Madden 13 Patch Should Be Arriving Within A Month

If you consider the past, it is usually a pretty safe bet to plan on a patch coming from EA Tiburon within seven to eight weeks of release.  Madden 13 has received relatively rave reviews this year – outside of the users that apparently need fantasy drafts in order to survive.  The biggest issues facing Madden relate to the problems found in their vaunted Connected Careers Mode.  There are also numerous gameplay issues that could use help from Tuner Updates and other such attention from EA Tiburon.

We will be keeping you updated on Madden 13 patch information as the month keeps moving on.  One thing is certain – the longer EA waits to support the game they put out every year the more people will abandon it for real football on TV, Borderlands and maybe even NBA 2K13.  In other words – EA needs to act like they care about their product for once and be a bit more proactive with their patch and tuner support.

This is yet another reason why we can’t wait for competition in football gaming.

Battlefield 3 Has Yet Another Texas Sized Patch

Usually when something needs ‘patched up’ it is in reference to something small that needs a little bit of a touch up where serious in-depth work isn’t needed.  Sometimes a game will require a few patches here and there to clear some things up in the coding.

EA DICE has made it a habit to duct tape their Battlefield 3 title together with patches that resemble changes that would be made for a completely new game.  While this update is primarily in regards to new DLC (which could be called a new game, I suppose) the fact remains that they keep putting out patches that take hours (at times) to download.  Hopefully this is the last ‘patch’ for awhile as Battlefield 3 has seemingly sunk into the background as Borderlands 2 and Halo 4 get closer to release.

Here is your lovely list of updates to BF3

Weapons Balancing
Reload timer adjustments
A number of weapons have had their reload timers adjusted to better fit their animations and gameplay balance. For most of these weapons the gameplay timers were slightly out of sync with the actual reload animation, meaning the player could either fire before the animation was done, or had to wait longer than the animation played. Primarily this is a cosmetic change (around 0.1sec); however for a few weapons (M416, F2000, FAMAS, KH2002, MK3A1, JNG90, MG36 QBU-88, SVD, Pecheneg, SCAR-H, AN-94) this should also improve the performance of the weapon. Full details below:
• Short and Long reload reduced: SCAR-L, AEK-971, F2000, AN-94, AK-74, PP2000, G3A3, SKS, MG36, JNG-90, MK3A1, SCAR-H, SVD, QBZ-95B
• Long reload reduced: AUG A3, 44 Magnum, KH2002, Pecheneg, L85A2, QBB-95, M1911, MP7
• Short reload reduced: M417, FAMAS, M39 EBR, M416, PP-19, QBU-88
• Short and long reload increased: ASVal
• Long reload reduced, shot reload increased: M4A1
• Long reload increased: P90

Damage output/range adjustments
• UMP: Increased the close range damage of the UMP but reduced its damage over range. The UMP now has a sweet spot in CQB but suffers compared to the PP2000 at longer ranges.
• PP2000: Increased the long range damage of the PP2000 to highlight its role as a mid-range, low recoil PDW.
• M1911: Increased the minimum damage of the M1911 to make it fit better between the Magnums and the M9/MP443
• M93: Reduced the M93R’s damage and range, as it was an obvious go to pistol compared to the M9/MP443. Its recoil has been reduced for a smoother burst action to counter the reduced damage.
• 12G Frag rounds: These rounds have been adjusted to do their damage in a smaller area but to be more consistently apply the maximum possible damage.
• AA: Slightly increased the damage of the AA against infantry, the AA was simply over nerfed in a previous update. The AA guns now also properly do damage to MBTs again.
• 12 Gauge buckshot close range damage has been slightly increased.
• Slightly reduced the range penalty for the suppressor on the SCAR-H.
• Increased bullet velocity for the coaxial HMG, making it easier to hit targets over longer ranges.
• Increased the minimum range of the 40mm Flechette and tightened the cone of fire for more consistent damage levels.
• Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
• Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
• Slightly reduced the range penalty for the suppressor on the SCAR-H.
• Slightly reduced the range penalty for the suppressor on 5.56mm, 5.45mm, and 6.5mm weapons: AR, Carbine, and LMG.
• Slightly reduced the range bonus added by the heavy barrel on the 5.56mm, 5.45mm, 6.5mm Assault Rifles.
• Increased the damage of the M5K.

