Why Difficulty Isn’t The Same As Challenge

Dark Souls Meme

After years of playing games from all sorts of genres there is one aspect that determines whether or not a game is truly enjoyable.

Difficulty.

There are many different ways to look at a game (of any sort).  Whether you are playing a board game, video game or even a card game – it is always the first question asked.  “Is it hard?”

In the case of video games, this is something that is as subjective as any review that can be given.  Primarily because there are different settings for most games out there.  Sports games even have sliders that allow you to customize different aspects of the CPU/AI and even your own players to make the game more realistic, challenging or even simply more difficult.  Other games (like Dark Souls) are built to put the gamer into a submission hold of difficulty.  Often, these games are cast to the side as ‘not worth the trouble’.  In the case of Dark Souls I must agree.  I played the game for a few hours and couldn’t beat the first boss without wanting to shoot my LCD and throw my PC out the window.

I have experienced both sides of gaming when it comes to a game being nearly impossible or simply so easy it is laughable.  This is why it is necessary to make the distinction for those of you out there looking for solace.  Some games like Madden, NCAA Football and other sports titles have communities that will trash on someone for winning games 50-0 and taking home the championship every year.  These slider Nazis are often as bad as any other internet troll when it comes to raining on someone’s gaming parade.  This is also why it is necessary for us to understand that making a game more difficult doesn’t mean the same thing as increasing the challenge.

What makes sports games difficult for a noob/novice isn’t the intelligence of the opposing CPU team as much as it is learning the controls and maybe even the basic strategies.  Once the complex control schemes are learned the game can become relatively simple.  In some cases sports games become far too easy for most gamers.  This is where you must turn up the challenge in order to have a better experience.  Changing the sliders and even your play-style can make for a more challenging and enjoyable gaming experience.

Other games like Call of Duty have difficulty levels that really do nothing but increase the damage done to the player by enemies.  This isn’t so much difficulty as it is a minor change in how ‘challenging’ the game is.  What would truly make the game more difficult would be to make it less forgiving when a player dies.  Much like Dark Souls makes it almost infuriating to die (because you become weaker) and lose everything (unless you go pick it back up).  Call of Duty, Halo, Killzone and virtually every FPS let you save your progress at numerous checkpoints to prevent you from needing to play through the same long sections every time you die.

Some games are just not the preferred style of gamers.  Often you will see a rift between fans of Splinter Cell and Metal Gear Solid.  While neither of these games are necessarily more difficult than the other they have different functions and handle differently.  It is always going to start with style and preference but in the end a game comes down to complexity.  It is in that spirit that Metal Gear is a bit more difficult than Splinter Cell.  That isn’t to say that Splinter Cell isn’t challenging or possibly more ‘realistic’ but many gamers decide on these two games based on style rather than challenge.

This isn’t to say that I want my experiences in first person shooters like Call of Duty to be more difficult.  I often play those games for a break from my life that can be difficult enough.  Perhaps that is why we need to realize that there is a difference in how we should look at our gaming experience and even the experience of others.  While some games present us with almost impossible tasks and difficulty others will give us the ability to lay back, hang out and wreak digital carnage all over the place without breaking a sweat… or thinking too much.

Where do you stand?  Do you prefer a game to be downright difficult/complex or do you prefer something simply more challenging?

Earning Your Legendary Points In Madden 25

Sanders Madden 25

One of the biggest mysteries to sim sports gamers is why they keep buying Madden in the first place.  Once you get over that fact and then try to play the only option for video game football you will quickly find yourself asking why your character in Connected Franchise Mode isn’t earning the legendary points you think they should be.

Well, chances are good that you have moved the quarter length up over 7 minutes… It is as simple as that.

After winning the Super Bowl in my first season (I now need to restart with tougher sliders) I noticed that my legendary points for getting into the Hall of Fame and those valued Achievements weren’t adding up.  During my second season I decided to mess with the settings before I played in the next Super Bowl.  What would you know – moving the quarter length to 7 minutes fixed everything.  Suddenly I went from 150 points to over 600!

As I try to find a way to make this into a more sim experience with 7-minute quarters I will say that you should probably set the accelerated clock to nothing lower than the default 20 seconds.  It would be nice if EA actually said something (or God forbid, put a notation on the achievement like they once did).  While I am enjoying my time with Madden 25 I must say that it gets rather annoying putting up with EA’s endless idiotic decisions and implementations.

