Wednesday, November 6, 2013

Posted by Unknown
No comments | 6:20 AM


EA Sports MMA has now been out for two weeks allowing plenty of time to assess what the game has done well and where it fell short. For a first attempt with the launching of a franchise the product is surprisingly polished and contains a deep feature set. Here are what I perceive to be the hits and misses for EA Sports MMA.

Hits

  • Accessibility
The controls are not overly intimidating though they do take a while to become second nature and master. The ground game is where the controls are the best and in doing so offer a stark contrast to the competition. Stand-up is not as strong, specifically with the right stick for uppercuts and the use of the right bumper feeling awkward. The option to switch to button control striking is available as well. The submission mini-games are engaging. Overall the controls allow for novices to pick up the game and learn more skills through experience without being overwhelming.
  • Career Mode
Check out my full impressions of career mode here. Though not revolutionary in structure many of the frustrations of typical career modes have been removed and there is good variety in being able to build a custom fighter to certain strengths. There is also variety in locales, legendary trainers, and rule sets.
  • Online Play
Check out my full impressions of online play here. Performance has been excellent with very little lag having been experienced, in fact most fights feel as though they are being played offline. The Fight Cards feature provides a great deal of fun by making it an event and social experience. Live Broadcast is an innovative feature, a fantastic concept certainly, but there has been a distinct lack of interest towards it.
Created fighters and downloaded fighters can be used online but their ratings are properly balanced. Fighter Share allows for the quick and easy download of many named fighters that gamers may choose to seek out. The “belts” for ranking up based on XP earned gives incentive to keep playing. Saving the last four ranked fights for anyone to be able to watch in their entirety is one of the coolest features introduced in a long time.
  • Managing Fatigue
Fatigue has largely been a factor in past fight games by affecting strike power and quickness or slowing down movement. In EA Sports MMA though it is critical to everything that is done. Fatigue plays a role in the ground game, submissions, the clinch, defensively…really in every way imaginable. Skilled gamers will learn how to conserve fatigue and strategically take advantage of opponents who are drained.
  • Overall Variety
There is variety in all areas of EA Sports MMA not just career mode as mentioned earlier. Fighters have their own distinct styles with strengths, weaknesses, and special move sets that make each fight feel unique. There are different rule sets, cage or ring, and even Cowboys Stadium included. Flash KOs are not the only way fights end with TKOs, submissions, and even going to the cards always potential outcomes.

Misses

  • Loading Times
Check out the loading time evaluation for specifics. The game is plagued by lengthy loading times which inflict themselves in areas such as getting into and out of fights, heading in and out of the main menu, career mode, and different aspects of online play.
  • Online User Base
There has been a great deal of discussion centering on low sales for EA Sports MMA. This is most evident by the small base of online players. On release day, throughout release week, and even still the game has delivered low numbers online. Matchmaking often returns the message that no opponents can be found, and when one is located that opponent could very well be someone rated way out of the ranked range that should be competed against. There are often just one or two random fight cards listed and they are not near being full. The lack of online players has rendered the Live Broadcast feature largely ignored.
  • Presentation
The overall presentation is far from being terrible but doesn’t capitalize on the full experience. The signature intros are well done however they cut off early and the crowd is an afterthought beyond then. The on-screen graphics look nice however the game falters with the commentary. Replays are also often questionable in what they show and kept very brief.
  • Missed Opportunity
EA Sports MMA had the chance to include women’s divisions which would have helped differentiate the product even further from UFC. The overall roster may not have been full of names recognizable to casual fans of the sport but it was filled out well otherwise.
Posted by Unknown
1 comment | 6:20 AM


EA Sports MMA has some of the best online features of any sports game to date and has excellent online performance to go along with that. However the initial online base of players is notably lacking so the outlook going forward, as to whether there will be enough players to support the various experiences fully, becomes a bit of a concern.
There has been absolutely no lag in any of the fights I’ve taken part in online and others I’ve checked in with are reporting the same positive experiences. The fights practically feel like they are being played offline due to how smooth and responsive they are.

See this Video:  EA Sports MMA Online Fight

One big issue coming up with ranked fights is that everyone just takes the top rated guys. Normally this wouldn’t be such a big issue as it is pretty typical for the top guys/teams to be chosen in any sports game.
However the decision was made to prevent you from seeing who your opponent is using until the game has connected in and can’t be backed out of. You choose your fighter before seeing who you’ll be going up against. That means you’re basically stuck taking a top guy too out of the expectation that they will. In some cases it even means both sides end up with the same guy.
While I’ve seen, and taken part in, some excellent fights online the majority seem to end really early. Most end in the first round. It is difficult not really knowing how an opponent fights and walking into that situation because one wrong move early and it can pretty much be over just like that. And again with just the top guys being used it’s not surprising.
The ranked system uses “Belts” and leveling up to promote activity. I don’t totally understand the system and how it gives out a “Bonus” that is different + sayings. No idea what those mean.
The Fight Cards feature is easily my favorite. There are 10 slots on the card that can be filled with one fight for each weight class. They are easy to set up and provide lots of different options. The card then goes one fight to the next with those people who are not in on the current fight spectating.
It makes for a really cool social experience. The only disappointment is that it is not ranked or even tracked. Fight replays are also not saved from the Fight Cards. It would have been nice to at least have records kept (even if not ranked) for Fight Card bouts and a full replay of the card or individual fights stored.

