Monday, August 4, 2008

Now This is Good News

Not sure how I missed this but Ian Cummings the design lead for Madden 2010 (and a very nice fellow, btw) posted this over at OS.

We've had some recent news that I thought I should share with you all.

If you've been paying attention to NFL Head Coach 09, you're probably aware of Donny Moore, one of the designers responsible for many of their features. Donny has been at EA for nearly 10 years and is the best in the business when it comes to details. He was responsible for both NCAA and Madden rosters from 2002 to 2006, and has had many influences over designs, from Franchise to gameplay to online. You may also know him as 'Commish Don' from the EA Sports fantasy experts group, where he has been instrumental in driving fans to use that service: http://fantasy.easports.com/reports/...moore_5rbs.asp

Well, the good news, Donny has been brought over to Madden NFL 2010, with the objective of using his Head Coach design experience to take full ownership of the future design and direction of Franchise mode. To clarify...this news doesn't mean we're going to automatically have all of Head Coach's features or anything like that...we honestly don't know our exact direction yet (Donny is working on designing it out as we speak). Anyway, I thought most folks would be happy to hear this news. Donny is an awesome designer with a ton of experience and a hardcore sim background, and I'm stoked to have him on the team.

***

Really, really good news as far as I'm concerned.

Browns 21 Bears 6 - Halftime (Preseason)

Quick update before my 6:00 basketball game: This week DA is bouncing back bigtime -- torching Chicago to the tune of 10/14 for 129 yards and 3 TDs at the half. Edwards reeled in a 45 yard post that was wide open and even the run game is back on track as Lewis has 51 yards. Remember the 5 fumbles vs New York? This week, no turnovers at the half.

Again -- variety.

It's such a crucial component of a sports game and Head Coach appears to have that in spades. The Giants were all over me but after a week of practicing, focusing on the passing game, we're back in business.

I need to get Winslow back on the field, though...

Madden. Remember Madden?

With the awesomeness of Head Coach dominating my time right now, Madden took a back seat for a few days.

While you guys know that I'm not a fan of the game vs the AI for various reasons, the head to head game fairs much better. The majority of Madden's issues are with the AI -- no CPU sliders, sky high QB Accuracy, poor clock management, that sort of thing. That goes away when playing against a buddy.

Playing head to head on the same machine with a long time football cohort of mine, to me, showcased the way Madden is meant to be played -- against another person. Seeing as the sliders only affect the human player, it makes for a much, much better game.

The DB coverage is nowhere near as lax as it is in a game like NCAA and combined with the more realistic pass rush, it was impossible to just throw those 7 yard crossing routes all game long and move at will. In NCAA, which I still play online with my Navy buddy as we wait for the patch, we only fail to score when we throw an INT. It's just so easy to move the ball in that game. Madden head to head isn't like that.

And, maybe it was just that one game but the lower QB accuracy slider for the human players was evident in our game. Derek Anderson missed an open man. I was floored. I ended up 13/25 for the game-- which would never happen vs the AI.

As I sit back and take everything in re: Madden it seems as if this was the basic idea. The solo game appears to be tuned for new players, the Madden IQ feature coming off as an entry level type of design idea. The game for serious players might be online in the new league feature.

I haven't tried that yet of course but if the multiplayer side of the game holds up as well as our first game did, it might be by far the best way to enjoy Madden this year.

Giants 35 Browns 7

Ouch.

Just a horrible game for the Browns. Our backups made Andre Woodson look like a Pro Bowler.
Quinn was sacked 6 times, Anderson was 9/18 for 85 yards and a pick. Just nothing worked all game long. A complete and totally different experience from the Jets game.

The Browns fumbled 5 times in the first half and were called for 7 penalties. I didn't fumble after that and had no fumble issues with the Jets. 4 of my fumbles were by wide outs. Just a bad, bad game.

I saw my first gameplay issue that needs to be addressed via the roster patch or via sliders (the game has the full set of sliders, btw).

FG kick strength is way too low. Kickers are struggling to kick 40 yard field goals. I boosted the slider up to 70-75 and the Giants kicker hit the bottom crossbar on a 50 yarder, which is a bit better, but this is an area that will need tweaked.