GAME OVR – The Strange Obsession With OVR Ratings In Sports Games

In gaming all ‘ability’ levels are based around number ratings and scales.  The only difference in ratings comes in how they are presented (or not presented) to the user.  Everything from guns in Call of Duty to Spin Ratings for Defensive Tackles in Madden have some sort of numerical value – even if they aren’t presented to you in that fashion, the ratings are numerically based once you dig into the guts and binary code of the game.  That said, there is one rating in-particular that seems to be an obsession with sports gamers… the Overall (OVR) rating.

In Madden NFL, NBA 2K, NHL, FIFA, NCAA Football (RIP), etc. the primary measure of a player’s worth is in his OVR rating.  While the determining factors for a player’s OVR may differ between games it seems that it is the only thing that matters to most sports gamers in determining a player’s value/talent in the given game.  Granted, in Madden and NCAA the other rating of almost equal importance over the last 10+ years has been Speed (SPD) ratings for ‘skill’ positions – OVR is still king when it comes to determining the success and worth of a player.  In fact, it should be changed to a ‘Physical’ (PHY) rating as we develop a totally new rating.

How Do You Increase OVR In Madden?

To get this out of the way, there have been many people asking how to increase the OVR of their players in Madden 25.  This is rather simple as long as you are earning enough XP for the player during your Franchise/Career mode.  Always start with the Awareness Rating (AWR) of the player and you will soon see the OVR jump substantially.  After that, it is all about investing in the position specific categories for the player.  So, if you have a QB – start with AWR and then move to Throwing Accuracy, Throwing Power and so-forth.  If you have a HB, I suggest starting again with AWR and then moving onto Spin, Juke, Stiff Arm, etc.  Hopefully this helps – but when in doubt you should always start with the mysterious AWR Rating.

How To Best Rate Players?

This is a question that often creeps up in sports gaming forums.  While there is a necessity to depend on numerical ratings for players (at least in the ‘hidden guts’ of the game, as stated above) there seems to be a growing divide among sports gamers as to how these ratings should be shown to the gamer – or if they should be at all.

Madden NFL’s rating system is vast and sometimes confusing (or simply meaningless in some cases).  With Donny Moore being the primary focus of players getting weekly boosts or reductions in ratings based on their real-life performance for online roster updates there are many gamers and fans out there that question his ability to make the right changes.  I have been critical of his rating changes in the past and I am not about to retract my remarks or references.  However, it is feeling more and more like the best way to rate players in Franchise/Association/Career/Owner modes should be determined by more than some sort of absolute numerical value on an interactive in-game spreadsheet.

Every team and franchise values players differently.  Every owner, coach, scout and fan places different values on players as well.  This is where I believe the best rating system should include a mix of numbers, letters and gold stars (yeah, I said it – gold stars).

The grade of a player’s SPD should be determined by multiple factors – including game/season fatigue to start.  Also, this all important rating should also be determined by weather conditions (including high heat) and agility if necessary.

As for ‘Overall’ (OVR) I am of the strong opinion that it should be changed to ‘Value’ (VAL).  This might seem just as arbitrary as OVR but if we changed the rating to VAL and based it around the play-style/coaching style of the gamer and the resulting ‘fan value’ of a player it would make for a far more realistic experience in career modes and in the game.

Explaining The “Value Rating” In Detail With Examples

My suggested value rating would require an extremely ‘organic’ and amoeba-like rating system that changes from week to week and moment to moment.  This would also likely be extremely difficult to develop without serious bugs in code, etc. – but why not consider it anyway?

It all starts with creating an initial philosophy.  This will differ depending on at which level you are assuming control of your team (Owner, Coach, etc.).  Some owners are all about making money first and having a great team second (think Randy Lerner in Cleveland).  Other owners like to think they are the best judges of talent in the league (think Jerry Jones and the late Al Davis).  Then you have owners like Robert Craft that support a coach that they trust and watch the victories (and the money) pour into their franchise.

Madden has started to make this type of change recently with Coaching Schemes playing a role in the ratings of players.  However, this hasn’t translated to any real changes in the gameplay (which is a different discussion altogether).  The downfall in this is that the players are still being judged on their scheme type and ratings in their OVR rather than their production and value to the franchise, team and fans.