A select set of weapons have had their recoil adjusted based on joint community feedback and statistical analysis to provide greater balance in the weapon choices players make. Specifically, the M16A3 and M4A1 have increased recoil to make them less attractive in all situations. Competing weapons like the SG553, G36C and M416 have been improved to also increase viable player choice in primary weapons.
• SG553: Horizontal recoil reduced to help make this weapon more controllable.
• MG36: Vertical recoil reduced to make this weapon more controllable.
• M416: Vertical, Horizontal, and First Shot recoil have all been reduced to make this weapon clearly different from the M16A3.
• M16A3: Recoil amounts slightly increased.
• M4A1: Recoil amounts slightly increased.
• G36C: Vertical and First Shot recoil amounts reduced.
• M16A4 and M4: These weapons have been adjusted for the increased recoil they now have. The burst versions of these weapons give the player a reduction in horizontal recoil for greater control.

Miscellaneous weapons changes
• FIM92 and IGLA now lock on to air vehicles at both lower altitudes and longer distances.
• Added Burst Fire to the M5K as an available fire mode.
• Increased the bonuses provided by a number of bipods: F2000, G3A3, M27, M416, Pecheneg, Type88, FAMAS, MG36
• Belt Fed Machine guns are now more accurate when standing and firing while aiming. This affects the M240, M249, Type88, Pecheneg, and LSAT.
• 44 Magnum: Rate of fire reduced slightly to highlight this side arm’s role as a slow firing heavy hitter and differentiate it from the MP412 REX.
• Increased the fire rate and reload time of the MP412 REX to better highlight the improved CQB performance over the 44 Magnum.
• Removed burst fire from the L85 and added Single Shot to the L86 as is authentic for these weapons.
• Slightly increased the radius for maximum damage of the 40mm LVG. While the overall damage level remains the same, the LVG will be lethal over a larger area.
• Reduced the aimed accuracy bonus of the M417 with a suppressor to balance it with the other weapons in the game.
• Increased the aimed accuracy bonus of the ACW-R, L86 LSW, LSAT, MP5K and MTAR with a suppressor to balance with the other weapons in the game.

Weapons fixes
• Underslung weapons on the AUG and SCAR-L now properly benefit from the hip accuracy bonus of an attached laser sight.
• The SOFLAM will no longer lock onto your own vehicle if deployed and not immediately activated by the player.
• SCAR-L: Fixed the heavy barrel not increasing recoil when zoomed and standing.
• Corrected some incorrect descriptions of clip sizes and bullet types for weapons added in Close Quarters: M5K, LSAT, and ACW-R
• The PKS-07 is now available on QBB-95
• The M417’s foregrip was incorrectly reducing horizontal recoil by too large an amount. It has been adjusted to be balanced with other foregrips.
• The ACR Foregrip, MG36, QBB-95 and RPK Extended magazines as well as the RPK and SKS Heavy Barrel are now able to be unlocked and equipped in the accessory screen.
• Fixed an issue with incorrect damage for the M320 buck when used with certain attachments.
• MK3A1 now uses flechette rounds instead of Frag rounds in Gun Master mode (in Close Quarters).

Vehicle Related Tweaks and Fixes
• Removed flares from gunner position in helicopters. With the right combination of unlocks, an attack helicopter could be effectively invulnerable to lock on missiles. Removing the flares from the gunner balances the attack helicopter against ground fire.
• Air Radar now shows friendly vehicles as well.
• Helicopter weapons can now destroy equipment with splash damage.
• The Laser Designator unlock on the Scout Helicopters has been changed from a Pilot Upgrade to a new stance in the Copilot seat (position 4). Like the CITV turret on the Main Battle Tanks, the Scout Helicopter’s Laser Designator is permanently available to players who have received the unlock.
• Repair tool damage against enemy vehicles lowered by 10%.
• Changed reload behavior on Tank / Tank Destroyer cannon weapons to prevent being able to fire 2 shots from different weapons quickly one right after another.
• Firing mode can now be seen from the vehicle passenger seats where you are allowed to fire your own weapons.
• Fixed the hit indicator showing when entering a vehicle after previously shooting a soldier.
• Increased the damage helicopter and jet rockets do to helicopters, jets and infantry.
• Increased the damage helicopter gunners and IFVs do to helicopters and jets.
• Fixed Jets not getting top attack damage bonuses on Laser Designated targets.