Still, even losing was fun.

Quick Update: Browns/Giants Preseason game #2

Just a quick update; playing against the Giants in preseason game #2, end of the first quarter and this game feels *nothing* like the Jets game. 7-0 Giants.

Cribbs fumbled the opening kickoff. Giants had 3rd and 14 on the 25 and I went into a Quarter defense and that forced Eli to throw short to the HB. Sean Jones had to make a play, and he whiffed on the tackle and Droughns took it 25 yards for a score.

There is a feeling of great frustration when you are sitting there watching your guys fail to make plays. It's frustrating but in a very good way. It has to be what a coach feels like. Damn it Jones

Anyway the Browns are flustered. We've fumbled three times in the first quarter, Anderson just threw an INT on the goal line, and again it looked extremely realistic. Anderson dropped back (we were at the 20) and Edwards ran a post and the Giants safety (Phillipps) was playing center field and came out of nowhere to pick it off. This was not your "canned Madden pick" animation. The safety caught the INT on the run, running towards Edwards. Looked very realistic.

I have -5 rushing yards so far. Lewis had huge holes against the Jets but running on the Giants is proving...different.

The draft and FA stuff is fun, no doubt, but coaching the games is truly fabulous. For example, I could see Manning going through reads. On one play he looked at Burress and then moved down his progressions.

When Anderson threw his pick he was 100% locked on Braylon. You could see it. He had Lewis open on a swing pass and had no intention of doing that. It was going to Braylon, no matter what. And it was picked. Really, really cool stuff.

Sunday, August 3, 2008

Draft Over -- Notes

The draft is over, I really went fast for the last 5 rounds but you could spend friggin days doing the draft. I spent an hour just putting my draft board together and I wasn't done, I just wanted to get to the draft

Now, there are things that I see that I think are odd. It could be a value thing but the Giants took a QB in the 3rd round, which was weird, and the Packers took Brian Brohm in the 2nd, I guess signaling that Aaron Rogers can get bent. Or do they plan on a 2nd round pick being a bench player? Not sure what's up there. I didn't look at Rogers ratings...maybe he sucks?

Edit: I was reminded that in real life the Packers actually DID take Brohm! How's that for irony?

Other notables:

Dallas:

Drafted Mendenhall in round 1 and followed that up with RB Kevin Smith out of UCF in round 2. After that they stole DT Sims from Auburn and then took Justin King out of Penn State. That 2nd HB pick is a head scratcher.

Miami took Chad Henne in round 2 and then another QB in rnd 6.

The Rams took Dennis Dixon in rnd 3 and then the QB from San Diego in rnd 4. (Dixon groomed as a Slash type player?)

Atlanta took Matt Ryan and then serial killer John David Booty in round 5. Sorry, that dude has a serial killer name.

Philly drafted 2 wide outs in the 2nd round (not too strange) but then took a FB in both rounds 5 and 6.

On the whole, the draft AI looks to be a million times better than Madden and most games, even some good text games, have draft AI that's a bit odd at times. But the above picks are the ones that stood out as a tad strange. Overall, not too bad! I still don't like the multiple QB picks, but compared to Madden this is a lot better.

Plus, the draft was a total blast.

Round 2 Quick Note

I'm doing rnd 2 right now and wanted to share real quick.

We're at pick #45 and I was approached again to trade. I don't have a 2nd rnd pick with the Browns and I moved next year's 2nd round pick and a 6th rnd pick to get back into round 2, pick #45.

Stewart is still sitting there. I then noticed an error that needs to be addressed with the roster patch. Stewart is listed at 5'9 170 pounds, which is about oh...sixty pounds light. ;) I see why he's still there. I don't want him either. His negatives are size and durability. They have him as a scat back who can't stay on the field. Uh...pass.

Now during the scouting combine, pro days, etc. you can increase your "Percent scouted" number for every player. Unlike some games, where if you don't scout a player you have NO IDEA what they're able to do (which is completely silly), here you do get some clue, it's just the more time you spend, the more the % goes up.