See this Video:  EA Sports MMA Fight Card

The Live Broadcasts could end up being great to spectate and intense for those participating. The actual live commentary aspect of it makes it like an event and fun to watch. So far they seem to just be viewable in-game but they are supposed to be streamed to the web as well which could expose the game to new fans.
I’m not enthralled by the “hype video” side of things though, but that is probably just my personality as there are people out there who like doing that kind of stuff. Obviously there had to be some way to determine who gets into the Live Broadcasts beyond just rank so we’ll have to see how this method works out.
As briefly mentioned earlier ranked fights have full fight replays stored for anyone to watch. Going to any of the leaderboards and selecting a name will then bring up that person’s last four ranked results. They can then be watched from start to finish. This is not only fun to just check in on and even scout friends and watch some of the top guys but it could be useful for leagues and monitoring styles/investigating complaints. It is just unfortunate that unranked and Fight Cards have no replays saved.
Just like the load times in every facet of the game they are frustrating in the online areas as well. With how quick some of the fights end the entire loading process in many cases ends up taking more time than the fight does but at least the action makes up for it. This is the major deterrent to watching fight replays though. From the point of selecting the fight to replay it takes a full minute until it actually starts playing. Once in the replay though you can skip ahead. Still it makes it a tedious process that has kept me from watching as much as I would otherwise.
Created fighters can be used even in ranked fights. They can come from career mode or the Fighter Share feature. The hope would be that EA has instituted the proper limits to prevent overpowered created fighters given the opportunity to use them. So far I’ve faced one that was absolutely huge but his ratings looked fair. Those available to download from the Fighter Share appear properly balanced in ratings as well.
I was really surprised that the matchmaking has been unable to find ranked opponents on several occasions, especially when considering it happened on release day and throughout a week that online activity should be heaviest. It also means getting matched up with guys who may be out of your league.
Difficulty finding online fights even at peak times is an indication that early sales have not been strong. This is probably a game that will have a long burn at retailers, picking up based on positive impressions and word of mouth. However if ranked opponents can’t be found on a regular basis and if Fight Cards can’t be filled at any given time then people may just move on to another game no matter how good this one is.
EA Sports MMA presents some innovative and intriguing online features that are perfect fits for this type of game. The Fight Cards, potentially Live Broadcast, and the ability to watch ranked fight replays in their entirety are fantastic additions. Whether there will be a large enough base of gamers playing to allow for these features to reach their full potential is the big question though.
Posted by Unknown
No comments | 6:18 AM

The career mode for EA Sports MMA is largely responsible for how much I have been enjoying the game. While it is pretty straight-forward in how the fighter progresses and advances it is the process of being put through the motions of various drills that has proved extremely valuable. The career mode avoids some of the frustrations found in similar modes in other games. It also keeps a good balance in ratings distribution while adding the strategy behind building on chosen strengths and learning particular styles.
Of course the first step comes with creating a fighter which offers a lot of options to sort through s well as the option to use “Photo Face”. Then comes choosing a fight style (I went with Muay Thai). All of the different styles carry with them unique strengths and weaknesses.
Bas Rutten guides through the career mode and though it can get long-winded at times the voice acting from him is quite good and generally relevant. There are other legends that assist along the way as well.
There are eight weeks in between fights in which the training takes place. Each drill takes up a week of the training as does sparring against a training partner that mimics the style of the upcoming opponent.
As mentioned in the open the tutorials that the career mode fighter initially goes through really helped me grasp the controls and expand my skill set. I became comfortable with new things at a rapid pace that transferred over to immediate success online. That brought about a really satisfying feeling and a desire to keep pushing through the mode…and I’m not someone that typically spends much time in a career mode.
One thing I really liked about the training is that after completing the drill a “grade” is provided and that determines how many skill points are earned. What is great about it is once completed it is not necessary to go through it again every week. Instead the drill can be simulated based on the high grade that has been earned. So any drills that have received an A will simulate out to that result. It makes the mode much less tedious than it could have potentially been.
One of the biggest complains with UFC 2010′s career mode was the heavy ratings deterioration and the fatigue factor going into fights. Neither of these are problems in EA MMA. Instead just concentrating on what areas to work on, gaining special moves, and looking ahead by scouting an opponent is where the concentration turns.

See this Video:  EA Sports MMA Career Fight

Early on in the mode the option of paying to go to new training locations becomes available. Though there is a cost to going to them they are worthwhile as new drills are opened and they are where special moves can be obtained. It was a good move on EA’s part to limit the number of special moves that can be earned to 16. There are 27 total but that limit means again picking and choosing to build up certain strengths or basing it on personal play style and it creates variety in fighters.
There are tasks that have to be completed to earn the special moves, most seem to be based on completing a certain assignment in a minute such as knocking down an opponent or just surviving with limited options. The ones I’ve tried so far range from somewhat easy to very difficult. There are many that may take multiple attempts to finally get through.
There are also new leagues given as choices to move into after winning the title in the current one. Again the nice thing there is that they have different rule sets and different types of styles that they are heavy on.
The load times can be frustrating (as documented earlier) throughout the entirety of EA MMA but especially in career mode where there is so much in and out of the central area. At least being able to simulate the drills can speed up the process, but still loading into the mode and getting into fights or the new training locales mean lengthy waits.
One other note, I got a good laugh out of a couple shots taken at the UFC game. There are some references to the “shine”, the process of spinning the right stick as fast as possible in UFC to get a submission. Though I don’t remember the exact wording on them they basically make fun of it and it was worthy of the laughs as there is truth to what is said.
The career mode for EA Sports MMA, while not revolutionary, has kept things simple while providing an element of strategy in how to shape the fighter. The different styles and different special moves creates a great deal of variety and personalization. Most importantly it really does a great job of helping to improve the skills of the user through the tutorials, drills, special moves, and progressively more difficult opponents.
Posted by Unknown
1 comment | 6:13 AM