Persistence Related Tweaks and Fixes
• Changed how MCOM station defend/attack kill score is calculated. Victim no longer needs to arm/disarm the crate but rather be in a 5 meter radius of the crate. Also increased kills needed for the Crate Defend Ribbon from 2 to 4. Overall, these changes should make it somewhat easier to get the ribbon, while increasing the opportunity for strategic play around MCOM stations.
• Premium Engineer assignments are now counting all shotgun kills independent from the class using it.
• Fixed so you can get score from awards in coop.
• Accuracy dogtags now show the correct stats.
• Coop Stars and dogtag are now properly unlockable and equip able.
• Gun Master and Domination Winner ribbons and medals added.
• Fix for assignment with multiple dependencies showing as unlocked in frontend. (Jack of All Trades & Only for the Dedicated)

UI Related Tweaks and Fixes
• Added letters to the capture point icons displayed directly over the mini-map.
• Fixed the grenade counter acting strangely when entering a vehicle with a grenade in hand.
• Fixed the damage indicator which showed the wrong direction if the damage dealer was dead.
• Fixed the hit indicator showing when spawning or closing the in game menu.
• PC specific: Fixed laser designator related icons disappearing from the screen when you enable the chat.
• Fixed a bug where the clan tag sometimes shows as the player ID.
• Added clan tags in nametags and kill card.
• PC specific: Fixed the vehicle hit indicator being shown each time you re-enter the first person camera of a ground vehicle.
• Fixed so commorose VO works when sitting in an AA vehicle.
• Fixed so you get the critical health fullscreen color tint while in the post revive state.
• Removed the join button in the server list for non-Premium users on Premium exclusive servers.
• Fixed so the spawn menu always disappears when you are revived.
• Bugfix the colorblind objectives showing the wrong icons and blinking with a black background.
• Fixed M-Com distance not updating if user moves towards it with EOD Bot.
• Mortar strike explosions are now shown on the HUD for the shooter.

Miscellaneous Tweaks and Fixes
• Fixed so the MAV gadget will not remain floating in midair if the user exits it while still flying.
• Fixed bug where it was possible to shoot while transitioning from sprint into prone.
• Fixed so you can’t revive a player who switched team since he died.
• Fixed two exploits on Donya Fortress that allowed players to get on top of the level.
• Fixed bug where you could get an incorrectly calculated longest headshot with the EOD bot.
• PS3/Xbox 360 specific: Added map rotation settings to preset list in detailed server info. Players can now see all relevant settings that are being run on the server.
• Xbox 360 specific: Introduced a clickable promotional spot on the main menu.

Madden 13’s Biggest Gameplay Problems

Chances are good that Urlacher will get injured when he crushes AP… why? Because Madden 13’s injuries are broken… or random at best.

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!

Do Legacy Games Get A Reprieve From Letting You Down?

Madden 13 has received great reviews from mainstream media, but when it comes to hardcore users – not so much.  Why is it then, that this game is selling like hot cakes with crack sauce?

If you don’t get your annual Madden fix will it be an itchy year?

It seems as if this is true to some extent.  While EA Tiburon made significant strides with the development of Madden 13 they still somehow managed to anger a faction hardcore community enough that they are up in arms over numerous ‘scandals’ that they seem to be taking personally.

Tebow for a moment and consider a world without annual releases.

Why is it then that they buy the game every year even if they think it is terrible or a let down?

