Madden 13 has a lot of potential to be one of the best Madden games every made – if not the best. However, there are still some things that are occurring that make for a rather annoying experience. Here are a few –
CPU Play Calling – While this isn’t truly ‘gameplay’ it is something that you have to deal with every single moment of a single player game. It seems as if the CPU Coaching Staff was programmed to mimic Pat Shurmur. Why is it that on 3rd and long the CPU will almost always pick either a running play or a passing play with routes that are 3-5 yards short of what is needed for a first down? The CPU play calling AI has always been bad in Madden, but this kills the experience when you are playing in a tight game and they seemingly throw in the towel.
The CPU Running Game Doesn’t Exist – No matter what you do in Connected Careers, it is almost impossible to face the CPU without dominating their runningbacks. This is an issue that involves bad blocking and seemingly immobile runningbacks. It is a constant struggle to feel like you have having a legitimate experience when you end up crushing the opposition every time they try to run the ball.
Human Pass Rush Is Unstoppable – I am currently playing a single player online CCM with the Browns. Jabaal Sheard has 23 sacks through 12 games. Chances are good that he will finish the season with over 30 sacks and this is without ever controlling him. The funny thing is that I picked up Shawne Merriman in the pre-season to play RE (opposite of LE, Sheard) and he has zero sacks. Sure, he is constantly facing the opponent’s best blocker, but to have ZERO sacks is almost laughable.
Left Ends Are Beasts – For some reason EA Tiburon has had a major problem programming the blocking in Madden. This was something that was pushed strongly for by the community for Madden 13 in the new Infinity Engine. It never made it into the final build and the interactions between lineman are still showing this lacking development. If you have a somewhat decent Defensive Left End – prepare to dominate and set records almost every year.
WR Drops Are Infuriating – In one game I counted over 14 drops by my receivers. This was a major issue in the demo and seems to still be a major issue in the game. While these dropped passes might not keep you from defeating a seemingly stupid CPU AI Opponent, they can ruin your experience as you are being artificially prevented from having great games (even if they aren’t ‘sim’ with your receivers). You can move the WR Catch slider but you shouldn’t have to do this.
Injuries Are Random and Silly – After crushing Mike Vick in week one with D’Qwell Jackson it was Jackson, not the injury-prone Vick that ended up on the injury report with a torn achilles. What makes it better is that his foot never really hit the ground as he made the tackle. Vick on the other hand was twisted up like a pretzel and was smashed into the ground. He got up… Jackson didn’t. Please, for the love of all things football – fix the injury system in Madden!
One thought on “Madden 13’s Biggest Gameplay Problems”
You forgot to mention how retarded the AI is when the plays are being simmed during Connected Careers. I just played the AFC Championship game as Melvin Ingram and after stopping the Pats with 1 minute left and 1 timeout, I had to witness the stupidity of the AI coach in the simming. Starting from the 35 yard line in SD territory, every play turned out to be a 3-4 yard run by Ryan Mathews; he didn’t even use the Timeout! Another thing that pisses me off is that playing as the 3rd best ROLB means I don’t even play ST. Why? Well, the starting OLBs also happen to be each other’s(‘[???]) backup. The second best then has to become the 3rd stringer on both sides? leaving poor Melvin off the depth chart and off the field. I also hate the fact that assisted tackles seemed to have dissapeared from the stat sheet and stripping the ball seems impossible thanks to the new physics engine. EA had better fix this crap soon.