The VAL rating would consider the percentage of time that player is on the field.  How many times the player touched the ball and perhaps how often the gamer controls that player on defense.  If you start taking into consideration the value you place on some players in terms of actually using them it becomes a much more involved and introspective gaming experience.

My Madden 13 CCM with the Cleveland Browns has reached the 2020 season and I have developed some of my players into some of the statistically best players that have ever played.  My 2013 Draft Pick was a 2nd Rd QB, Mark Mallett out of Oregon State.  He has developed into the best QB in the league averaging over 43 TDs and 5000 yards a season.  He has also won four Super Bowls (with 4 MVPs to go with them).  I decided that in his contract renewal process that I would reward him for being the franchise player that he is and I did this with a 6-Year $132 million deal.  I followed that up with a deal for Joe Haden to stay with my team through the 2026 season.  The moral of the story is that even if Mallett hadn’t progressed with his physical ratings he would still warrant a huge contract no matter what and this is because of his value… not his skills.

Tom Brady doesn’t exactly run like the wind… neither does Peyton Manning.  Somehow they are still considered the two best QBs in the NFL.  Sure, they have good arms and are accurate passers – but they are also smart/intelligent leaders.  This is where the performance of players under ‘user/gamer’ control should start to develop this same Value as games and seasons progress.

What do you think?  How should ratings be decided in sports gaming?

Madden 25 – Choosing A Team In Connected Franchise Mode

Now that we are about six weeks into the NFL Regular Season there are many surprises in the league as far as performance and records go.  There are already many teams vying for the #1 pick in the 2014 NFL Draft while others are suddenly looking like they think they can make a surprise playoff run.  Here is a list of some teams you might want to consider using in Connected Franchise Mode with some ideas of how to build them to success.

Obviously Bad Teams

JagsThe Jaguars are among the worst teams in the NFL and we knew this before the season started.  Given the fact that their Quarterback situation is almost laughable.  When running this team it might be wise to create a new owner as well (unless you want to be the Wario look-a-like Shahid ‘Shao’ Khan.  Also, taking it upon yourself to look into trading Maurice Jones-Drew for a potential draft pick might be something to consider if throwing away the season is on your possibility list.  Another action to consider for a fun storyline would be signing Tim Tebow and trying to save the franchise in Jacksonville.  Otherwise, moving the team to Los Angeles might be the absolute best idea… even if EA doesn’t do much to make it worthwhile to move a team other than strictly in being in a new city.

BucsTampa Bay is in desperate need for an overhaul in how their team is run.  If that means you go through a season with Greg Schiano leading the way with his faux-military take no prisoners style or possibly just creating yourself as an intelligent player’s coach – the choice is yours.  With the departure of Josh Freeman there is a possible storyline to go with in using rookie QB, Mike Glennon and having him lead the Bucs to success.  Otherwise, you might want to start looking into the potential for getting someone in the draft or free agency.  You will have a decent base of skill players to use with Vincent Jackson and Mike Williams at WR on top of having the ‘muscle hamster’ Doug Martin at HB.  Tampa Bay isn’t a terrible team, but they could use some serious help and changes – starting at the top.

Surprisingly Bad Teams

SteelersThis team has been a perennial contender for the last decade and they are starting to show their age… not to mention some serious holes in personnel.  When they lost their starting Center in Pouncey it looked bad.  Now that the season has started and they have no real answer at HB, WR, OL, LB or DB it is looking like they might need more work than anyone ever thought.  Maybe it is because they play in what used to be a two-team division and they are simply falling behind the other teams.  Either way it goes, the Steelers are a team that could potentially use a huge front office change and maybe a new face for the franchise if Big Ben proves to be declining as much as he seems to be.  Do yourself a favor and revamp the O-Line before you do anything.  Try to sign a true #1 WR and hope that the defense can pick it up.  The potential for a fun rebuild is there in using the Steelers – and suddenly it isn’t so surprising.