Many of the problems that are prevalent in the gaming and software world revolve around giving the end-user just enough improvement or subtle tweaks that they want to give it a chance.  The expectations are so high that consumers don’t even look for things that will impress them.  Their eyes are studying every pixel for a flaw and every player movement for the slightest inaccurate animation.  This doesn’t mean they are wrong to be angry about not seeing the improvements they want to see… it just means they aren’t privy to what the corporation’s plan for consumer development and profit margins – rather than actual game improvement.

Don’t think for a moment that the developer is the only ‘guilty’ party.  The fact of the matter is that you are enabling a company to continue making what you term to be ‘broken’ games because you are buying them every single year.

If someone came to you asking for advice on how to deal with a person that continuously lets them down.  Every time they make plans something comes up.  Every time they say something, they find out it is a lie or maybe just an exaggeration.

What would you tell them?

Chances are good that you would advise them to end that relationship or step away from it slowly if they are worried about hurting feelings.

My question to those of you are continuously disappointed with Madden every year (or any other game – Call of Duty, Assassins Creed, etc.) is –

Are you obligated to purchase any of these things every single year?

If you don’t like the product you are buying every year, stop giving the company that makes it the power to keep making it.  Talk with your pocket-book rather than your angry fingers… money is the only language businesses speak.  If that means you have to take a course on Rosetta Stone in order to learn how to grow a monetary backbone – do it.

Stop giving annual releases a reprieve if you don’t like what you are getting – take the power back.

Madden 13 – How To Run The Ball Quick Tip

If you are having trouble running the ball in Madden 13 we have a quick 2-minute tutorial that should help you out.  Keep checking in with NoobTubeTV for more updates on Madden 13!

Is Black Ops 2 Suffering From Disinterest?

Call of Duty was one of the most impressive franchises for this console generation.  When it started to become a yearly online shooter version of Madden it lost a lot of luster.  If you were among the people that purchased an Xbox 360 early on and made Call of Duty 2 your first 360 game.  Something drastically changed when Infinity Ward (thankfully) changed the time period from World War 2 to modern times with Call of Duty 4 – Modern Warfare.

Something even more drastic happened after Call of Duty took a more modern approach – the creation of prestige, leaderboards and record keeping of Kill/Death ratios.  One of our first articles talked largely about leaderboards and their negative impact on online gaming and the catalyst for the current state of online shooters was Call of Duty 4.

We have since made it through four iterations of Call of Duty and the process has seen the online community grow to new heights and sales of the game to go through the roof.  Call of Duty is one of the most action-packed and entertaining games to play online or offline – but why does it feel so bland now?

It seems like Black Ops 2 is one of the most underwhelming and least hyped CoD titles to be released.  The last time I remember not looking forward to a Call of Duty game was when CoD 3 was announced to once again focus on World War 2.  Black Ops has shifted from the Cold War era to the ‘near future’ in Black Ops 2.  Outside of the time-shift, there have been a few tweaks and changes to gameplay as well as a new set of weapons (which we will be covering in the coming months).  The question that must be asked again and again is whether or not the Call of Duty series will command the same attention that it has in the past.

Where do you stand with Black Ops 2?  If your opinions are anywhere close to those for Madden 13 it could be an interesting reaction.

Fantasy Drafts In Sports Games – Are We Really Missing That Much?

Now that the reviews are pouring in from publications and regular users all over the internet, we are looking at the comments that many of our readers are leaving.  Many of these comments are focused towards the lack of a Fantasy Draft or roster editing before starting Franchise Mode (what is now called Connected Careers).  For those of you that don’t know what Fantasy Drafts are, we will break it down for you now.

Fantasy Drafts essentially take every player off of every team and put them into a pool in which you will pick any of those player for your team of choice.  Every other team will follow suit in this 53-Round draft.  This has been in Madden for over a decade – until now.

The developers of Madden 13 have decided to remove the Fantasy Draft (as well as some other roster editing abilities for career modes).  While there are serious questions about roster editing, it is puzzling why so many people are angry about Fantasy Drafts from the aspect of longevity in career modes.  It isn’t because someone can’t have a long-lasting career mode with a fantasy draft, but more along the lines of trying to figure out how much of a challenge it is to build a team in a Fantasy Draft – in Madden no less.