NBA 2K11 has now been out for two weeks allowing plenty of time to assess what the game has done well and where it fell short. While there are certainly some issues to look at for an upcoming patch the game delivered in just about every way imaginable. Here are what I perceive to be the hits and misses for NBA 2K11.

Hits

  • Michael Jordan
Both the Jordan Challenge and Creating a Legend modes are compelling and enjoyable. The resources that went into creating these turned out to be well worth it.
The Jordan Challenge (see my full impressions here) really captures the history of the moments and even includes some great throwback touches. Being locked to eight minute quarters adds some pressure forcing a play style that will not be natural to some. Still the challenges have proven to be fun and very satisfying when achieved.
Creating a Legend (see my full impressions here) on the other hand takes My Player mode and makes it fun by controlling a guy who is talented at the start (and only going to get better) with the playing time to match. It lacks the press conferences and endorsements found in My Player but the trade-off is worth it. It is great being able to choose the team to start with as well as the capability to request trades. Very much looking forward to seeing Jordan progress and age through his career.
  • Association
This is the first time in years I’ve been interested in playing beyond a few games in an NBA title’s franchise mode. The wide array of options makes Association approachable for both casuals and hardcore. NBA.com and NBA Today features add a lot to the experience.
There are some big issues that have been discovered with the mode however. Home court advantage in sims produces blowout wins, there are problems with trades and free agency after the first draft, and the halftime show is missing the portion showing scores from around the league. They all seem to potentially be fixable with a patch.
  • Classic Teams
One thing I was really looking forward to was the opportunity to play with the Seattle Sonics. Part of the reason why I have had trouble getting into NBA games as of late is that my team was stolen away and I have no emotional attachment to anyone else.
Getting to play with guys like Gary Payton and Shawn Kemp is simply awesome. It’s a shame that most of the classic teams are missing their bench players (the Sonics only have their starting five) but at least the main guys are there.
I’m sure there are many people out there who have similar emotions using teams they followed in the past and 2K11 includes 18 of them. Hopefully we see more teams added and expanded ways to use them in future additions.
  • Depth
NBA 2K11 packs in a ton of content. Standard games and basic functioning online play, the two Michael Jordan modes, Association mode, My Player, and classic teams. Beyond that they haven’t gone out of their way to milk consumers through DLC or unlockables. That could have been done with getting to Creating a Legend but instead a free unlock code was discovered.
  • General Gameplay
The gameplay continues to be the main strength of the series, though that is now matched by the feature set. Games flow at a nice pace and the crowd atmosphere adds excitement. All this has been done without resorting to gimmicks.

Misses

  • Online Play
While not the complete disaster of previous years (check out my full online impressions here) it remains a weakness for the series. The biggest issue comes with shot timing being difficult to discern and outside shooting almost non-existent in online games due to that. Co-op modes such as Team-Up and Crew are unreliable. Design decisions with the menus and choosing to place gamertags under each player rather than the player names causes a bit of trouble. There is some surprise that Michael Jordan (and the classic teams) can’t be played with online in any capacity as well.
  • My Player
While the Creating a Legend version of My Player provides quite a bit of fun, actual My Player mode is full of frustration. Starting with such a low rating (in the 30s) takes a lot of the enjoyment out of it early on. The grading system penalizes for very questionable actions or things outside of your control though it is a little more forgiving this year at least.
The press conferences added to the mode this year are a cool touch but much of the time the questions are completely out of context as to what happened in the game and your role in the outcome. The teammate CPU AI can also be completely inept at times.
A major issue with My Player mode reaching a freezing point was discovered soon after release of the game. It is unfortunate that the time being invested in the mode is being wasted and nothing about a fix for this has been discussed yet.
  • Control
Given that NBA 2K11 is the only NBA game on the market this year it has become easier to get accustomed to the controls. Isomotion though remains uncomfortable at times and definitely isn’t a user-friendly control system for novices.
Passing is troubled and that isn’t limited to the number of deflected passes. The directional passing can’t be relied upon. In many cases pointing a certain direction towards an intended recipient and passing sends the ball to someone unexpected.
Issues are not just with the mechanics and results of the controls but also with the control over the players. While certainly cases are much more limited than in the past there are still instances where players get stuck in animations. When under the basket players tend not to go up strong with the ball or make an unnatural move to take an awkward looking shot.
Posted by Unknown
No comments | 6:12 AM