My GM said Ray Rice was a potential steal, so I scouted him, interviewed him , saw him at the Sr Bowl. and went to Rutgers' pro day. Ray is 100% scouted and is listed as an 81 overall with pros as "Toughness and vision" while his negatives are "elusiveness" and "upside" -- I guess that means he is what he is.

Jamal Lewis needs a number two and Ray fits that bill and he'll never get back to me so the full court press scout job came through and I got myself a dependable running back as a result.

However, my GM implored me to take the WR from Kansas State, Jordy Nelson. And, all things considered I would take him as my WR depth is crap, but for testing purposes I'm taking Rice just to see how he works out since I scouted him so much.

After taking Rice, my rating with my GM dropped. I guess that pick pissed him off, eh?

NFL Head Coach 2008 Draft Round 1

I'm dead to the world tired right now but here's how round 1 went.

  1. Mia - Long LT
  2. Stl - Gholston - OLB (I still think listing him as an OLB is wrong, dude never played a snap standing up at OSU)
  3. Atl - Ryan - QB
  4. Oak - Dorsey - DT
  5. KC - Long DE
  6. Trade offer from the Jets. They want my 4th round pick this year and my 1st in 2009 and my 2nd in 2009. I pass. New England makes a deal and jumps in here and takes McFadden RB. With Maroney already there? McFadden is bad ass and is great value, but I dunno about that one Mr. Belichick.
  7. Jets via another trade - Flacco QB (based on the ratings of Clemens and Pennington, not a bad pick plus it pisses off Baltimore which is ALWAYS a good thing. Maybe a reach at 8, though. We'll have to see how the ratings look later.
  8. Bal - Ellis - DE
  9. Cin - McKelvin - CB
  10. N.O. - Rivers - OLB
  11. Trade offer from Buffalo . I give up my 5th round pick this year and my 1st and 4th in 2009. Done. I take DE Harvey
  12. Den - Mayo - LB
  13. Caro - Clady - LT
  14. Chi - Albert - LG
  15. NE (via trade) Talib - CB (ok this was a great move)
  16. Dallas (via trade) Mendenhall - RB
  17. KC - Jenkins - CB
  18. Hou - Balmer - DT
  19. Balt (via trade) Felix Jones - RB
  20. Tampa - Cromartie - CB
  21. Wash - Otah - RT
  22. Den (via trade) Johnson - RB - the East Carolina sleeper)
  23. Pit - Cherilus - RT
  24. Tenn - Keller - TE
  25. Atl (via trade) Carlson - TE
  26. Jax - Williams - LT
  27. SD - Baker - LT
  28. Buf (via trade) Cason - CB
  29. San Fran - Jackson - DE
  30. GB - Flowers - CB
  31. NYG - Phillips - SS

Surprise players left on the board

Jonathon Stewart out of Oregon is still on the board...a green room tragedy!

Lots of trading. I received no fewer than 5 offers during the first rnd and I don't see anything that stands out as egregiously bad. Fans of specific teams might be able to help more with that. Unlike Madden where team needs are nowhere in the cards, this does seem to track what a team needs somewhat -- a few picks I thought were bad, but hey, that's the draft, right?

I'll report how the rest of the draft goes when it's done.

This is going to take a while. :)

Quick Update

I have my Sunday basketball game in about 50 minutes so I'll be brief.

I started a new career in HC and started from the FA period and into the draft. I started at 9:50 this morning, thinking I'd run through it..and an hour and 20 minutes later and I am JUST starting Draft Day. The scouting stuff is really cool, and I'll have a more in depth post about the FA period and the scouting later today. I love how we get the real rookies.

There's some good, some I need more info on, and some things about this part of the game that I'm not a big fan of (basically I have no idea when a trade offer comes in what the guy's current contract is...unless I'm missing something) -- but we'll get to all that later.

Saturday, August 2, 2008

For those curious...

With the 15 minute quarters and the fast clock, I ran 112 plays in about an hour and 12 minutes.

