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Madden NFL 25 Trailer - Run Free

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Old 04-27-2013, 12:16 PM   #185
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Re: Madden NFL 25 Trailer - Run Free

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Originally Posted by ghettogeeksta
He's talking about the zig zagging movement was unrealistic. As far as I can tell the running is still unrealistic, not fluid or smooth, and still robotic. The only difference is when the cut and juke animations kick in. But when players are running in the open field, it still looks like they are running on a tread mill carrying a loaf of bread.
Right, I often don't clarify locomotion/foot planting from fluid animation in terms of movement when posting, so my bad. That said I often state how it's funny that some think of me as some perfectionist when the awkward running animations don't even bother me that much. Not saying those that are bothered by them are perfectionist either, because I don't think they are, animations should be at least as fluid and realistic as last gen. What I mean is that, in the list of things that have kept me from enjoying next-gen Madden for any extended length of time the last 4 years or so, the general fluidity of the animations isn't high on it.

If Madden had gotten to the point a few years ago that the only visual standout game play issue was the stiff movement and awkward running, I could have dealt with that until next-gen and still enjoyed the game. However that swerve/zig-zagging/hummingbird since M11 has been a enjoyment destroyer for me, that has gotten worse each year. I still have video game nightmares about this Trindon Holliday return on me and it's definitely not because of his running animation. It got so bad all I wanted to do was get in a Coach Mode league for M13 so I didn't have to deal with User control but I couldn't even do that, no true coach mode.
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Old 04-27-2013, 06:51 PM   #186
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Re: Madden NFL 25 Trailer - Run Free

:30, :40, and :44 pretty much confirms foot-planting will be universal in Madden 25 as it seems to be in NCAA Football 14.

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Old 04-27-2013, 10:46 PM   #187
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Re: Madden NFL 25 Trailer - Run Free

Minus the RBs blowing up the defenders it actually looks good. I could definitely see some defensive foot planting. Less gliding.
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Old 04-27-2013, 11:23 PM   #188
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Re: Madden NFL 25 Trailer - Run Free

I get the idea behind the "precision modifier" and the idea behind allowing higher rated players to perform better moves, but I think EA missed the boat again on the implementation.

Sometimes in life, to get where you want to go in the future, you have to recognize what you did successfully in the past.

The game is obviously capable of utilizing the user's input in terms of button presses - ie how quickly you let go of said button.

Evidently, because of EA's biggest blunder to date - moving the "sprint/turbo/acceleration burst" functionality to the R Trigger - they now have to code in the "slow down, gather feet, pre-move set up" within the regular moves and exaggerate it for "precision modifier" with a whole new button mapping.

It would have made more sense to go back to PS2 schematic of the controls, which by their very "layout", forced the user to let go or release the "sprint" in order to pull off "footwork" based moves. Yes I am aware that they are calling it acceleration, but until I see CPU players hit full speed, as though they were mashing a "sprint" button I won't believe there is any difference.

I find this confusing. It was mentioned that the stiff arm is now "button sensitive" - meaning if you tap it you will see a punch animation and when you hold it the player will then leave the arm extended and battle his way down the field trying to keep the tackler at bay. Well, is that tied at all to "precision modifier" or not? And if they can do that with stiff arm, why have an additional button press for the other moves?

Would it not be more intuitive and sensible to have all the moves tiered to the length of the button input that the user makes? We used to refer to button sensitivity, but "precision passing" works on 360's digital buttons. therefore the input the game recognizes is how long you hold the button and it has very little to do with pressure.

Example; Spin move - tap for quick open field spin, hold and release for spin off of contact. And within this system, in my opinion, you would have a great opportunity for "risk-reward" balance that respects individual attributes - holding the button too long would eventually cause a "stumble, fall, higher fumble risk" scenario.

Or how about WR/DB interaction, if "sprint" was back on A (360) or X (PS3), then in order to "user catch" (especially a "high point" jump ball situation) you would have to release the sprint to do the jump. That would naturally accomplish some semblance of "gathering" the feet to make the leap. Making the ratings a factor by having not only a on field physics effect (99 JMP player gets more vertical than a 88 JMP player) but also introduces the option to have differing "windows" on each player - in terms of the higher the rating the longer you can hold the button to get into the higher jump animations.

You can basically tune every "move" to be gauged off the type of user input and the players' ratings, meaning you try holding the hurdle too long and you might end up in a tilted position in the air where landing on your feet isn't happening, or you flat out "lose your feet" and slip and fall.

I am glad that EA is trying to make players "feel" different, but I really feel they choked on this one in terms, not of the idea, but how they are going to try to accomplish it.

Last edited by Trick13; 04-27-2013 at 11:25 PM. Reason: typo
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Old 04-27-2013, 11:32 PM   #189
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Outside of player models I'm liking what NCAA has more then Madden
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Old 04-29-2013, 09:38 AM   #190
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Re: Madden NFL 25 Trailer - Run Free

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Originally Posted by UMhester04
Why not? The running motion looked great and the locomotion was pretty realistic
I could not be more vehement in my disagreement on both counts lol.
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Old 04-29-2013, 09:45 AM   #191
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Re: Madden NFL 25 Trailer - Run Free

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It took me a minute find it again but this is what I was looking for. Someone at EA claims that's exactly what they did but of course we will have to actually see/feel it to confirm it, lol.

...Also added to the running game (which Dickson said was the most requested feature by the “Madden” community) is the ability to make hard cuts. Anyone who played “Madden 13” scratches their heads at the way runners swerve around the field in an almost hummingbird-like pattern.

“It was just unrealistic player movement,” said Dickson. “We ripped that all out and replaced it with a hard cut system so when your player makes a cut, he actually steps, plants, and goes hard in the opposite direction. You can cut 45 degrees, 90 degrees, and even 180 degrees, and it’s a much-improved way to move your players around the field. And this isn’t just for running backs.
...http://espn.go.com/blog/playbook/tec...riers-run-free

He is seems to be talking about general player movement there, for every player and this should be instantly recognizable in the first full game play video we see. Even Kenjon Barner mentions players planting and cutting when running routes in NCAA 14, so we shall see.
Not to be that guy, but how many times have we heard them say we totally ripped this or that out, yet Madden plays pretty much exactly the same as it has since forever.

Aren't you guys tired of saying this year will be different yet? Seems like it would be exhausting to me.
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Old 04-29-2013, 09:50 AM   #192
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Re: Madden NFL 25 Trailer - Run Free

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Originally Posted by Only1LT
Not to be that guy, but how many times have we heard them say we totally ripped this or that out, yet Madden plays pretty much exactly the same as it has since forever.

Aren't you guys tired of saying this year will be different yet? Seems like it would be exhausting to me.
I also think its funny that they are aware player movement is unrealistic and yet they have done nothing about it for almost a decade.

Madden is by far my favourite game, I buy it every year and will continue to do so. However, EA absolutely needs to re-think their marketing strategy, they consistently bad mouth previous iterations to promote new ones which I believe makes them look incompetent and happy to release a sub-par product.
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