Madden 2011
Producer: EA Sports
Release Date: August 10, 2010
Platform: PS3
Rating: Everyone
Genre: Sports
Bigger, Stronger, Faster
Written by Albert Marrero, Jr.
Well folks, as summer winds to a close, the beaches empty, and the swimming pools lay down the tarps, it can only mean one thing, football season is here. Time to move indoors, dust off the big-screens, stock the fridge, and… grab your controllers. Madden 2011 is here baby, and for all you old school people reading this, “It’s time to put the women and children to bed and go looking for dinner!”
In the world of Madden, change can be good (improved graphics, customizable audibles), or it could be dumb (vision cone anyone?). Not much has changed in the way of Game Modes, they are pretty consistent with last years options. I honestly don’t do much outside of Play Now or Online play, but hardcore Madden players will notice the consistency. I didn’t mention much about the locomotion style of play in NCAA 2011’s review, but its here in Madden also. Essentially you’re using both analog sticks to control the runner, using the left for movement, and the right for upper body. I haven’t perfected it, so I’m a bit old school when it comes to running with the rock. I’ll use the speed burst and then cover the ball as I’m about to get hit. Occasionally, I’ll try to juke someone out of their socks, but with the new precision running styles, it’s way more realistic and less likely you’ll make someone look plain silly.
Arguably the most significant change is Gameflow. Purists will dislike this change, but others (especially those new to the game) will enjoy it because it makes educated decisions for you, based on the situation on the field. So, breaking it down, Gameflow is way for EA to finally address the speed of the game issue. So much time was spent in the menus and play selection that you didn’t get as much time playing the actual game of football. Thus, Gameflow was born. Here’s my take: Gameflow is cool insomuch that you get to hear from the Coach in your helmet (headset) and understand why a particular play was chose. I like it on defense, because the coach is going to anticipate what play they’re going to run just like I would anyway. Besides, he’s a defensive coordinator and gets paid to make these decisions. I’m just a former college football player, and I played offense at that. On offense, I don’t like it. Yes, it speeds up the game, and yes, you can audible out of it, using some pre-picked audibles (if you’ve taken the time to select them), but more often than not, I get stuffed. It’s like the game AI is saying, “Hey, I know what you picked, because I’m essentially the same person calling your plays too.” For example, I was playing as the Colts, because Peyton is the man, and Reggie Wayne is a baller, and I was really trying to test the improved passing game (more on that later). I used GameFlow and it suggested I throw a slant, but ironically, there wasn’t just one, but TWO defenders covering my “go to” guy. So I audibled out of it and threw a deep route to Wayne. House. Six points for me. Bottom line: For n00bs, it’s ingenius, for veterans who know the game of football, it’s hit and miss. My suggestion, use it a couple times, see what you think, listen to the rationale behind the plays, learn more about the game of pigskin, and then turn it off, like a 1337 baller.
I mentioned earlier the Locomotion system, but there are some other notable changes to the game play. So yes, linebackers run different than wide receivers, but the passing game has improved. In years past, you’d toss the rock and your guy could either catch it or drop it depending on random chance, or so it seemed. This time, if you take your time and make smart decisions, you’re rewarded for them. Your guy will actually go up for the ball, the sideline catches are MUCH improved, and the one-handers can be jaw dropping. I mean, let’s face it, these are PROFESSIONAL athletes, so they SHOULD be catching most of the balls thrown their way. Where this improved ability doesn’t translate is on defense. I’ve hit the QB as he’s thrown the ball and it hits my defensive guy right in the face mask. Dropped. WTF? Also, one of the most annoying factors for me is how the game AI can run right around my blockers and sack me without breaking a sweat. I was using Dwight Freeney, a Pro-Bowler, and couldn’t get around the block once. Maybe I r s0x, I dunno, but it just seemed odd to me. The QB has all day to sling the ball. Also, using the truck stick is a gamble. Unless you’re perfectly square and have support, just go for a safe, easy tackle… Or else you’re going to be on the wrong end of someone’s highlight reel.
So you know the old adage “If it ‘aint broke, don’t fix it.”? They’ve changed the kicking controls also, and I don’t know why. It’s very old school, and easy to get used to, but the old style worked just fine. They say it’s to take advantage of each kickers unique abilities, but hey, a field goal is a field goal to me. Who knows, maybe that’s why they changed it. If it works the way they say it should, pick the Raiders and you should never miss a field goal.
Ultimately, Madden 2011 is everything you hoped it would be. Most Madden players get the game, note the cool new features, bitch about the cool new features, and then just play their friends. Hardcore players will find some interesting tweaks, but overall, the adjustments have been positive. Madden wouldn’t be Madden without some gambles (again, Vision Cone anyone?) so we’ll see how GameFlow is received. I think it’ll be here for a while, so get used to it. Oh, and the graphics are just sick. Rex Ryan really looks like Rex Ryan, Peyton looks like Peyton, and of course the hard hits make you cringe. Ultra-realistic, intuitive, and fun, Madden 2011 doesn’t disappoint. See you online kids, because this year my Skins are taking it all the way!