NFL Head Coach, Yesterday and Today (Long)

This was my published review written for Computer Games Magazine back in 2005 for NFL Head Coach on the PC. The mag died a while back so I have no problem reposting it here:

**

For years, it has been the dream of text based sports fans to see a deep statistics driven game with high end modern day graphics. The idea of playing a game with the depth of Front Office Football or Out of the Park Baseball but with sharp graphics rather than dry text seems like a logical evolution of the genre. In fact, old games like MicroLeague Baseball and Front Page Sports Football did this very thing back when 2D graphics were all the rage.

EA Sports' new "sports strategy game" NFL Head Coach 2006 is actually a mess from top to bottom, but it does do one very important thing: it clearly shows you how fantastic a game like this could be if done right.

The most egregious crime is the game's interface. It's a monstrosity of a design that is full of unnecessary busywork. The idea is to simulate the day to day like of an NFL head coach. The problem is that that isn't always a lot of fun. For example, you have multiple "Office Hours" scheduled each week, and during this time you can change your depth chart or make other roster moves. You only get two actions per Office Hour session so you can make two subtle depth chart changes and that's it.

After that, you have to go on to the next "task" such as meeting with your staff or talking to the owner, who basically tells you the same thing each week. Then it's back to the office to make another depth chart change. The entire off the field portion of the game is like this; you see as much of the "loading" screen as you do the actual game. It's staggeringly tedious.

The games themselves are fun, to a point, depending on how much realism you're after. Being a hands-off coaching simulation it's safe to assume that the target audience is looking for a more realistic simulation than they get from games like Madden or NFL 2K. At times, the game shines as basic football principles are reflected better than they are in arcade games. Players are rated in more categories; quarterbacks are rated in short, medium, and long accuracy and wide receives even have a rating for avoiding press coverage.

Ratings also fluctuate depending on how the players practiced for that week. These traits are reflected on the field because if you ask a quarterback with poor long ball accuracy to heave it deep it could wind up anywhere. Receivers with poor hands drop more passes, and even though this sounds like a no-brainer this was never really the case in Madden.

Unfortunately, there are parts of the game where realism flies out the window. The games are firmly set to five minute quarters, which is just plain asinine for a coaching simulation. You can't edit the clock or use an accelerated clock – it's five minutes. On top of that, interceptions plague the gameplay as it is not uncommon to see eight or nine combined in a single game. It strips away any sense of realism when Peyton Manning tosses his sixth pick against the Browns in a five minute game. In addition, the computer never returns a punt and the defensive linemen are no threat to sack the quarterback (you have to blitz a linebacker or defensive back). Finally, in a final blow to realism, each team signs each and every one of its free agents in the off season, making rebuilding a team virtually impossible because teams have so much initial cap space. Any modern day NFL sim where free agency is broken is impossible to recommend to anyone remotely serious about experiencing life as a real head coach.

Even though the first attempt is a bust, EA Sports is clearly on to something. When everything clicks, when you call a perfect drive that keeps the defense guessing, Head Coach provides more drama and just as much excitement than any arcade sports game. Sitting back and watching your quarterback throw into double coverage while you sit helplessly on the sideline is frustrating, but in a good way – it's what a real coach has to suffer through. Conversely, it's gratifying when you call a perfect play action pass when the defense is in the wrong coverage, and to see it all happen in living color is a wonderful experience. If only the rest of the game was a good as those fleeting moments.

***

Now, remember, that was the OLD Head Coach. Not the new one that comes out in a couple of weeks.

The NEW Head Coach has the potential, although it is still extremely early in the review process, to be an absolute first rate coaching simulation complete with sharp visuals and tense gameplay. It is the kind of game on the surface at least, that I wanted the original to be.

