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Madden NFL 11 Hands-on Preview (IGN)

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Old 04-27-2010, 10:29 AM   #25
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Re: Madden NFL 11 Hands-on Preview (IGN)

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Originally Posted by johnnyg713
"The standard NFL action looked very reminiscent of last year's game." Not a comment I was looking for at all.
That was the only "meh" statement throughout the whole preview. The next sentence he stated that you will really feel the difference that locomotion brings.
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Old 04-27-2010, 10:36 AM   #26
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Re: Madden NFL 11 Hands-on Preview (IGN)

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Originally Posted by johnnyg713
"The standard NFL action looked very reminiscent of last year's game." Not a comment I was looking for at all.
I caught this as well. This is probably the reason why the game feels so polished for April - because they haven't changed much. I'm still holding out hope for some big franchise developments, which will decide if I purchase the game.
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Old 04-27-2010, 10:48 AM   #27
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Re: Picking Your Off/Def Coordinators Matter Now

It should be simple. Have the off/def coordinator recommend a set of 3-6 plays and you choose one. Basicly ask madden but more team specific. Like the guy said, a pass happy cordinator would recommend 6 passing plays with 4 of them being long ball attempts or something. That way you still get to choose but you are still having to follow the coordinators gameplan.
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Old 04-27-2010, 11:49 AM   #28
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Re: Madden NFL 11 Hands-on Preview (IGN)

I'm perfectly fine with it looking much like last year but actually playing much better. I thought last year's game looked really good. It's the actual gameplay i wanted them to work on anyways, not more of the visuals.
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Old 04-27-2010, 11:53 AM   #29
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Re: Madden NFL 11 Hands-on Preview (IGN)

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Originally Posted by ODogg
I'm perfectly fine with it looking much like last year but actually playing much better. I thought last year's game looked really good. It's the actual gameplay i wanted them to work on anyways, not more of the visuals.
What I got out of the comment was gameplay wise locomotion was pretty much the only thing that changed along with sideline catch animations. Everything else pretty much the same.
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Old 04-27-2010, 01:31 PM   #30
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Re: Picking Your Off/Def Coordinators Matter Now

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Originally Posted by rgiles36
So what else can you tell me about Gameflow? You sir, apparently have all the answers.
Just use your mind rgiles. If you're able to edit the list, then how is the coaches tendencies going to matter? Especially if you edit the items he has a tendency to call to a 1 Star rating? Either the Star rating, that you the gamer sets, takes precedence or the coaches tendencies do. It can't be both.
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Old 04-27-2010, 01:42 PM   #31
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Re: Picking Your Off/Def Coordinators Matter Now

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Originally Posted by Valdarez
Just use your mind rgiles. If you're able to edit the list, then how is the coaches tendencies going to matter? Especially if you edit the items he has a tendency to call to a 1 Star rating? Either the Star rating, that you the gamer sets, takes precedence or the coaches tendencies do. It can't be both.
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Old 04-27-2010, 01:49 PM   #32
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Re: Picking Your Off/Def Coordinators Matter Now

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Originally Posted by Valdarez
Just use your mind rgiles. If you're able to edit the list, then how is the coaches tendencies going to matter? Especially if you edit the items he has a tendency to call to a 1 Star rating? Either the Star rating, that you the gamer sets, takes precedence or the coaches tendencies do. It can't be both.
Most likely the gamer's tendencies take precedence, but then what is the point of even using gameflow? If I know what plays I want to choose then I'll just go through the playbook and choose them. I plan on using gameflow to see what the coach would call and if I'm not happy about the play I'll go pick my own.
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