GmenThe Giants are in trouble.  This is a team that just a few years ago won two Super Bowls.  Now they are looking similar to the Steelers in almost every way.  The Giants have started to look like an aging team and Eli Manning is starting to look like the player he was early in his career throwing INTs like they are going out of style.  This compounded by the fact that they are a team without a true HB threat.  Bringing back Brandon Jacobs was surprising after he had been released by the team rather recently.  Their defense was once one of the most feared in the league and now it has more holes than a block of swiss cheese.  Taking over ownership of this team could be a lot of fun if you want to get rid of Manning and start fresh.  Although, that could be a long road ahead.

 

Surprisingly Decent Teams

BrownsCleveland is a team that looked like they were destined to go 0-16 after two weeks and suddenly they are tied for first place in the AFC North.  While they are a team on the rise, they are also a team without a true answer at QB or HB.  While Josh Gordon seems to be a legitimate threat to be a Top-10 WR in the league and Jordan Cameron is one of the better TEs this season the Browns need some serious help in offensive skill positions.  On defense, the Browns are among the best in the NFL and this is largely due to the aggressive approach they have taken under Defensive Coordinator, Ray Horton.  You might want to look into getting some help for Joe Haden on the other side of the field at #2 CB.  Otherwise, this is a team that simply needs a couple pieces before they become a true contender.

ChiefsKansas City is starting to look like a serious contender with new coach, Andy Reid.  If you were to take this team to a 5-0 record in your first season in Madden it suddenly isn’t too far-fetched.  However, this doesn’t mean that they are a perfect team that doesn’t need any help.  They have some good pieces to play with in Jamaal Charles, Dwayne Bowe and even Alex Smith at QB.  This goes with a defense that is rather dangerous and can hold their own against virtually any team in the league.  It could be fun to take over the Chiefs and make some moves to make this a team to compete with the Broncos for the AFC West.

Madden 25 – It Is Time To Move On

Sanders Madden 25

The demo is now available for Madden fans to download and play to their heart’s content.  At 2GB in size it is a nice size for a demo with 5 minute quarters and the ability to change the difficulty level (as well as change the accelerated clock back to normal speed so you can enjoy the demo for a bit longer each time you play.

You will have the choice between using the Ravens or the 49ers in a Super Bowl rematch in Baltimore.  The other match-up has the Packers and Seahawks playing on the not-so-frozen Tundra of Green Bay.

The demo is solid and plays like you expect Madden to play.  There have been some obvious tweaks and changes to the momentum of players as they don’t go into sprinting as fast as they once did in past iterations.  Also noticeable is the fact that player collisions seem refined this year.  If you are using a bruising runningback like Frank Gore and you flick the R-Stick forward at the right moment you can expect to blow up smaller players on defense.

On the other hand, if you are on defense and want to lay out an opposing player with the ball and you have someone like Patrick Willis – it will be a fun “oooooh!” moment as the heavy hitting defender knocks the snot out of the ball carrier.  While this seems like something to cast away as ‘something that should have already been in the game’ it is a nice addition none the less.

Shouldn’t This Stuff Already Be In The Game?

Yes, you are right.  We have been waiting for basically this entire generation of consoles to have a Madden title that plays and feels like this.  It still feels like a crisp handling Madden game where the players move at the slightest command of the analog sticks. While many Madden fans tend to worship the control scheme and feel of this game it is still a bit arcade-like and feels at times like it is still focused on being an offensive shoot-out rather than a good football game.  Granted – this is what the NFL wants in their new approach to the game (flag football much?).

This also brings to light the new ‘run free’ feature that gives players a more dynamic running ability based on their style and ratings.  As mentioned above, players like Gore will run people over and then there will be players like LaMichael James that can juke others out of their jocks.  It is a nice addition but it isn’t really something ‘new’ as much as something that is just being featured in this title.

Dear Phil Simms – STFU

I can’t stand this guy during his broadcasts in real-life and in Madden he is ten times worse.  If you got sick of hearing him bad mouth the wrong player or make some sort of lame comment about WRs not being able to be touched – it gets old by the second quarter.  Turn off the commentary and turn up the crowd noise… although even that isn’t as good as it should be.  The sound quality is garbage and I’d recommend getting some decent music to play in the background rather than hear anymore of what we have been getting for the last 25 years.

Connected Franchise Mode

This is once again something that EA is trying to push as something new that was really removed before coming into this generation of consoles.  Owner Mode (what it really is) was in Madden 2005 and is finally back almost ten years later.  The only thing with this is that I am left wondering what in the hell I care about my team making more money for if there is a salary cap.  In a baseball game this is vital as your team needs more money for better players.  In this game you will most likely be able to spend your money on something you will never see in-game like cup holders at every seat or heated toilet seats.