Let's run down the list of complaints from the first game:
  • Games locked at 5 min quarters: fixed. It uses 15 minutes with the fast clock. Takes a little over an hour to play a game.
  • Plagued by INT: Fixed. My preseason game against the Jets saw 1 pick.
  • Lack of Dline sacks: Fixed. Ask Ken Dorsey how that went against New York...yikes 'twas not pretty.
  • The worst user interface in the history of videogames: Fixed. It still screams for a PC UI, but this is pretty darn easy to navigate and in the game you can quick sub players with the press of a button and you no longer have that silly "2 task per week" thing. It moves MUCH quicker and is nowhere near as tedious. There still might be things you choose to simulate during the week to week grind, but it moves along at a nice clip.
  • CPU never returns a punt: Fixed
  • FA signings: Dunno yet. I do know that during the first preseason week I got into a bidding war over Travis Henry (and lost the bid war, thankfully).

OK the Browns won the pre season opener 31-24. Here's some numbers:

Anderson 7/12 105 yards
Quinn 6/7 70 yards
Dorsey 2/6 26 yards

Clemens: 6/11 91 yards
Pennington 17/29 303 yards 1 TD 1 INT

Lewis: 10 carries 90 yards (one run was for 43)
Wright: 8 for 54
Harrison 7 for 6 and a fumble
Quinn scrambled 5 times for 23 yards

Jones: 16 for 70 yards
Washington 9 for 3 yards

Josh Cribbs ran a kick back 98 yards for a TD. Cribbs -- if you know the Browns -- is the MAN on special teams.

A lot of players were dinged up during the game and all came back as fine except old man Willie McGinest is down for 2 months and Winslow hurt his knee and will miss the rest of preseason.

The final drive even though it had nothing but backups shows you how tense just calling plays can be. I use the Overhead Cam angle which shows me as much of the field as possible. NY had the ball on my 10 yard line, :04 secs left down 7. They had moved from the 50 to the 7 in under a minute. My backups were helpless and TIRED. Checking the fatigue, these boys were huffing and puffing.

I decided to blitz both OLBs. Pennington dropped back and the OLB (Peek) came in untouched and was just about to drill him but Pennington avoided the rush; he stepped up in the pocket to get away from Peek and ran right into reserve lineman Lewis Leonard. Game over. Great call. :)


You'll see dropped passes, sacks, overthrows, passes broken up, missed tackles, hard hits that dislodge potential catches, blitzers getting picked up and blizters coming in like madmen, wide open receivers and times when the QB will tuck and run, missed blocks, pancakes, deep passes from the AI, bad reads by the QB, fumbled pitches, missed FGs, kickoffs returned for a TD, hurry up offenses, blown coverages, kickoffs returned for 20 yards...I saw ALL of that stuff in one full game of Head Coach.

After only messing with it for one day -- this thing has the potential, and again I stress potential based on the small sample size, to be up there with FPS: Football in terms of combining graphics with gameplay.

How's that for a first impression?

Head Coach Update

Just a quick heads up re: the ratings stuff.

This is from Lead Designer Josh Looman:

Martin Rucker being a 23 is a bug. I'm fixing that with the roster update. For some reason, I accidentally gave him really low ratings for some of his key attributes. He's fixed now.

I'm also bumping up Quinn over Dorsey. Dorsey is now around a 65 while
Quinn is about a 79.

I bumped Rogers, too but our game is a little different than Madden. Rogers
is rated a little lower because I'm not sure he's a true 3-4 DT. I've heard they
may even play him with Corey Williams at DE. That's how the system stuff works.
Rogers also has a lower learning rating than most because he seems to struggle
picking up new schemes (at least that's what I've read). That will drop his
overall. If you have any other weird roster issues, let me know so I can
check into them Monday.

I would suggest you grab the roster update on August 12th. I promise that
your roster issues will be addressed.

**

Josh seems very receptive to feedback, as has Ian of the Madden 09 team. I know a lot of guys have bagged on EA for being impossible to directly talk to in the past and I am very happy to see that the team members are getting into the trenches this year. That's a very important aspect of game design that gets overlooked.

Should be ok...

We should be back up and running for IE users. Turns out it was a bug with Sitemeter and not Blogger. So while I don't have tracking numbers of a referral log right now..at least I can read the blog.

I'll be in and out today doing youth soccer stuff so impressions for Head Coach will be later this evening.

