Official Madden NFL 12 Thread

hopefully I can secure a copy tomorrow before this hurricane hits, ain't got a damn thing to do this weekend
 
hopefully I can secure a copy tomorrow before this hurricane hits, ain't got a damn thing to do this weekend
 
im having no luck scoring a early copy
frown.gif
 
Can't wait. I love Football season!!!!!!

The Autumn wind is a Raider Pillaging just for fun. He'll knock you 'round and upside down. And laugh when he's conquered and won

RRRAAAAIIIIDDDEERRRSSSS
 
Can't wait. I love Football season!!!!!!

The Autumn wind is a Raider Pillaging just for fun. He'll knock you 'round and upside down. And laugh when he's conquered and won

RRRAAAAIIIIDDDEERRRSSSS
 
[h1]Madden NFL 12 General Impressions[/h1]
ae45aa7c2c206bb65b7359efb3d0020a
by pastapadre
Posted August 26th, 2011 at 6:15 am

madden12fitztd.jpg


The Madden franchise has been held back over the last few years due to a number of factors – not least of which has been the change in focus and direction that seemingly happened with the release of every iteration. Madden NFL 12 though has made the wise decision to concentrate on providing the authentic NFL experience. Whether that be directed at those who are used to watching on TV or others who spend game-days in the stadiums there is something of which that will emotionally connect to every NFL fan.

While there is still a long way to go to achieve the complete vision this represents the first time in a long while that there seems to be entrenched confidence about where the franchise is headed and what is really important when it comes to reaching the respective goals. Madden NFL 12 has its share of flaws but what is does right far outweighs any gripes which thus far have been minor in scope. This is no NCAA Football 12. 

•Make sure to check out the other articles posted today including extensive looks at Franchise mode and Superstar mode, gameplay videos and screenshots, and the Xbox 360 loading time analysis. Online impressions and the full ‘Hits and Misses’ review will come next week!

Gameplay

madden12ssmith.jpg
For those who have played NCAA Football 12 the gameplay will feel somewhat familiar but Madden 12 comes across as bigger, more physical, and plays much more refined – like it has been reigned in a bit. Where NCAA is wide open Madden feels slightly more restrictive but the players have the ability to break out of that and create some exciting moments. Fun factor is very high and games have been exceedingly satisfying.

Player traits have a very beneficial impact on how each individual performs on the field and that has been great to see. The tendencies really come through and it makes playing against someone like Peyton Manning completely different than taking on Michael Vick. The influence of traits and tendencies is noticed most in QBs but it also affects most of the other positions.

What about the gameplay otherwise has been the most pleasing? The CPU running game can not only be effective but deadly. The CPU is actually more consistent with the running game than the passing game. There were games in my franchise where I was able to contain the running backs, other games where they put up 100+ yards, and one instance where Arian Foster gashed me for 283 yards on 28 carries. Backs really anticipate holes better than they have in the past.

Run blocking is much improved and that is probably due in large part to the heavily reduced suction in the new tackling animation system. That pays dividends for both the CPU run game and the user run game. Tosses, pitches, and sweeps tend to be less successful however than going downhill. Quick backs like Chris Johnson that can get into space are especially dangerous, but bigger backs like Peyton Hillis can barrel over defenders. The player momentum effects and stumbling animations are excellent. Screen passes can work really well but the CPU struggles to execute them.

The passing game from the CPU though isn’t as reliable. Again I saw varied results along the way – some instances where the CPU passing really struggled, others where they produced mediocre results, and a few times where they lit me up. What sets it apart from the running game however is that CPU QBs occasionally make errant throws. Sometimes they’ll float a pass into double or triple coverage or force something that gets picked off. Peyton Manning did this in the week 15 franchise game when I intercepted him four times – doubling the number he had on the entire season (the matchup earlier in the year he didn’t throw a single INT).

There seems to be less in the way of leaping linebackers knocking passes away or stealing the ball out of the air which is a relief, but it can still sometimes be difficult to get a pass with the proper velocity over defenders who are underneath. While I’ve had success with finding players who have sat down in a zone often to get the ball there in time it needs to be a strong throw and doing so leaves an underneath defender to bat it away. Otherwise all routes seem to work to an extent and I haven’t had to avoid any (or particular plays) so far. Flats are well covered by the CPU – I actually have thrown several INTs to the flats not noticing the coverage there. It can still be a useful outlet but doesn’t seem to be exploitable.