When I was between the ages of 12 and 14 I was a big fan of being able to trade players between teams and make my own ‘all star’ or ‘fantasy’ team in Triple Play Baseball on Playstation One.  I would build a team to play against my friends and their ‘fantasy’ team in exhibition games.  Outside of that, I also built a team in the fantasy draft in Madden, years later.  When you could bring this fantasy drafted team into a Franchise Mode it made some people think that it would be the best thing that ever happened to the mode. 

While it seems there are a few people out there that prefer to run an offline franchise or online league with a fantasy draft – I have yet to personally finish a season with a fantasy team in any sports game (especially Madden).  There are a few reasons behind this, at least from my point of view. 

·         If you build a team of dominating all stars – where is the challenge?

·         Doing a fantasy draft for career modes often results in the user taking younger players with higher speed ratings (speed has always been the most important rating in Madden)

·         Knowing which players are on other teams involves going into the player management screen and scrolling through the players. 

·         Longevity of a fantasy drafted team in a career mode is something I have  yet to see go more than two seasons. 

That said, it remains that fantasy draft is gone with the wind and many people are stuck wondering why.  This is one of the more confusing situations that is happening across the board in Madden 13.  Between roster editing and importing draft classes and superstars from NCAA Football – a lot of users are left wondering if there is any part of career modes that will be left to their own customization or personal preferences.

The fact that EA Tiburon has tried to do something so vast with Connected Careers should make most people happy to see some sort of attempt to change from the same old and dry franchise and superstar modes. 

Where do you stand on fantasy drafts and other customization?  Are you among the group of people that hates everything about the changes or are you part of the faction that are happy to see some sort of originality, even at the initial cost of user customization?

Madden 13 Sliders – Connected Career (Offline) v1.0

It is time for Madden 13… Here are some sliders to help you find your best settings.

Here is the first set of sliders for Madden 13 on Connected Career Mode (Offline)

*If these are too easy for you we will be releasing All-Madden Sliders soon!

Option Setting
Salary Cap ON
Skill Level ALL PRO
Quarter Length 12 Minutes
Acc Clock 15 Seconds
Game Speed Slow
Player Progress Weekly
Coach Firing ON
Game Play Tuning ON
Injury ON
Pre-Existing Injury ON
Trade Deadline ON
Trade Type Enable All
Auto Strafe OFF
Auto Sprint OFF
ALL CPU SETTINGS OFF
SLIDERS HUM/CPU
QB ACC 35/65
PASS BLOCKING 25/70
WR CATCH 55/55
BROKEN TACKLES 35/55
RUN BLOCKING 35/85
FUMBLES 25/60
PASS DEF REACT 50/50
INTERCEPTIONS 30/50
PASS RUSHING 10/45
RUSH DEF REACT 10/50
BLOCK SHEDDING 25/50
TACKLING 25/50
FG POWER 50
FG ACCURACY 45
PUNT POWER 50
PUNT ACCURACY 95
KO POWER 50
INJURIES 60
FATIGUE 60
MIN SPD THRESH 60
PENALTIES
OFFSIDES 85
FALSE START 57
HOLDING 50
FACE MASK 53
DPI 100
OPI 100
PUNT CATCH INT 100
CLIPPING 50
INT GROUND 85
RGH PASSER 51
RGH KICKER 94

Madden 13 – The Midnight Release Review

Looking for some last minute advice to help you make that release day or midnight launch decision for Madden 13?

Here it is –

You should buy this game if:

  1. You are a Madden fan
  2. You liked NFL Head Coach
  3. You want deep online leagues
  4. You want deeper offline career modes

You shouldn’t buy this game if:

  1. You prefer open player editing for career modes
  2. You prefer fantasy drafts
  3. You prefer to have Franchise Mode with people on the same console
  4. You don’t believe in performance on the field being a factor in progression or building XP

The Midnight Release Review – (yes, we have multiple reviews – more feedback and evolving reviews are better than one you read in a crappy magazine or website that doesn’t look at the game over an extended period of time)

The current grades for Madden 13 in terms of scholastic levels would be a B- or in the typical (just as subjective) ‘number’ grade it would be around an 8.3 out of 10.