Friday, August 1, 2008

NFL Head Coach and Technical Difficulties

If you are reading this tonight you are most likely not using IE7. Blogger appears to be bugabooed right now. If you CAN read this -- here's some early Head Coach thoughts:

This might be too much game for me! I’m going to be simulating a lot of the day to day stuff because it’s info overload! The day to day grind I find boring. But the tasks are cool – My GM told me to trade a LB on the roster. And I was approached by Philly with a trade that I declined but we went back and forth 3 times in negotiations.

But the game is pretty cool.

The engine looks like Madden PS2 but in HD. This is NOT the 360 game in coach mode. Graphics are way different.

On the first play Jamal Lewis took a draw play 70 yards for a TD and I was thinking, "oh boy..." That isn't an ideal first impression, eh? But for the rest of the half he was held in check for the most part. I played one half and Lewis came out after the first quarter (preseason) and had 6 carries for 97 yards.

Derek Anderson overthrew THREE receivers! I almost cried with joy. Anderson played the first quarter of the Jets preseason game and was 5/8 for 50 yards and a TD. The Jets QB, Clemmons, same deal – he actually missed an open receiver on a deep fade route that landed 5 yards out of bounds. Now answer me this: why can this engine do that and the new one can't/won't? Why do the guys making Madden refuse to put poor throws in the game? Anderson throwing a pass too high for Braylon on a 18 yard deep post -- would that really upset Madden gamers?

Anyway, I can’t find a camera angle I like yet and the rosters are *bad* ratings wise -- Ken Dorsey better than Brady Quinn and the Browns 3rd round pick out of Mizzou (TE named Rucker) is rated a *23*. A TWENTY THREE! Why is Greg Spires on the Browns roster? He hasn't been in Cleveland in years. I think he retired actually after playing with Tampa. Shaun Rogers is a 78? I know he has that lazy tag but he has PRO BOWL talent. A 78? Damn that's kinda harsh.

Still, lots of potential and I want to get some more time in tonight if I can. There is a TON of into presented and I really have no idea what I am doing right now in the off season practice sessions, but coaching the games is pretty cool and it looks like you can simulate all of the minutiae if you want to.

NCAA 09 Gameplay Patch Fix List

My guess is look for this an about a month, give or take.

Online
Ability to view your Online Dynasty HQ through EA Sports World
Improved online performance

Dynasty
Fixed a couple recruiting exploits-
Faster simming between weeks

Custom Stadium Sounds- The "All" option will now only work when the user is the home team

Gameplay
Improved coverage on kicks
Hook Zones depth keeps defenders in their zones
Fixed an issue with the Strafe Catch
Allow fumbles to occur when diving
WR screen routes improved

Bug Fixes
AI sliders for will now work correctly
An issue with missing stats after simming has been fixed
Ball carrier will no longer run out of bounds when changing hands and heading towards the sidelines
Fixed an exploit that allowed the slot receiver to burn the safeties in a prevent defense
Fixed a bug where the the ball would hit the cross bar, drop through, and not be counted
Fixed a bug that would prevent Hot Routes from working

So, that sounds like the AI slider fix, the kick game fix, and the Ghost Juke fix but nothing about the pursuit angles. Beggars can't be choosers. :) No sim stats fix, either, but hey -- if this works as advertised it will certainly help.

Pitt / Cle 2nd half Spectate Mode

We're going to skip ahead as the game was much like the first half. Until crunch time.

We pick up the action at the 2:00 warning, 20-6 Steelers, Browns ball 1-10 at their own 43.

Anderson is sacked - 6 yards (like the 6th sack. Damn Steelers)
2-16 Lewis catches a pass for 13
3-3 Incomplete pass
4-3 Lewis RUNS for a first 3 yds (ballsy call..)

1-10 1:20 t0 go. Lewis carries for 1 yard. STOP RUNNING THE BALL!
2-9 Pass complete to Stallworth for 14
Timeout
1-10 Lewis runs for 3 yards. STOP RUNNING THE BALL!
Timeout. :48 secs to play
2-6 Incomplete pass
3-6 Pass to Edwards for 7
Timeout
1-10 12 yd TD pass to Edwards

So, Cleveland has wasted tons of time here running the ball with Lewis and throwing dink and dunk passes down the field. But...even with :25 secs to go they can still win if they recover an onside kick...