The Michael Jordan mode most heavily marketed in NBA 2K11 is the “Jordan Challenge” which presents a set of 10 different scenarios to complete based on many of the biggest moments in his career. I went into the mode uncertain of whether it would be something that I’d continue playing past making a few, likely futile, attempts. Despite some initial frustrations it has almost an addictive quality to it and I am enjoying it much more than anticipated.
Upon my first try at “The Arrival” I seriously began contemplating whether I would be able to complete a single one of the challenges let alone the whole 10. That one requires scoring 63 or more points and shooting over 50% from the field.
The initial issue I had was that I’m simply not used to playing a basketball game in this manner, worrying only about a stats and pushing an individual over team. Combining that with being locked at eight minute quarters the pressure was felt immediately.
By getting through all of them the “Creating a Legend” mode is unlocked and that is something I’ve been looking forward to trying out, so it would be disappointing if I were to never reach it. I’m still concerned that will ultimately remain out of reach.
So I moved on to the one that looked the most achievable, that being “Bad Boys”. The requirements there are to score 47 or more points and win the game for the Bulls. After a few poor starts and restarts I finally began to get into the flow and have success scoring at the rate necessary. I completed that one with plenty of breathing room scoring 58 and winning by 8. That gave me quite a bit of confidence going into the next challenge.
I went back to “The Arrival” and got it on my next try scoring 68 points and shooting nearly 60% from the field. So I then went to the next one I felt I had a shot at “Shootout” which requires outscoring Dominique Wilkins while holding him under 25 points and beating the Hawks. I nailed this one on the first try too. The key was setting the defense to ‘always’ double team Wilkins. I then laid off other players to try and prevent him even getting the ball. He was held to 18 points, as Jordan I scored 43, and actually won the game by double-digits.
That is where I’m at right now. Looking ahead “The Shrug”, “Father’s Day Victory”, “The Flu Game”, and “Michael’s Last Dance” loom ominously. It is going to be tough to make the 6 three pointers in a half, get the number of rebounds, and get enough steals required in the respective games. I’ve read that some have moved Jordan to a low post position to aid in at least getting more rebound attempts so I may give that a shot.
Again the mode isn’t about playing realistically, though to an extent taking over a game as Michael Jordan is realistic. Just doing so with only eight minute quarters is not. It can also be a disjointed experience with the stopping and starting of games. Just a few minutes in if the stats aren’t starting to come in at the projected rate necessary then it is time to bail and start over. That can end up feeling like a waste of time because nothing comes out of it. But the feeling of achievement is there when it is finally completed.
From my observations the fatigue for Jordan doesn’t run down too harshly. So while in some games I’ve actually sat him for short periods of time (when the opportunity arose) it hasn’t felt necessary. I haven’t found that he runs out of stamina to an extent that it would affect his performance. So if needed going the full 32 minutes can be done, but even in that 32 minutes is a cramped period of time to complete the tasks.
I have read that some out there are finding the challenges frustrating. I can definitely understand that but in playing through them I’ve found myself improving vastly from one attempt to the next. The question is whether that will carry over to how I play the standard game or if that individual focus will ultimately be damaging.
I’m really enjoying the “Jordan Challenge” and completing the three so far has provided a high level of satisfaction. The only thing I would like changed would be the ability to increase the quarter length but in turn there would have to be an offset to that, ideally that could come with more of a fatigue drain. I’m very much looking forward to working through the rest of them and hopefully those ones cited earlier won’t give me quite the trouble that they would appear to on the surface.
What do you think of the “Jordan Challenge” so far and how many have you completed? Leave your thoughts in the comments!
Posted by Unknown
No comments | 6:09 AM

 

With Madden 11 out for two weeks now and having let some of my initial feelings settle with additional play-time I thought it would be interesting to isolate some of the accomplishments in the game along with some areas that it whiffed on. I’ve listed out what I perceive to be the top five hits and top five misses for Madden 11. In addition to this make sure to check out my full impressions and online impressions which present more comprehensive reports on the game. Continue on to check out the top hits and misses and leave your thoughts in the comments!