The new feature seems to be directed on towards bringing more fans to your games depending on the prices you set for things in the concession stand along with ticket prices, etc.  News to EA… NFL games are expensive forms of entertainment.  You have to be crazy not to expect a cup of crappy beer to cost $8-9 per cup (no joke).  So, before you get all excited about some ‘new feature’ like this it would be wise to look at it with a critical eye and ask – “What does this mode/feature really add to the game?”

As we get closer to the release of Madden 25 there will be a lot more hype built up on the internet focusing on how amazing this game looks and how many new features there are in place.  Don’t fall in the trap… read up on Madden 25, play the demo and above all else don’t buy this game new without knowing the details first.  We will keep you posted.

 

Creativity Isn’t Dead – Most Perceptions of Entertainment are Boring

I have been fortunate to know or be acquainted with artists, writers and even some people that work in video game production.  One thing that has never ceased to amaze me is their creativity.  There is always something new in their head.  Some sort of cool new project that is simply amazing because it is fresh and straight out of their creative mind.  The current mainstream gaming atmosphere doesn’t allow for this sort of creativity anymore.

Video-games-as-art-600x300

With games like Call of Duty and Madden being released every year it doesn’t say much for what corporate monsters think of gaming.  They don’t see it as art – they see a bottom line that must be met in sales or the studio will be closed.  As you start looking at the upcoming consoles do yourself a favor and ask why the games are getting stale.  While Madden can’t exactly change or implement something wild or crazy graphically or otherwise – it is still lacking creativity.

Another example of a great game that became over-produced quickly – Assassin’s Creed.  Really?  Is the character truly a different person?  Sure, the voice is different and the face may be structured with some new scars, etc… but this is the same damn game every time it comes out.  Attack, Counter, Attack, Kill, Run, Repeat.

There are many artists and developers out there that want to be creative in gaming and they are being held back because gamers don’t want new games or concepts.  They want a fresh veneer painted on the same crap they have been playing for 10 years.  People generally fear change and it is up to artists, musicians and writers to flip their world upside down.

I look forward to the day when I can look at video games and see them as new, fresh and risky art… right now all I see is what most people seem to want:

2/3 of a gun
Crosshairs
Poorly animated blood

The list could go on, but really if it needs to you are missing the point.

Madden 25 Connected Franchise Mode – Don’t Settle For Anything!

After Madden 25 announced a recent Gamestop promo for ‘Connected Franchise Mode’ and an article surfaced on Bleacher Report talking about the supposedly tweaked Connected Careers Mode; there seems to be a lot of work for us to do in order to make Madden better instead of simply allowing EA Tiburon to give us old features and call them ‘new’.

There is a poll on the Brian Mazique article asking if editing rosters, fantasy drafts and controlling every team are enough to make you completely satisfied.  These aren’t new features!  Madden 12 had every single ‘feature’ they are trying to re-implement into a mode that essentially disallowed them.  While these features are a must and will only add more depth to the game they by no means should satiate your desire for a better football game.

Reyna BOOM

Some of the (many) additions Franchise Mode needs in order to mimic the real NFL are below:

