Why is madden 13 so bad




















Its noticeable that the AI makes very poor desicions, some of which will hand you a game. Rare to see kicks past the 45, usually followed by a punt right out the endzone never into the corner. When backed up on the goal line, the AI does terrible things. I've seen sweeps, draws but few things worse than a QB scramble of Josh Freeman which I made a video about.

He stands a yard deep, then scrambles toward the line only to run backwards in a trucking motion into the endzone to create a Saftey. The AI QB seems to never throw the ball away at correct times. I've also seen screen plays attempted in the endzone which is just about the stupidest thing you will ever find. Not sure I have ever seen worse clock management or understanding of field positon and current score. Teams run the ball when they should be trying to get into FG range.

Players seldom run out of bounds to conserve time. All those things just add up to a larger issue, the Jim Schwartz and Andy Reid coaching stragities must change next season. Of course, if you're playing realistically this doesn't help, but I find it useful to go up several scores as fast as possible. As for the screen pass, I've never seen it called when they're backed up against their goal line, but my problem with the screen is this: it's way way too effective when the comp uses it no matter what defense you call , and it calls it way way way too often.

It seems like the game shuts off the physics engine during screen passes, particularly for the line cause my d-linemen go flying like a bomb just went off when I try my usual pass rush during screens. If they call FG, they make it. There should be a way to make it possible for the AI to make long ones without guaranteeing that they'll make every single one. There is also a grave disparity between how often user controlled players fumble vs how often AI players fumble, particularly HBs.

I force a lot of fumbles, but they come almost exclusively from sacks. Hit power is one of my favorite stats, so I dump tons of xp into that, and, in my 5th season, most of my d has 99 or at least 90 hit power. Meanwhile, my hb has 99 carrying and always cover the ball trait. My hb gets fewer carries than other premier backs but breaks more of them for tds and goes out of bounds more often this means he gets hit about half as often as, say adrien peterson.

Somehow, my HB leads the league in fumbles every year oh, did I mention his strength is high 80s? It's so bad that CBs routinely force my HB to fumble. It's not a stamina issue as I don't give him that many carries actually, I use a 2 HB attack, both have 99 carry, and so I keep them both from getting tired by subbing them often, yet they rank 1 and 2 in the league for fumbles every season. How is the CPU clock management in '13?

Like when they are inside your 10 with left. BB code is On. Well, this year, EA Sports decided to revamp much of what was Madden for the past few years in an attempt to find a fuller experience. Let's start with the opening video, which has always been an combo of NFL highlights of the previous year mixed with some voice-over work from the cover athlete. It always did a pretty good job of getting me pumped to play, but this year, they bring in Ray Lewis to do the intro speech to end all intro speeches.

Lewis' speech pulls you into the Madden experience before the game has even started and is entirely effective. The crisp feeling that you are entering something completely revamped definitely flows into the actual gameplay, presentation and modes that Madden features. The presentation, whether it be in the menus or during the game, has improved significantly. The home menu this year is a block menu with everything on one screen, so it's not easy to get lost in menu after menu.

Simms and Nantz talk cooperatively, and only once did I run into a problem where Nantz was talking about something that wasn't happening during the game. Not to mention that most of the graphics and replays that are shown remind you of a CBS broadcast despite the announcers.

This year, the big addition is Connected Careers, a revolutionary mixture of Superstar and Franchise modes from years past. However, that means that both Superstar and Franchise modes are not included in this year's addition. Another notable absence is that there is no offline multiplayer on any modes except for your basic exhibition.

Connected Careers is both an online and offline mode; though clearly meant for online, it allows you and your online friends to start a career as a coach or player and play through as them together or offline by yourself. You may also choose to be a legendary coach or player and re-insert them into today's league ,which is pretty fun when you get creative with the combinations. For example, I took Walter Payton in his prime, placed him on the Colts with Andrew Luck and managed to turn them into a juggernaut.

When you create your player, you can decide your own background and playing style that fits how you want to play and then choose the team that suits you best. Growing based on XP points that you earn in practice and in play, you can build yourself into the next great Hall of Famer.

Same thing goes for creating a coach, but you'll find yourself able to upgrade your ability to keep your players together and grow in areas you need to. So altogether, Connected Careers is a great new addition, but removing traditional offline multiplayer modes was unnecessary.



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