Hits
Fun Factor
For me this is always a big thing and tends to get overlooked when a game gets analyzed, but due to the the general gameplay enhancements and CPU AI improvements Madden 11 can be extremely fun and very satisfying.
Online Team Play
Though there are some difficulties in terms of setting up games and there is no real incentive to continue playing after the initial “new” feel wears off the mode has a ton of potential. It brings in a totally different focus with communication, strategy, and teamwork being critical to success.
Locomotion
The enhancements to locomotion, though not as obvious as in NCAA, really took Madden to another level on the field. I especially like the “anything can happen” wide-open nature that comes along with it. For too long Madden has at times felt as though it was almost scripted and thankfully that isn’t the case with Madden 11. I also have ended up really liking the removal of a speed burst button which makes the running game more responsive and a blast when in the open field.
GameFlow and GamePlan
Though not perfect (the mobile versions of Madden have superior GameFlow) it did accomplish what it set out to do and that is to make Madden more accessible and the games quicker to play through. I don’t trust it completely and have to audible frequently but I appreciate that it allows for the focus to be on the gameplay instead of rummaging through the playbooks. Setting up a GamePlan can be tedious but it is a nice way to collect favorite plays in one place. Would like to see custom playbooks and/or GamePlan provide the ability to pull plays from all teams and not just one.
Atmosphere and Audio
For the first year with a new broadcaster EA did a remarkable job with Gus Johnson. Obviously there is a lot of work to be done to mesh him with Cris Collinsworth and better blend Gus’ audio dependent on situations with player names and the action being called fitting properly with his voice level and enthusiasm. Bringing in the team specific crowd chants and fight songs also made a big difference. The more of these touches EA can add in the better as they really connect fans with the emotions had from watching real NFL games. Going forward though a home-field advantage and different stadium noise levels should be considered.
Misses
Pro-Tak
The tackling is certainly a weakness this year, with support from teammates being largely ineffective. The number of broken tackles are alarming and not just from players that you’d expect would be tough to take down. This is one of the big reasons why the games trend towards offense having the advantage.
Online Design Decisions
Allowing for people to quit in the first half of games with no repercussions (other than DNF%) and those getting quit on not getting a win or even the chance to play out vs the CPU was a baffling decision. Madden Ultimate Team being in an even worse position with people able to quit at any point, even seconds remaining, and it is like the game never even took place for both parties. Both have since been resolved. EA removed the ability to play friends or challenge others in lobby rooms to ranked games. The kick meter faces some big lag issues which is bad enough that even extra points are occasionally missed. GameFlow sometimes helps to speed games up, other times it just means more waiting around if an opponent chooses to bypass it. There is no central profile to check up on your own record, results, and stats.
Swagger
The “Swagger” rating (sponsored by Old Spice) was supposed to lead to auto-celebrations depending on the player’s rating. However the actual celebrations have been disappointing, outside of the Lambeau Leap. When I saw Chad Johnson catch and run for an 80 yard TD and stop, just stand there, and not celebrate in any way I questioned the effectiveness of “Swagger”. The emotion after scoring TDs seems to be largely missing which is disappointing. The cut scene celebrations often involve players who have no business being there and the “jumping around and into each other” thing got old the first day.
DLC/Coins
This year the downloadable content strategy in Madden 11 has taken a turn to the obnoxious and offensive. “Coins” can be used to purchase online play scouting reports, cheats/boosts in franchise mode and Online Team Play, support Madden Ultimate Team mode, and will be used to purchase upcoming Madden Moments Live weekly offerings. Providing a competitive advantage online to those who pay for it is the worst part of all this.
Isolated Issues That Stand Out
There are a number of problems that on their own can really damage the overall experience. The change to the “Strategy Pad” is one many have disliked. But issues with Play-Action (pretty much calling for a sack), kick return blocking (non-existent), CPU kickers in weather (they miss most field goals and even some extra points), and QB Storylines (one tends to play for most matchups) are impossible to ignore.
Posted by Unknown
No comments | 6:09 AM

After a few days with Madden 11 online I’ve put together some impressions covering general ranked/unranked games, the addition of scouting reports, Madden Ultimate Team, and Online Team Play. Overall the online performance seems to be up to par but some design decisions have hurt the overall experience.