  • Player Morale – Player morale was in Madden 2005 and has been in the NBA 2K series for years.  If there is one thing that Madden lacks in terms of bringing life into the players it is morale and mood when it comes to the actual players.
  • Free Agent/UDFA Signings – Madden seems to think that free agency is something that allows a team to go and simply sign anyone they want if they aren’t on a team.  After this weekend’s draft there were many players that were picked up just seconds after it was over.  These players don’t simply go to the first time that calls, they weigh their options and choose.  Some players have no desire to play for a team that has too much depth or a team that simply doesn’t win.  Madden needs to make this more realistic and that starts with a more true-to-life free agency.
  • Storylines – The addition of storylines for some of the draft prospects in Madden 13 was awesome.  It was a nice way to give some of the players in the draft a personal touch.  The downfall is that their stories all seemed to stop once they were drafted.  The commentary doesn’t follow any of them and the updates on the ‘news feed’ seem to leave any of those stories high and dry.  Continuity is something that Madden’s career modes always seem to lack and while it will take some work to fully implement – it will be worth it.
  • Fan Bases – Some teams sell out almost every game.  Some stadiums are lucky to be at 50% capacity.  Somehow, almost every game in Madden is a sell out according to the stands.  While some games have low attendance due to weather it doesn’t seem to matter what is going on in a given city for a game to be sold out.  I can promise you one thing, if the Browns ever host an AFC Championship Game and it is snowing like crazy… the stands will be FULL.  On the other hand, if the Bengals are playing a game in the middle of the season at home and they are 2-7, they will be lucky to have any ‘fans’ show up.  The NFL is nothing without the fans and that needs to be made apparent in Franchise Mode.
  • Team Movement – While this poses some sort of strange issues with licensing, etc. there were some serious shortcomings when Madden allowed you to move a team to a new city.  Outside of the issues listed in the fan base section, you couldn’t keep the team logo and there wasn’t any real support for the gamer to create a team in a new city because the commentary was terrible and franchise mode lost its luster.  If you look at the fact that many teams are looking to move to new cities because of stadium issues or simply for more money it is something that will be happening soon and should be given the proper attention in the game.
  • Injuries – Madden finally put in some sort of real-time physics last year with the Infinity Engine.  The downfall was evident in many areas but injuries are one of the most obvious.  As much as the NFL wants to censor Madden and try to convince people that it isn’t a violent sport – football is a violent sport and that is why we like it!  Real time injuries need to be in the game and big hits need to matter.  It makes no sense for my 6’4″ 260lb MLB to have a random injury when he crushes Joe Flacco or Mike Vick in the backfield and they get up like nothing happened.  Fix the injury system… please.
  • Player Progression – While I have always been a proponent of performance based progression I do not like how Madden 13 allowed the user to simply accumulate points by stats and put them where ever we wanted to in each player.  Abilities should progress as the player uses them and performs them.  How can a strength rating go up randomly or just because we decide we want it to?  Follow the lead of MLB The Show and let the user have the option to determine what areas players will work on in a given week or set it to auto and let the coaching tendencies determine it.
  • Player Value – After Joe Flacco won the Super Bowl he got a healthy contract renewal.  I drafted a QB in my Browns CCM, Mark Mallett… He has thrown for over 4500 yards and 35 TDs in his first three seasons.  He then won a Super Bowl in 2015 and is up for a new contract offer from our front office.  His OVR is 84 but his abilities have been growing with his performance.  His contract demands?… 5 Years, $4.6 Million per year.  There is no thinking about this from my perspective – Mallett is never going to ask for the money he deserves and that is sad.  Players with great speed or players we like using are typically going for crazy statistics in our Franchise Mode.  We should have to pay a premium price to keep them around if that is the case.  Player value shouldn’t be determined by OVR but by performance and that should make it harder for teams to sign players they want to abuse the other teams with and keep them forever.

We will continue our efforts to make Madden a better game and you shouldn’t let EA get away with calling old parts of the game ‘new features’.  What are your thoughts?  What is Madden missing the most in Franchise Mode?

Madden 25 – The Hype Train Is Leaving The Station

Now that we are getting ready to start football season in the minds of most NFL fans with the coming NFL Draft this Thursday there are a few things we can start sorting out when it comes to what Madden 25 will be pushing from the marketing end of the annual title.

The first thing we can plan on is the inclusion of some sort of ‘interview interface’ when it comes to CCM.  This is primarily due to the fact that NHL 13 is taking up where NBA 2K has been for a couple years now.  The idea of interacting with the media and having a simulation experience

It has been twenty-five years since John Madden demanded a true simulation football game. We are still waiting on EA Sports to provide us with one.

isn’t really new but EA is starting to take more of 2K’s features to heart.  My personal hopes are that Madden’s CCM (which is still going to be in the next iteration) will feature an interaction for people that prefer to be a ‘coach’ rather than a single player.  This will add depth to a mode that was off to a decent start last year.

Better physics and refined tackling are something that people have been clamoring for ever since the 360/PS3 released.  Last year we got the Infinity Engine and got to see some interesting animations play out (a lot of Gumby motions, especially).  Regardless, we can be almost certain that Madden 25 will have more refined player physics and tackling animations assuming they keep working with the same engine.  This leads us into one of the more intensely discussed topics on hardcore Madden forums – OL/DL interaction and blocking in general.