The justifications for a review and score start with what was deducted and why.

Gameplay – The Infinity Engine

The Infinity Engine makes the game ‘look’ better in terms of players on the field having a wider range of motion and trying to trick your eye into not seeing the canned animations that are still there, but are more hidden due to the ‘rag doll’ effects of the new engine.  You will see players flopping and falling all over the place at times and on occasion it will make you laugh (at one point Eli Manning took a knee to end the half against my Browns and as my defense pushed through the line – the kneeling Manning looked like he got hit by a truck… no penalty was called.)

It still plays like Madden 12 if you discount the flailing.  As we stated in our earlier review of the game, it seems at times like players are running at eachother with numb arms at their sides and jumping into opposing players (and sometimes their own teammates).  If you try and picture the players up close drooling with lazy eyes it will make the game a bit more entertaining – at least for a few seconds.  (If you are saying or thinking “You’re wrong for that.”  I might be, but you can’t say I’m not honest.)

Customization – No Editing Players for Career Mode

This has been one of the most commented topics here on NTTV.  It is a fact that Madden 13 is extremely limited on editing players and rosters for career modes.  While EA has stated that they are considering the option of maybe patching this into the game, you shouldn’t hold your breath or grasp for hope and change when it comes to this – the bottom line is that EA Tiburon pushed this game in a new direction and had to leave some things behind to do that.  Customization is one of the things that I would think could be more of an on/off option but apparently they don’t see it that way and maybe my assumption is over-simplified.  (Programming isn’t often a matter of ‘turning something on or off‘.)  You can still edit players in exhibition mode but it won’t carry over to CCM (for now).

To go along with customization, you also won’t have the ability to run a fantasy draft for your connected careers.  It is unfortunate and somewhat confusing if you consider the fact that it doesn’t involve editing players and you can trade and pick up free agents in CCM.  My best guess is that it would screw up a lot of the commentary, storylines and twitter feeds if someone suddenly had a team with Peyton Manning, Trent Richardson and Ray Lewis.

Playing CCM With Friends On the Same Console

Perhaps the second most infuriating issue with our readers is the fact that you can’t have a league where you are competing with a friend, sibling or roommate on the same console.  This is one of the most confusing issues I have come across.  It really doesn’t make a lot of sense if you consider the fact that people have had this ability for years.  It follows the same lines of logic as player editing, but really – this is flat out ridiculous.  If you consider the release date of Madden you will see that it often coincides with the start of college classes and students returning to campus.  This is where most of my sports league gaming with friends happened back in the day and now it is gone.  To this, all I can say is that I hope you held on to Madden 12.

The Reasons You Should Buy This Game Today

Now that we have given you the reasons why this game had the deductions, we will further enlighten you with the reasons why this is one of the best Madden games ever released.  We have already given a couple reasons why this game is awesome.  If you want a few more reasons to buy Madden – here you go.

The Deepest Career Mode Ever

Madden has had a tough time over the past few years trying to push a better franchise mode.  Madden 12 was decent but it lacked logical CPU teams and it also lacked intelligent contractual negotiations.  This year they have gone above and beyond what they had in the past and that is the primary reason I chose to get this game with the Season Ticket… I had to see Connected Careers with my own eyes.

You will see storylines from college recruits that have had violations, injuries and even breakout seasons.  They will climb and fall on the draft boards and you will feel the pressure to find the diamonds in the rough and avoid the potential busts.  The scouting in this game will make you think more than Madden 12 did with simply picking a player and getting information given to you.  You will have to pay for information and if you want more specific scores you will have to pay more.

Players will want to negotiate extensions of their contracts through the year and you will have to make decent offers when you are given the chance, otherwise they will stop negotiating and test free agency.  It is yet another small detail that makes it stand far above Maddens of the past.  To go along with this new contract approach you will have to start determining how you want to build your team.  If you are creating a new coach and want to change the schemes and mindset of your team it will take time for you to find the right players and personnel that fit what you want to do.