Standard Online Games
The Madden 11 online games I’ve been involved in have been fun and run relatively lag free without experiencing any disconnects, though the games don’t feel quite as smooth as offline. The biggest issue comes with the kick meter which has a tendency to show the lag much more dramatically. I have missed extra points because of this yet in the same game been able to nail long field goals because the consistency isn’t there. From what I have read pretty much everyone is experiencing this…it isn’t just some sort of occasional issue related to particular connections.
There are really two hot topics when it comes to online play and changes that EA Sports made this year. The first is allowing anyone to quit as long as it is in the first half and not recording the outcome. So quitters can get out of a game without being penalized with a loss while the person quit on does not get the win or even the opportunity to play out against the CPU for the win.
Listening to Phil Frazier on the Kotaku podcast it became clear this was a design decision. He explained that now people don’t have to play the CPU when they get quit on. While I can understand that people go online to play other humans and not the CPU the solution here just makes the experience worse by penalizing those who are actually trying to play the game the right way or are simply outplaying their opponent.  On the other hand EA can’t just make it so a quit a few seconds in would equal a win for the other party because then there will be win boosters. However how legitimate are the rankings anyway when those in a precarious position can just get out of a potential loss by quitting???
Essentially no one will want to jump out to a lead in an online game for fear of being quit on. Hell I found myself getting nervous because I got an early score in my first online game and I almost fully expected my opponent just to quit. What ends up happening is a team that will be at a disadvantage going into the second half, or that falls behind early, may just decide it is better to bail than face a loss. That can often mean 20+ minutes completely wasted for both parties involved and is totally unfair to the person that got quit on.
The other thing being heavily discussed is the removal of the ability to play friends in Ranked games. Up until this year you could play friends by challenging them or from a lobby room. However now the only Ranked games are against randoms. The interesting thing is that the instruction manual explicitly states you can play friends in Ranked games, and there is even still the auto-message in the lobby rooms “who wants a ranked game?”.  But trying to challenge someone to a ranked game will bring up the following message:
So given that they programmed that message in it would seem explicit that they have completely removed the option of playing Ranked games against friends or those in lobbies. My guess is that this is a Microsoft and Sony rule though that wouldn’t explain why it has been possible until now and why the manual and lobby messages imply that it remains an option.
I had a concern going into Madden 11 that applied to GameFlow and the ability to go into the full playbook online. This has resulted in some really disjointed pacing when one side chooses to utilize it and the other doesn’t. Add into that when one side is using the scouting it can have the same effect. In one game I found myself just waiting around and it became increasingly frustrating….worse than previously where some of my time would be spent in my own playbook. I do like the ability to take my GamePlan online and hopefully that is what most people will do if they don’t like using default GameFlow rather than digging through playbooks.
Scores in online games are trending high, with many people complaining that defense is completely lacking. I personally don’t feel that way, though there is certainly a lean towards offense having the edge particularly online. I wonder what could be causing that and think it could be that “normal” speed is used when offline default is “slow” and that the slight lag presents more problems for controlling a defensive player than the ball carrier.
In one online game last night I lost 30-24, I came away with 55 coins while the winner earned 70. Wow, for the winner, that is only 43 more games to go at that pace until he earns enough to buy 20 scouting reports (3000 coins = $1). Basically you won’t be earning enough coins from games and will have to turn to spending money when it comes to scouting reports, Madden Moments Live, or Madden Ultimate Team. In fact I’ve heard of games being completed where the user LOST coins which is just adding insult to injury.
Random Observations
  • Ranked games are seven minute quarters on All-Pro and “normal” speed. Those are good settings though I prefer “slow” speed.
  • The road team can pump up the crowd and not the home team. (Strange).
  • Have not seen any weather or night games in Ranked. Selectable in Unranked.
  • Why does EA continue to stream videos in the online area when they have to stop every few seconds to buffer? Annoying.
  • Great that after online games you can sort through every play and save highlights.
  • Fight for the Fumble is turned off online. Which to me is a positive.
  • Offline settings such as depth chart changes and presentation (coordinator turned off) carry over.
  • Replays/presentation are pretty much stripped out except for the “Doritos Crunch Time Play of the Game” at the end.
Scouting Reports
Everyone starts out with 50 reports. That could last a while, or go very fast, depending on how they are spent. 25 reports will scout the entire game or they can be used on a play by play basis. One report can be opened, which leads to a second, and then a third. So multiple reports can end up being spent on a single upcoming play. In terms of dollar value scouting a single full game equates to $1.25.
So at the very least you have to appreciate that EA provided that so people could at least try it first. After going through a game using the scouting at several points though I have found it is of little value. The breakdowns are based on the situation at hand, such as down and distance, showing things such run vs pass and man vs blitz vs zone.
I found myself spending the multiple reports on some downs only to have the screen disappear before I could even fully read what was being presented. That was really disappointing considering I had “purchased” them. Add to that there is little time even otherwise to evaluate what has been given and put that to use. You can read what is on the screen but by that time a play has quite possibly already been called and you’re on the field with next to no time to react.
Over time it would seem that the scouting reports will gain value as more data is poured in and a clearer picture presented. However what I found in that game, despite it not being either of our first games, is that the data appeared to be based just on that single game. I have been told this is not the case, but it goes to show how little what I was seeing really ended up meaning.
Madden Ultimate Team
I’m not going to pay money to build up a team that is able to compete against the CPU or especially against online opponents. It appears more so than even last year spending actual money is necessary do well here and have fun with the mode. Remember that 20,000 coins you would get from pre-ordering at Gamestop? Not even enough to buy a single Platinum Pack of cards. 20,000 coins by the way roughly translates to $6.66. Turns out that wasn’t a great pre-order bonus compared to some other retail outlets.
I actually have tried at multiple times to get into MUT but gotten the message below. Who knew that a game mode, that primarily operates offline, could be too full?
Again though you can’t play friends in MUT which is probably meant to prevent coin boosters at the expense of those who would simply enjoy playing friends. That though hasn’t seemed to solve what now is the biggest issue with MUT. People can quit, even with seconds remaining, with no penalty and without the person that got quit on getting the coins they would have earned.
Talk about a waste of time that would be, to spend nearly an hour playing a game and come away with nothing to show for it. In response EA is now threatening to ban quitters. To me that is an odd way to deal with a problem that is EA’s responsibility to rectify.
Online Team Play
There is no doubt this is a fun mode. It adds a totally different feeling of achievement by working as a team and a different feeling of pressure knowing others are relying on you. However what holds it back is there is really no long term hook. Stats and records for individuals aren’t kept and there is no MMO angle that drives OTP (EASHL) in NHL. Essentially these are just one-off games with nothing at stake. They tried to add a bit with the individual accomplishments tying into boosts but it really isn’t enough.
While the camera angles seem to work well enough what I would like to see in the future is a way to bring the drama in. As the QB throwing a long TD pass can be a guessing game of “did he catch it?” and then just standing around with no celebration or further involvement. Don’t even get to see what happened in a replay!
Unlike the standard online games there doesn’t appear to be a way to turn off visual indicators such as the coordinator text. This becomes a problem primarily for those controlling the RB. The text box covers up the player and makes it incredibly difficult to discern the assignment.
The “Captain” gets to do all the play-calling, audibles, and such. Which is great for that person but it leaves everyone else feeling somewhat uninvolved. If GameFlow is used and things move at a brisk pace that isn’t a big deal. However I played one OTP game where there was about 15-2o seconds of waiting in between plays and that was a big killer to the experience.
Boosts are a concern for OTP. While you can earn them by achieving certain statistical game milestones (for lifetime) they can also be bought (for limited terms). My understanding was the boosts wouldn’t end up being a big deal but IGN has gone as far as to say it completely ruins the experience when players are involved and boosted. I’ve yet to see it in action though so I can’t speak on it either way. It aslo appears that no coins are distributed by playing OTP games.

Posted by Unknown
No comments | 6:06 AM

For Madden 11 EA Sports decided to take the approach of making the game ultra-accessible and in doing so may have alienated some of the dedicated gamers who buy the game on a year-to-year basis. Madden 11 certainly remains fun though and has its bright spots but at the same time houses some nagging flaws and omissions. Continue on for my detailed impressions of Madden 11 having taken a ton of notes through my play time with the game. There are also additional screenshots and videos to be had. All impressions are based on playing with All-Pro difficulty. As always feel free to leave your thoughts in the comments!

