Ian Cummings at least 3 to 4 days out of theweek since last novemeber. The guy really gets it. Their are a few bugs and quirks in the game that they weren't able to iron out in time for the release(over-hauling the momentum to true perfection .etc) but this new time is VERY focused on a sim direction. No more Ortiz arcade b.s.
Pro-Tak Animation Technology
Procedural Awareness/Emotions
- Procedural tackle animations
- Steerable tackles
- Three to nine man gang tackles
- Ability to use R-stick to break out of existing tackles to get ball carrier
- Fight for the Fumble - Mini game/QTE used when there's a pile up during a fumble.
QB Play ImprovementsWR/DB Play Improvements
- QB Pressure/Avoidance System ("When your quarterback is under pressure, your controller will rumble. When you feel that pressure, you can flick the right stick and do an avoidance move.")
- Changes to QB drop back ("For instance, in plays that utilize a three-step drop, that animation will play out before you have control of the quarterback's movements.")
- Actual Pockets
- New QB ratings
- More realistic/precise animations of QBs passing
- Ability to toss the ball during sack animations (w/ sack power determining quality of toss)
- All new QB drop animations
- Lowered pass speeds globally; fixed "moon ball" trajectory
- New QB Sneak system (fixed effectiveness)
- QB Throw Styles (over 30/adjustable)
Overall Running Game Improvements
- WR/DB Jostling (using body to keep receiver in check)
- Wrap Swats
- Extended chuck animation time
- Removed all animation compression on chucks
- Fixed issue where players wouldn't align properly during the chuck animation; caused clipping
- Fixed "suction" bug where press animations could start from 5 yards away
- Fixed a bug with zone / man chuck animations
- Re-factored the logic for win/loss on chucks based on the route the receiver wants to run
- Chucks can now start from stand
- Improved Pursuit Angles
- Return of Defensive Assignments (Defensive Playmaker)
- Better Sideline catching (WRs don't go out of bounds when catching passes near the sideline)
- WRs will make bigger strides to try and get the ball
- Tipped passes
- Better defensive steering/manipulation
- Defensive Assist
- Route Running Improvements:
- slip & fall receiver cut moves in bad weather (chances of slipping come from route running ratings)
- Re-factored all double moves to work correctly, including defensive cut moves that are companions to the WR cuts (chances of defender biting come from man coverage rating, play recognition rating, as well as boosts for correctly timed pump fakes)
- Added all new start play WR animations w/ more realistic acceleration
- Added "pop" animations where say a LB will hit a WR as he comes across the middle through his zone
Wildcat formation
- Reduced tolerance (i.e. yards away) for a defender to tackle a ballcarrier
- New blocking
- 50+ new block animations
- Added the ability for the blocker to turn and seal a run hole or a backside defender
- Added the ability for the blocker to drive a defender in a direction relative to the run hole
- New running animations
- Improvement to players disengage
- Improved turn rates for offense/defense
- Better/more realistic OL openings
- Player momentum and inertia physics
Assists and Half-Sacks
Signature Kick Styles
Better spin/juke animations
Ability to Drag Players
Pile-ups
Improvements to Online
Hit Stick (3.0?)- Improved hit stick based on physics that'll have a greater risk involved when using it. Because of pro-tak, you'll be able to hitstick piles and existing tackles.
- Online Co-op (2 players vs. CPU)
- Online Franchise (Full stats, full transactions, "you and up to 31 of your closest friends," full access via your console, computer, iPhone/iPod Touch apps, cell phone, etc. Full NFL Scheduling, full rosters, full stat, full team management)
New Penalties [such as illegal forward pass, late hits on QB's, as well as late hits out of bounds]
Adaptive AI
Lowered global game speed + added game speed slider
- AI changes accordingly to users picking certain plays over and over
- "Money Plays" are almost impossible
- "Having individual defenders make realtime adjustments meant that we could implement Adaptive AI for online and head-to-head play as well (i.e. not just for the CPU players)."
- Number of same exact plays ran before the AI adjusts is based on difficulty level
Ratings are getting stretched out; "…the game feels more sim than ever before"
- New slider for "speed difference"; used the ratings ranges for player speeds
Updated Graphics/Art
- Elusiveness rating has been toned down and has received a major overhaul for non-ball carrying positions, especially defensive players.
- The elite guys, they're safe. Peyton Manning, Randy Moss, Larry Fitzgerald, guys like that are going to be saved. But the average guy is certainly going to come down. Guys in the 70s are now average. You may even see some guys in the 40s. And the gameplay impact is absolutely huge. Now the teams actually feel like they have a personality. When you're playing as a team like the 49ers who don't have that elite quarterback, you're going to have a hard time throwing the ball. It's going to feel like you have a problem at that position, and that's a great change."