Play action is still one of the weakest aspects of the game. Play fakes take too long to execute – what Madden really needs is authentic play fakes. Someone like Peyton Manning has a very snappy play fake. A common misconception is that a run game needs to be established before play action should work. That really isn’t the case. Establishing the run should make the defense more likely to bite but play action should be executed well regardless. All Manning wants to buy on a play fake is a fraction of a second hesitation from the defense and he doesn’t get automatically sacked whether the run game is working or not. There just isn’t enough time in most cases to make any reads down the field when knowing the QB is likely to get creamed. Sadly it means leaving play action largely out of my gameplan.

madden12abrahamthomas.jpg
QBs tend to have a lot of success scrambling but this is just the case when darting out of the pocket rather than running outside the tackles. From what I’ve noticed linebackers especially seem slow to react to this (almost as though they hesitate) and QBs often have a lot of daylight because of it. It doesn’t seem as though they are necessarily too athletic or too fast – rather the defense doesn’t recognize they have left the pocket until they are already a few yards beyond the line of scrimmage.

One area of the game that has brought about some disappointment is the lack of much of a battle for the ball in the air. Receivers that get to a spot early may square up and leap to make a catch but that is about it about it and the defender may not even be able to make a play on the ball. It can be frustrating to press the ‘jump’ button and just have a receiver or defender that seemingly can’t raise their arms up and barely get off the ground. Spectacular catches are also so rare that all I’ve encountered have been a few one handed catches – nothing of the diving variety or anything particularly thrilling.

Pressure from the defensive tackles has created more sacks than pass rushing defensive ends. Looking at my franchise stats it is evidenced by Jason Jones leading the league in sacks with 18. I believe in one game a top DT sacked me five times and don’t remember a game with a DE getting more than two. Ends tend to get the QB if they run outside of the pocket but the tackles collapse the pocket. Simulations favor the ends as they should in sacks.

Special teams remains largely neglected as kick return and punt return blocking is horrid. Check out the stats from my franchise season where despite having a Pro Bowl returner I had (by far) the worst return average in the league. There may be the possibility of breaking a kick return for a TD but I don’t know if it could be done on a punt return. The new addition of the surprise onside kick is welcome and implemented well. Out of five attempts I’ve only recovered it once. Just like the real NFL now moving up kickoffs to the 35 means a large number of touchbacks.

Having played on All-Pro difficulty the results have been varied and it has been challenging (in a fair way unlike All-Madden tends to be). Opinions on difficulty and sliders will of course vary from individual to individual.

Other Notes Related to Gameplay
•Game speed feels just about right unlike the demo which was too fast.
•No huddle really isn’t handled all that well. The NCAA system should come over where more than just audibles are available to call at the line. There are also times where the CPU runs no huddle and snaps before all the defensive players have even made it back to line up.
•Weather effects are noticeable. QB dropbacks are affected, WRs slip when making cuts, RBs slip coming out of the backfield, kick power and accuracy takes a hit.
•There is still some sense that there is more in the way of “hitting
 
[h1]Madden NFL 12 General Impressions[/h1]
ae45aa7c2c206bb65b7359efb3d0020a
by pastapadre
Posted August 26th, 2011 at 6:15 am

madden12fitztd.jpg


The Madden franchise has been held back over the last few years due to a number of factors – not least of which has been the change in focus and direction that seemingly happened with the release of every iteration. Madden NFL 12 though has made the wise decision to concentrate on providing the authentic NFL experience. Whether that be directed at those who are used to watching on TV or others who spend game-days in the stadiums there is something of which that will emotionally connect to every NFL fan.

While there is still a long way to go to achieve the complete vision this represents the first time in a long while that there seems to be entrenched confidence about where the franchise is headed and what is really important when it comes to reaching the respective goals. Madden NFL 12 has its share of flaws but what is does right far outweighs any gripes which thus far have been minor in scope. This is no NCAA Football 12. 

•Make sure to check out the other articles posted today including extensive looks at Franchise mode and Superstar mode, gameplay videos and screenshots, and the Xbox 360 loading time analysis. Online impressions and the full ‘Hits and Misses’ review will come next week!

Gameplay

madden12ssmith.jpg
For those who have played NCAA Football 12 the gameplay will feel somewhat familiar but Madden 12 comes across as bigger, more physical, and plays much more refined – like it has been reigned in a bit. Where NCAA is wide open Madden feels slightly more restrictive but the players have the ability to break out of that and create some exciting moments. Fun factor is very high and games have been exceedingly satisfying.

Player traits have a very beneficial impact on how each individual performs on the field and that has been great to see. The tendencies really come through and it makes playing against someone like Peyton Manning completely different than taking on Michael Vick. The influence of traits and tendencies is noticed most in QBs but it also affects most of the other positions.

