Tuesday, September 11, 2012

REVIEW: Madden 13

Change of Plans…

I’ve decided to push back my Kickstarter spotlight until I’m able to do a write-up from my own computer and not one from work while I’m on break.  So instead of that I think it’s time to get my own personal review out for Madden 13.

This year’s version brings with it a plethora of changes.  Previously in the series we’ve grown accustomed to seeing year after year with the only evident changes being roster updates, a “vision cone” here and a “fight for the fumble” there.  However this year promises to pack some changes that both diehard and casual gamers alike will take notice of.  The brand new physics engine is the first and most dramatic change to the gameplay that we’ve seen probably since they made the jump to the current gen systems.  The Infinity engine allows the players to interact with each other in a way that was previously only dreamt of.  No more are linemen magnetized to each other and you see the same 10-15 tackle animations. Now you get to run an inside running play where defensive linemen are able to throw a limb into the running lane and have an impact on the runner and his momentum and no two tackles should ever look exactly the same.  Once a tackle is initiated, the outcome isn’t pre-determined like it has been previously but instead is determined by other players and if they make further contact with the ball carrier.  Of course this massive change also can lead to some quirky bugs as well.  There are times when limbs are bent in positions that seem unrealistic and would qualify the player as a contortionist if they were actually able to perform it and also post-play piles where they look like laundry heaps and nobody moves.  In this instance I happily take the bad with all the good it has lead to.  This is a giant step in the right direction and proves the Madden team is willing to evolve in order to improve.

The second big addition/change is the complete overhaul of Franchise/Be A Pro modes into Connected Careers Mode.  Many long-time Madden players may throw their game in the system this season and find both those modes are MIA (this was such a problem that EA has put a disclaimer before the menu comes up to direct players on where they went).  This mode allows you to be either a coach or player (created, current player, or even some Hall of Fame members) through their entire career.  Connected Careers looks to be introducing some of the coolest aspects that have ever been attempted in coach/manager/player modes with the inclusion of the “live” Twitter feeds.  This feature takes real personalities (Skip Bayless, Rich Eisen, etc) and allows them to have an input into what you’re doing in your career (either as a coach or player).  Along the same lines as the physics engine, this addition wasn’t made without concessions.  What was given up in order to include this feature is both the fantasy draft (a personal favorite of mine) and player customization.  This was done because the twitter fields are so team and player specific that it would have been scripting hell in order to consider the unlimited roster possibilities if the fantasy draft had been made available.  CCM also gives players a chance to compare their careers to their counterparts as well as Hall of Fame members so you’re able to kind of gauge how you’re doing as your progress through your career. Some of the menus prove to be not the most user friendly or easy to navigate, but once you learn where to look maneuvering through them isn’t too difficult.

Madden Ultimate team makes a return appearance to this version and offers a few changes.  First thing you’ll notice different this year is when you get your team started you get to choose a team captain.  The player you choose won’t be the MVP-caliber player they are in real life right away, but will provide you a player you actually know right from the bat and decides what home and away uniforms you’ll be awarded.  Once you are ready to play, you’ll notice there are historic teams you’ll have the opportunity to play as well (Lombardi’s GB Packers being the first option). I have only spent a limited amount of time in this mode, but it looks to provide more enjoyment that the previous years did, especially if you’re a fan of the UT experience.

My biggest complaints with Madden 13 include the game speed, I know it’s an option to speed it up, but all the options felt a bit slow.  I know they want you to take your time and enjoy some of the overlays and commentary, but that’s where my biggest gripe comes in… The commentary is a monumental disaster this year.  During my career (I decided to take over as the head coach in Washington for RGIII) I played against Andy Dalton who of course was a rookie last season, but 5 times during the game they mentioned how he was a rookie this season.  I understand getting all that dialog ironed out isn’t an easy task, but don’t slow the game down and force me to listen to this drabble if it’s not going to be perfect.

Pros:
Physics Engine is a giant step ahead for the franchise
Connected Careers Mode looks to provide a great deal of new content and ways to enjoy the game
It’s still the only game made for arguably the most popular sport in the US, so that’s a GIANT plus for them!

Cons:
Commentary is a giant disappointment
Game speed, seemed a bit slow for my taste
Physics Engine leads to a few quirks that may lead to a head scratch or two

OVERALL: 8.25 /10

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