Positives
The CPU AI seems to have been much improved. Even last year there were games that got out of hand due to the CPU QB throwing bad picks. That doesn’t seem to be the case now. They’ll throw occasional INTs but I haven’t played a single game where I felt like the CPU was giving the game away. They may even be throwing the ball away at times. That or there are just some really bad looking passes that float out of play over an intended receivers head. The CPU run game is also competent and has to be respected.
General QB accuracy seems to be more varied than ever. It’s nice seeing passes hit the turf or head out of bounds instead of always being on target. There are still a lot of dropped potential INTs but at least there are other types of incompletions now. The balance feels pretty good to me though QBs like Tim Tebow don’t seem to be wildly inaccurate.
While there are still issues with the commentary I’m surprised by how well it turned out compared to what I played at E3 and what was delivered in the demo. Even if voice levels don’t match up all the time, or player names aren’t said in certain situations, just hearing Gus Johnson and his enthusiasm alone ratchets up the excitement and emotion while playing the game. Overall better than I had anticipated considering all that has to go into rebuilding an audio library.
GameFlow. Yes I’m putting GameFlow in the positives. It may not be for everyone but I’ve enjoyed the quicker pace and being able to focus on playing instead of sorting through the playbook. I have felt the need to audible out of plays occasionally but overall the play calls have been reasonably good. What I did though was turn off the coordinator audio and coordinator subtitles. Cleans up the screen and brings back the crowd noise.
I created a GamePlan with no play-action (explanation in the negatives). I suspect that while GameFlow is intended to make the game more accessible GamePlan will be utilized primarily by the more experienced Madden players. Most likely the majority of those who use GameFlow will just use it as implemented without creating a GamePlan. The process is just a bit tedious. As I was creating my GamePlan it just struck me that I have a better idea of what plays I like in-game when in a rhythm and judging based on what the opposition has been successful with rather than sitting on that screen and sorting through all the plays. I really like however being able to tailor the calls to all the different situations.
The advancement with locomotion definitely represents an improvement though maybe less pronounced than was seen in NCAA Football 11. I love having the ability to cut back across the field as it provides that “anything can happen” feeling which is so important to have. The dual-stick control enters into that too with much more control over a player and in the open field that is exciting to have at your disposal. The more I play the less I use the right stick for ball carrier moves.
Having the unique fight songs and chants implemented is just flat out awesome. Now, I don’t have any emotional attachment to these, but playing as the Packers I kept wanting to get first downs just to hear “Go Pack Go”. Hopefully more touches like that to differentiate settings and rituals will be put in going forward (12th Man flag at Qwest please) though I still really feel that varied crowd noise levels and home field advantage are necessary along with that. Love the “Hoooosh” from the crowd at home after a Houshmandzadeh reception and I believe I caught a “Suuuhh” after a Ndamukong Suh sack in Detroit.
The pass rush, on both the user and CPU side, can be quite significant. In fact it seems like the CPU is throwing with a defensive player in their face most of the time so that may be overkill with them needing to get the ball out a bit quicker. However there have been a decent amount of sacks and plenty of pressure to deal with and I think that makes for a solid improvement.
The team styles seem to be better differentiated probably due to GameFlow. Running teams tend to predominantly run, the Dolphins run a little more Wildcat than other teams might, the Broncos bring in Tim Tebow in his shotgun package, and so on. It doesn’t necessarily mean those teams execute as well as they do in real life though. The CPU Dolphins didn’t have much success running Wildcat against me. There also seems to be a lack of urgency from the CPU when trailing until the two minute warning hits.
Weather seems to have an effect on the games more so than in the past. Players slipping when making cuts and an increased numbers of fumbles stand out. Another thing I’ve noticed, which may or may not be by design, is that false starts by the CPU seem to happen more when they are playing on the road. If that is programmed in I like that a lot as it would represent at least a small sort of home field advantage.
The graphics are terrific though the game lacks the progressive lighting found in NCAA. I give Madden a bit of a pass on that because it has to deal with replicating a lot more when it comes to individual players so it is somewhat understandable, just hope they get that in next year. I especially like playing games at night and in the snow.
I like the new style of kicking. Yeah it is simpler and makes it really easy but I was never a big fan of the right stick method. This seems to separate kickers better based on skill level also. However just because the meter goes slower doesn’t necessarily make it easier to use them. I’ve found going from one game to the next that sometimes the meter going faster is easier to time. Another note: the Xbox 360 pop-up bubble (friends, messages) appears right on top of the meter which could be a distraction.
Digging the presentation when penalties are called (replays show the player committing them), after some questionable plays the LT symbol comes up so you can signal the coach to throw the red flag and challenge it without having to pause, and sideline catches are really a relief to finally have working properly.
I’m not sure if there are blown coverages or what but there seems to be a few plays where I find guys wide open downfield. Not often but once or twice a game of course being dependent on having the time in the pocket for them to develop. This is something that I haven’t noticed as much of in the past. If they are actual blown coverages (and not just poor AI in action) then it is a very welcome addition.
The soundtrack is great, and when I initially saw the list of tracks it didn’t thrill me. But the songs are those associated with the NFL and it adds quite a bit to have them playing in the stadiums.
NEGATIVES
Play-Action. This really kills me because I’d like PA to be a big part of my offense. However in Madden 11 calling PA is basically just asking for a sack. At best there is enough time to hit a button and get an errant pass away but usually it just results in a sack.
Kick Returns. They are non-existent. Out of all the kick returns I’ve had I think I’ve gotten beyond the 22 just twice. Usually I feel like it is an accomplishment to get to the 20. The blocking is just horrid as a wave of guys come untouched to tackle the returner. Punt returns have questionable blocking at the onset but I’ve gotten a number of great punt returns and it gets exciting in the open field. Usually cause of the first blocks being whiffed you have to break a tackle right after the catch and then the opportunity to make a big play emerges.
As mentioned yesterday there seems to be one single game intro that gets played in most every match-up. There are supposed to be unique ones (over 900 recorded) depending on the QBs and storylines. So this would appear to be a bug and a very unfortunate one at that. I even went into franchise mode and the Vikings-Saints opener was that generic QB talk with no mention specifically of Brett Favre, Drew Brees, or last year’s NFC Championship. I have since found a couple intros including the Bears vs Packers (Play Now) with discussion about the NFC North becoming a more passing division and Jay Cutler and Aaron Rodgers being future Hall of Famers. Jets-Pats, Chargers-Chiefs, Broncos-Bears, Browns-Steelers, Giants-Colts and Jets-Colts are the others that I’ve come across.
Gus Johnson also mentions at the start of every game that there is an intriguing storyline that they’ll be following up on throughout the game. Nothing ever comes up though. The Redskins-Eagles game would have been an obvious one to discuss but it wasn’t touched. Not sure if that is a bug or if the storyline aspect just didn’t make the cut.
I had grown frustrated with the running game early on but since figured out that there is just a big difference between good offensive lines and mediocre or poor ones. The issue I have with the run game is there are too many attempts that end in negative yardage. The average in the NFL of rushes that lose yards is under 10% and I’d gather 20% or more of my runs have finished up that way. This usually isn’t because of a mistake on my part but instead some really questionable blocking resulting in the back having nowhere to go. Obviously the great o-lines avoid this more than the poorer ones. All that being said when not getting hit in the backfield the run game is very fun especially when in the open field.
Below is just a single example but it is representative of what I have seen at times. Lineman just completely kicking blocks or letting them go too early or defensive players coming in untouched leaving you helpless in the situation. Certainly it happens in the NFL too but not quite at the rate I’ve seen it in-game.