What about the gameplay otherwise has been the most pleasing? The CPU running game can not only be effective but deadly. The CPU is actually more consistent with the running game than the passing game. There were games in my franchise where I was able to contain the running backs, other games where they put up 100+ yards, and one instance where Arian Foster gashed me for 283 yards on 28 carries. Backs really anticipate holes better than they have in the past.

Run blocking is much improved and that is probably due in large part to the heavily reduced suction in the new tackling animation system. That pays dividends for both the CPU run game and the user run game. Tosses, pitches, and sweeps tend to be less successful however than going downhill. Quick backs like Chris Johnson that can get into space are especially dangerous, but bigger backs like Peyton Hillis can barrel over defenders. The player momentum effects and stumbling animations are excellent. Screen passes can work really well but the CPU struggles to execute them.

The passing game from the CPU though isn’t as reliable. Again I saw varied results along the way – some instances where the CPU passing really struggled, others where they produced mediocre results, and a few times where they lit me up. What sets it apart from the running game however is that CPU QBs occasionally make errant throws. Sometimes they’ll float a pass into double or triple coverage or force something that gets picked off. Peyton Manning did this in the week 15 franchise game when I intercepted him four times – doubling the number he had on the entire season (the matchup earlier in the year he didn’t throw a single INT).

There seems to be less in the way of leaping linebackers knocking passes away or stealing the ball out of the air which is a relief, but it can still sometimes be difficult to get a pass with the proper velocity over defenders who are underneath. While I’ve had success with finding players who have sat down in a zone often to get the ball there in time it needs to be a strong throw and doing so leaves an underneath defender to bat it away. Otherwise all routes seem to work to an extent and I haven’t had to avoid any (or particular plays) so far. Flats are well covered by the CPU – I actually have thrown several INTs to the flats not noticing the coverage there. It can still be a useful outlet but doesn’t seem to be exploitable.

Play action is still one of the weakest aspects of the game. Play fakes take too long to execute – what Madden really needs is authentic play fakes. Someone like Peyton Manning has a very snappy play fake. A common misconception is that a run game needs to be established before play action should work. That really isn’t the case. Establishing the run should make the defense more likely to bite but play action should be executed well regardless. All Manning wants to buy on a play fake is a fraction of a second hesitation from the defense and he doesn’t get automatically sacked whether the run game is working or not. There just isn’t enough time in most cases to make any reads down the field when knowing the QB is likely to get creamed. Sadly it means leaving play action largely out of my gameplan.

madden12abrahamthomas.jpg
QBs tend to have a lot of success scrambling but this is just the case when darting out of the pocket rather than running outside the tackles. From what I’ve noticed linebackers especially seem slow to react to this (almost as though they hesitate) and QBs often have a lot of daylight because of it. It doesn’t seem as though they are necessarily too athletic or too fast – rather the defense doesn’t recognize they have left the pocket until they are already a few yards beyond the line of scrimmage.

One area of the game that has brought about some disappointment is the lack of much of a battle for the ball in the air. Receivers that get to a spot early may square up and leap to make a catch but that is about it about it and the defender may not even be able to make a play on the ball. It can be frustrating to press the ‘jump’ button and just have a receiver or defender that seemingly can’t raise their arms up and barely get off the ground. Spectacular catches are also so rare that all I’ve encountered have been a few one handed catches – nothing of the diving variety or anything particularly thrilling.

Pressure from the defensive tackles has created more sacks than pass rushing defensive ends. Looking at my franchise stats it is evidenced by Jason Jones leading the league in sacks with 18. I believe in one game a top DT sacked me five times and don’t remember a game with a DE getting more than two. Ends tend to get the QB if they run outside of the pocket but the tackles collapse the pocket. Simulations favor the ends as they should in sacks.

Special teams remains largely neglected as kick return and punt return blocking is horrid. Check out the stats from my franchise season where despite having a Pro Bowl returner I had (by far) the worst return average in the league. There may be the possibility of breaking a kick return for a TD but I don’t know if it could be done on a punt return. The new addition of the surprise onside kick is welcome and implemented well. Out of five attempts I’ve only recovered it once. Just like the real NFL now moving up kickoffs to the 35 means a large number of touchbacks.

Having played on All-Pro difficulty the results have been varied and it has been challenging (in a fair way unlike All-Madden tends to be). Opinions on difficulty and sliders will of course vary from individual to individual.