While it is highly unlikely that we will ever see a true end to ‘suction blocking’ it has been mentioned for NCAA 14 that there has been serious work put in towards improving blocking decisions and interactions.  This has been highlighted in discussing the inclusion of a deeper CPU intelligence that focuses on second-level blocking.  What is ‘Second Level Blocking’?  Second level blocking is basically any blocking that occurs after an initial block has been made.  So, if the Right Tackle blocks the defensive end and then starts running up the field – they will actually look for the next opponent to block rather than running blindly past a defender that will be looking to bring down the ball carrier.  Sounds like something that should have been in the game for years, right?  EA Sports isn’t exactly on top of things to pay attention to what seems like fundamentals sometimes.  Hopefully they will make good on the improvements in blocking for Madden 25 as this will be a positive direction for the direction of the gameplay in general.

 

Madden 13 Roster Update – Top Rookies Included

The Madden 13 Roster Update 4-14-13 is available now!  – Download Here

The time has come to get your fix of updated rosters.  There have been some moves around the league lately and those moves have been accounted for (Cleveland’s recent trade for Dion Lewis being one of them).  While some of the rookies have been re-rated due to prior creation having them too high for their projections in the original roster file.

If you don’t know how to transfer rosters here is a walkthrough for you.

If you would like fresh links for the USB Re-Hasher or Modio click the links below.

USB Re-Hasher

Modio

I cannot take full credit for these rosters as the base roster can be found here.

Madden 25 and Infinity Engine 2.0

As many sports fans finish watching the Final Four tomorrow there will be a new direction for their attention to go in the coming weeks (assuming they are NFL fans).  The NFL Draft is this month and while there aren’t any real high profile ‘must draft’ prospects out there there is plenty of hype to be started for some teams and especially for Madden 25.

NCAA Football 14 just announced through their typical trailer promo that it would have Infinity Engine 2.0.  While this isn’t much of a surprise as Madden had it first (last year), it is something that should make Madden fans wonder what is coming this year.  Now that EA has started to push yet another cover vote (as if it really matters) they are once again pushing the old players into the mix with a bracket that seems to be played out after the Peyton Hillis cover debacle – why I voted for him to curse my

I wonder if they will still keep brittle QBs damn-near invincible...?
I wonder if they will still keep brittle QBs damn-near invincible…?

Browns is beyond me.

Now that the Madden 13 cycle is almost over (most Madden fans will put this game on the shelf until July, when NFL Camps grab their attention and they can’t help themselves) we are looking to the next iteration of the same game we buy in droves every August.  With NCAA’s announcement there are some things we can all but assume for Madden 25’s improvements.

Better tackle physics are something that happen incrementally every year for Madden.  However, now that the NFL is making rules against certain player centered moves (tucking your head when running the ball – IE, The Truck Stick) we will most likely see a trend for Madden to be even more toned down as time goes forward.

Another hope for Madden is better O-Line/D-Line interactions.  This has as much to do with physics as it does with how the game is programmed.  It has been shown on numerous occasions that Madden’s blocking system is broken at best.  There have been multiple occasions in the past where I have had a punter or kicker mysteriously jump into the O-Line and easily handle a 350 lb defensive lineman.  While this goes beyond the infinity engine, it is something that should be made apparent regardless.

Pass Interference has been non-existent in Madden for almost the entire generation of 360/PS3 titles.  There are high hopes that Madden 25 and Infinity 2.0 will actually have this often-called penalty fully functional this year (on both sides of the ball).

As far as gaming goes in 2013, it has been a surprisingly dull start with little to look forward to in terms of games and even the new consoles.  It seems that we have hit a bit of a lull when it comes to this generation’s games.  Everything is a sequel, prequel or some other sort of half-assed effort with a big name company stamp on it (I am looking at you SimCity).  I always start out my year by saying I won’t buy Madden because it is the same game every single year.  Now that we are firmly set to start draft season, I am sure my tune will change for a few months before we are once again asking for patches the day after the game comes out.

As more Madden info comes out we will have it here for you – with completely honest opinions and reactions.

If you are curious about the roster update for Madden 13 – it is in progress and will be out in a couple weeks.
The draft is often a busy time for roster updating, so it will be a good time to get that work started.