If you decide to be a player you will have other things to worry about – namely, your player’s storyline and how he will progress throughout his career.  You will have to earn XP and put it into the right areas if you want to become a superstar in terms of OVR ratings and such.  The bottom line is that your performance will dictate almost everything.  If you come in and stink it up, it might be a quick career for your version of JaMarcus Russell.

Progression Is Based On Performance and Development Ability

Making your players better whether it is as a coach or as a single player will depend on two things.  You have to perform well on the practice field and in game situations when you get the chance.  Some people are obnoxiously pissed about this for some reason, thinking that ‘potential’ should be the sole factor in how a player progresses.  This is a common misconception that people make when they want to determine whether a game is being realistic (hopefully you can see the irony there).  If someone works a job and busts their hump to make their quotas and they go above and beyond whether they have good potential doesn’t matter.  The same goes for people or players (see JaMarcus Russell, Vince Young, Todd Marinovich, Vernon Gholston, the list goes on and on) that have all the talent and potential in the world and it goes to a waste due to laziness, purple drank or factors beyond their control).  This is why the development rating is so important.

Development will determine how much and how fast a player can gain XP.  If you want to increase this trait you will have to pay for it with, you guessed it – XP.  It isn’t like running for 500 yards every game on Rookie Difficulty will make it easier to get a player to some sort of inflated rating.  Well, in that extreme case – it might.  Either way, it will cost you 50,000 XP just to take someone from the ‘Quick’ Development Trait to ‘Superstar’.  If you consider the fact that it could take you an entire season (or two) to get that many points it suddenly becomes clear that some players might only progress to the mid-80s for an OVR, but the best part is that you will have groomed them on your own (if you want).  If you prefer the hands-off approach you can also set player progression to automatic and let them grow as the CPU sees fit.

The Infinity Engine

Yes, this was one of our downsides, but the fact of the matter is that this game looks so much better with players that move due to reaction to other people and objects.  That is after-all what physics pretty much revolves around.  You will see players moving in a slightly more realistic fashion (especially if you play with game speed set to slow or very slow).  You will also notice that momentum is a bit more prevalent in this game and you won’t be able to stop and move on a dime.  It will be more like stopping and moving on a… quarter.

That said – the game still plays like Madden.  You can move players without some sort of strange delay like on 2K football or something like that, so don’t get scared off when people talk about momentum and real time physics.  Also, you will notice that the big hits in Madden 13 look and feel bigger than any Madden during this console generation.  A lot of this has to do with the infinity engine and how the players react to different speeds of play and how they are positioned.

We will have more coverage of Madden 13 over the next days, weeks and months.  Hopefully this more detailed review will help you decide whether or not to go out and spend the $60 on Madden today or this week.

As always – Happy Gaming!

Madden 13 – What Makes This Game Amazing (Part 1)

We have been focusing a lot of attention on some of the primary gameplay and AI interactions in Madden 13 over the last 24 hours.  Now it is time for a couple quick reasons for you to look at Madden from the stand point of it simply being a great experience.

Don’t Skip The Intro Video

The first thing you usually do in a sports game is skip the introduction.  Usually it is some sort of random highlight collection from the sport you are waiting to play digitally.  You won’t want to skip over the one in Madden 13 when you first boot it up and maybe not ever.  It is that good and with that said, here it is for your enjoyment.

Connected Careers Storylines Don’t Just Involve Current NFL Players

As I started into the regular season with my Browns Coaching Connected Career I decided right away that Brandon Weeden wouldn’t be the starter for the long term and set my sights on the #1 Prospect out of Weeden’s alma mater – Oklahoma State’s Stephen Diaz.  I was excited about the prospect of going after what some were calling the next Andrew Luck, but then something happened when I advanced to Week 4.  There was a headline that said “Violation Issues” and I was thinking that I had misread the headline.  I hadn’t misread anything and now all of a sudden Diaz was no longer on scouting list and I was left wondering what the hell I could do to get the scouting points back that I had spent on him. 

It was a great feeling from the perspective of having a real living league…  for the first time ever you will really have some stories to pay attention to in Madden and trust me, you will want to make sure you diversify your scouting points to multiple players.  Just in case someone has an issue with violations.