CPU kickers are terrible in bad weather games. Even the really good kickers miss mid-range FGs that they would usually make while the user doesn’t seem to face as much trouble. Kick success should drop in weather games but they are missing mid-range FGs (25-40 yards) like crazy. CPU Robbie Gould even missed an extra point in a snow game.
Broken tackles. Like in the demo there are a lot of them in one-on-one situations. The CPU may break a string of tackles and go the distance or just breaking a single one can sometimes mean a TD. One example: CPU threw a screen pass to Steve Smith, got to the outside, broke a tackle, and I couldn’t catch him. Not to say that’s out of the realm of possibilities just something that has stood out. Players that aren’t known for being tough to take down seem to break them at a high rate making it especially notable.
Pro-Tak just doesn’t seem as prevalent this year. There are lots of situations where players just bounce off ball-carriers. Still some gang tackling but there seems to be a lot of broken tackles because of one-on-one attempts and the inability of other players to contribute.
Not too bothered by the advertising integration (Old Spice, Doritos, Verizon, Gatorade) but I’m sure some will be. Gus Johnson is quite enthusiastic in his reading of those lines in particular. Hopefully this means we won’t see the pop-ups or some other form of ads to invade screen space but I’m not counting on it.
Saving and uploading highlight videos is still more of pain than it should be. Once you start to watch a replay from a particular view you can’t cancel out of it and must wait until it has played all the way through. There is also no broadcast cam option like in NCAA. Still no screenshot capture feature like in NCAA either.
There are a lot of injuries. This barely slips into the negative column because many are significant and happen early in games. I think the frequency is about right, players get dinged up in every game and have to miss time. However it is hard to ignore when starters go out early and for the entirety of the game. Still trying to judge this but my personal opinion right now is that the frequency of injuries is fine but maybe the severity needs to be adjusted. It would also help if minor injuries that take players out for a few plays here and there were noted by the commentators.
The Strategy Pad has been covered enough already so don’t have to go into it again. Some people will come to like it or grow accustomed to it while others will switch back to the old style once patched in. Not going to dwell on it.
Supersim still seems to produce high scoring games with big statistical numbers. Very little time seems to run off between plays. What I’ve noticed most is big rushing games (oftentimes RBs going over 200 yards) and usually a kick or punt return for TD in there as well.
Posted by Unknown
No comments | 3:34 AM
Jack Ryan: Shadow Recruit (2014)

 


Director:
Storyline


Jack Ryan, as a young covert CIA analyst, uncovers a Russian plot to crash the U.S. economy with a terrorist attack.
Posted by Unknown
No comments | 3:33 AM
The Secret Life of Walter Mitty (2013)

 


Director:

Writers: (screenplay), (based on the short story by), 1 more credit »
Storyline


An office worker who lives inside fantasy worlds where he gets to live an adventurous life while romancing his co-worker sets off a global journey to fix things when both of their jobs are threatened.

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