New Injury System
- Improved Player Models
- Improved Self Shadowing
- New Depth of Field (matches real world cameras)
- Single Digit Helmet #s
- Colored Cleats
- Super Bowl Patches
- Custom Super Bowl Fields
- (Team specific end zones, midfield logos, and player boxes that are dynamically configured whether you are reliving Super Bowl XLIII, or in year 30 of your franchise)
- Towels (fully animate)
- Hand warmers
- Referees on the Field (all 7 w/ animations of hand signals for TD, safeties, run clock, etc. )
- Iridescent Helmets
- Chain Gang on the Sidelines
- Captains Patches issues fixed
- Secondary Color Equipment
- Better Nameplates
- AFL Throwbacks
- Clubs/Taped up parts for hurt players
- Improved colors/lighting
Superstar Mode Improvements
- Choose whether or not to keep players in
- Harder/more painful injuries
- Injuries affect player ratings
- Progressive Injuries/Risk of re-injury
- Players show that they are hurt with in-game injury animations like limping
- Re-injury risk is increased for online and play now games
- Recreation of nearly every single injury type; replacing unrealistic legacy injuries like "bursitis" and "dehydration" w/ new ones
Franchise Mode reboot with help of Head Coach '09 team
- More streamlined/straightforward experience
- Better play calling
- Better HOF logic
Presentation Improvements
- All coaches in Franchise mode have been re-rated and been set to act more true-to-life in terms of how they act on 4th down, specifically related to fakes and going for it.
- Better/easier interface
- Smarter player signing logic
- Better/more scouting comments
- Better draft logic
- Progression improvements ("Older players will digress much faster. In fact, when a running back hits 30, he's going downhill at warp speed. Younger players will progress quickly if they play well. We're talking up 10 points in overall if he has a great year. Veteran players will still progress, but not substantially. They can also digress if they play poorly.")
"Pure Football Feel"
- NFL Total Access Presentation w/ Fran Charles & Alex Flanagan
- Weekly Wrap Up Show called "The Extra Point" (Franchise)
- Halftime/Post Game Show (Both have a recap of stats, video highlights with banners, and some commentary along with different cut scenes)
- Fans tailgating and at concession stands
- Improved replays w/ no framerate drop
- Super Bowl is getting better presentation
- USAF Thunderbirds/ Ntnl. Anthem (along w/ super bowl art)
- Pre-Game Warm-Up
- New/Improved Commentary
- New/Improved Stat Banners (much more detailed showing more in game stats and records)
- New Score Bug w/ real time info
- Backtrack improvements (showing up in better instances)
- Multiple Cutscenes [over 100 showing player training, injuries (showing players go onto injury cart), refs bringing out the chains, fans, etc.]
- New Injury Report Interface
- 500 new pre/post play cameras (w/ weather effects on lens)
- Improvements to camera flashes (rate depended on game)
4 Player Offline Co-op
- Player Weapons and Madden IQ on screen graphics are completley gone; Pre-Play controls are set to off by default
Madden Shop (info about it TBA)
Mix/Match Uniforms (jerseys, helmets, socks, etc.)
Accelerated Clock
New Gameplay Camera Angles:
New menus that are easier to navigate/ user friendly:
- Zoom
- Wide
- removal of ring builder
- Customization/slider menus
- Return of last gen layout playbooks
- Loading screens w/ player rating info
Originally Posted by GUNNA GET IT
first time since 2001, I am looking more forward to Madden than I am NCAA
EA is gettin it done with madden.
I am Thoroughly IMPRESSED!
Originally Posted by Jetpacunlimited
Pass rush has been tuned as of 6-15-09!
Like I told yall before this NEW development team continues to impress. They are focusing on you NON SIM players who love to drop back 20 feet before you throw. So if that sounds like you, your going to hate Madden 10. Your going to have to learn to read defenses and know when to throw the ball away, your going to have to learn when to step up into the pocket to buy the "extra second". No more of that run and chuck bullcrap. I'll post the vid as soon as im home - somehow my work computer is acting up.
Originally Posted by eNPHAN
Originally Posted by Jetpacunlimited
Pass rush has been tuned as of 6-15-09!
Like I told yall before this NEW development team continues to impress. They are focusing on you NON SIM players who love to drop back 20 feet before you throw. So if that sounds like you, your going to hate Madden 10. Your going to have to learn to read defenses and know when to throw the ball away, your going to have to learn when to step up into the pocket to buy the "extra second". No more of that run and chuck bullcrap. I'll post the vid as soon as im home - somehow my work computer is acting up.
, they been sayin that since madden 02
bwhahahahahahah
They did the Niners wrongOriginally Posted by swizzc
Here are the full player ratings, not sure if this has already been posted..
http://madden.easportsfans.com/?page_id=318
Originally Posted by GSDOUBLEU
They did the Niners wrongOriginally Posted by swizzc
Here are the full player ratings, not sure if this has already been posted..
http://madden.easportsfans.com/?page_id=318
Originally Posted by davidisgodly
WHat about the 70 yard passes ....................
How you trhow a 70 yaard pass w/ your back turn
This has been removed.
How you so accurate throwing a 70 yard pass
Accuracy, Pass Rush and QB awareness all count towards the location of the ball (velocity, accuracy .etc)
i want to stop the 70 yard passes, or, limit the arm strength of the quarter back play by play. Like you can throw a 70 now, but next play, nope.
Fatigue as been fixed.
AIR Jourdane wrote:
Looks pretty good to me
OWWWWW! I'm excited now
This has been removed.Originally Posted by Jetpacunlimited
Originally Posted by davidisgodly
WHat about the 70 yard passes ....................
You would need a QB with a rocket arm and a hella bad coverage on the opposing teams part to pull of a 70 yarder. Those have been corrected no more "mini punt" passes.
How you trhow a 70 yaard pass w/ your back turn
How you so accurate throwing a 70 yard pass
Accuracy, Pass Rush and QB awareness all count towards the location of the ball (velocity, accuracy .etc)
i want to stop the 70 yard passes, or, limit the arm strength of the quarter back play by play. Like you can throw a 70 now, but next play, nope.
Fatigue as been fixed.
What do you work for EA?