Other Notes Related to Gameplay
•Game speed feels just about right unlike the demo which was too fast.
•No huddle really isn’t handled all that well. The NCAA system should come over where more than just audibles are available to call at the line. There are also times where the CPU runs no huddle and snaps before all the defensive players have even made it back to line up.
•Weather effects are noticeable. QB dropbacks are affected, WRs slip when making cuts, RBs slip coming out of the backfield, kick power and accuracy takes a hit.
•There is still some sense that there is more in the way of “hitting
 
can't wait.

the custom playbook is a feature we have been waiting for forever.
 
can't wait.

the custom playbook is a feature we have been waiting for forever.
 
[h1]Madden NFL 12 Franchise Mode Impressions[/h1]
ae45aa7c2c206bb65b7359efb3d0020a
by pastapadre
Posted August 26th, 2011 at 6:10 am

madden12wildcardmatchup.jpg


After taking a year off from improvements EA Sports made a strong effort to deliver with Franchise mode in Madden NFL 12 and have succeeded in doing so. With expanded rosters and cut days, scouting for the draft, a new free agency system, and improved logic in several areas Franchise mode is more compelling than ever. 

•I played entire season with 12 minute quarters, accelerated clock running the play clock down to 20 seconds, on default All-Pro difficulty. Those settings provided a realistic number of plays and a pace that didn’t feel rushed. I then also simmed through a second franchise in order to test out the NCAA Football 12 draft class.

Cut Days
The expanded rosters to 75 players is a great new feature but it probably could have been presented in a more upfront manner. A certain number of cuts have to be made after each pre-season game and it really isn’t evident until the user goes to advance and is warned that it has to be done or will be simmed. It was also amusing how some of the players give a text-based ‘reaction’ when cut. Yes, I’m really sure that cutting you, a 53 rated kicker, will be the “worst decision I ever made
 
Any spots to pick this up in North Jersey/Bergen county early? 
nerd.gif

I need something to do during this damn hurricane! 
 
Any spots to pick this up in North Jersey/Bergen county early? 
nerd.gif

I need something to do during this damn hurricane! 
 
[h1]Madden NFL 12 Franchise Mode Impressions[/h1]
ae45aa7c2c206bb65b7359efb3d0020a
by pastapadre
Posted August 26th, 2011 at 6:10 am

madden12wildcardmatchup.jpg


After taking a year off from improvements EA Sports made a strong effort to deliver with Franchise mode in Madden NFL 12 and have succeeded in doing so. With expanded rosters and cut days, scouting for the draft, a new free agency system, and improved logic in several areas Franchise mode is more compelling than ever. 

•I played entire season with 12 minute quarters, accelerated clock running the play clock down to 20 seconds, on default All-Pro difficulty. Those settings provided a realistic number of plays and a pace that didn’t feel rushed. I then also simmed through a second franchise in order to test out the NCAA Football 12 draft class.

Cut Days
The expanded rosters to 75 players is a great new feature but it probably could have been presented in a more upfront manner. A certain number of cuts have to be made after each pre-season game and it really isn’t evident until the user goes to advance and is warned that it has to be done or will be simmed. It was also amusing how some of the players give a text-based ‘reaction’ when cut. Yes, I’m really sure that cutting you, a 53 rated kicker, will be the “worst decision I ever made
 
[color= rgb(255, 0, 0)]Picking mine up today.... yes yes. [/color]
bfe15f69a6b6fa20a2956815c5e1a03ffcddf92.gif
[color= rgb(255, 0, 0)].[/color]
 
[color= rgb(255, 0, 0)]Picking mine up today.... yes yes. [/color]
bfe15f69a6b6fa20a2956815c5e1a03ffcddf92.gif
[color= rgb(255, 0, 0)].[/color]
 
Originally Posted by toine2983

FYI:

EAMaddenNFL EA SPORTS Madden NFL @
@pastapadre we have confirmed Season Ticket will be ready at 10am ET for the XBOX 360. Once downloaded, you'll be able to play right away.


EAMaddenNFL EA SPORTS Madden NFL @
@pastapadre the PS3 version will be ready to go by 6pm ET and will be able to be played as soon as the download finishes as well.



is this free?
 
Originally Posted by toine2983

FYI:

EAMaddenNFL EA SPORTS Madden NFL @
@pastapadre we have confirmed Season Ticket will be ready at 10am ET for the XBOX 360. Once downloaded, you'll be able to play right away.


EAMaddenNFL EA SPORTS Madden NFL @
@pastapadre the PS3 version will be ready to go by 6pm ET and will be able to be played as soon as the download finishes as well.



is this free?
 
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