Hey wait...what are they doing...no...they didn't just do that.

They kicked deep.

Game over.

I need a shot of Wild Turkey.

Stats:

Ben R: 31/38 249 1 TD 1 INT
DA: 36/47 288 1 TD 1 INT

Lewis 18 carries 26 yds
Parker 17 carries 30 yards

The reason that the completions are so high is because the AI continually looks short. These numbers show as much -- 249 yards on 31 completions is really low. 8 yards a pop when in the real game Roethlisberger hits 12 yards per completion. That seemingly small 4 yards difference is much bigger than you might think because in this game alone the AI would throw short on crucial 3rd down plays -- 3rd and 12 and thje pass would be a 6 yard curl. That's just silly. You may see that a couple times when no one else is open but it was the primary read!

Whenever the AI went deep -- as in 15+ yards in the air -- that's when the AI knocked down passes. The AI is really bad at throwing the deep ball. It seems to wobble and float where as the 8 yard pass is zipped with amazing velocity. It would appear that the game knows damn well that its best course of action is to dink and dunk down the field. I see that every game.

As for the end of the game stuff...I think that speaks for itself. Come on EA...this isn't hardcore super sim head stuff we're talking about here. KICK THE ONSIDE!

Pittsburgh / Cleveland Spectate Mode Play by Play

I wanted to see how the AI played against itself in spectate mode -- to see if the same issues would pop up. Here is the play by play of the first half of a Pitt/Cle game on 8 minute quarters. No sliders because, yeah, well..

I will skip kickoffs and punts unless they are worth noting.

Pitt ball

1-10 Parker 3 yd rush
2-7 Parker 1 yd rush
3-6 Parker 1 yd rush
Punt

Cle ball

1-10 Anderson incomplete pass (swatted by LB)
2-10 5 yd pass Stallworth
3-5 Sweep Lewis -4 yards
Punt

Pitt ball

1-10 Screen Parker 6 yds
2-4 11 yd pass Miller (TE)
1-10 20 yd pass to Miller
1-10 Parker 2 yd rush
2-8 6 yd pass Ward
3-2 7 yd pass Ward
1-10 Parker 3 yd rush
2-7 Parker -3 yd loss
3-10 Incomplete (deep post, swatted away)
FG NO GOOD

Cle Ball

1-10 Screen Lewis -1 yd loss
2-11 12 yd pass Edwards
1-10 9 yd pass Heiden
2-1 Lewis -2 yd loss
3-3 6 yd pass Winslow
1-10 15 yd pass JJ
1-10 Lewis rush no gain
2-10 Lewis rush no gain
3-10 Incomplete pass to Cribbs, deep go route, broken up
FG GOOD 3-0 Browns

Pitt Ball

1-10 Scramble 10 yds
1-10 12 yd pass ward
1-10 Parker -1 loss
2-11 13 yd pass Holmes
1-10 Parker 1 yd rush
2-9 8 yd pass Miller
END QUARTER

3-1 4 yd pass Ward
1-10 9 yd pass Miller
2-1 Parker 2 yd rush
1-Goal Parker no gain
2-G Parker 7 yd rush TD

7-3 Pitt

Cle Ball

1-10 Sack -5 yards
2-15 Incomplete pass to Edwards. Caught th eball 5 yards out of bounds...
3-15 5 yard button hook to Stallworth...nice call..
Punt

Pitt Ball

1-10 Parker 2 yd rush
2-8 Screen Parker 6 yds
3-2 11 yd pass Holmes
1-10 Screen Parker 1 yd
2-9 6 yd pass Ward
3-3 Backup HB -- 2 yd rush
FG GOOD; 10-3 PITT

Cle Ball

1-10 Lewis 4 yd rush
2-6 Lewis 3 yd rush
3-3 10 yd pass Winslow
1-10 2 yd pass Vickers
2-8 Screen Lewis -1 yd
3-9 dump off pass Lewis 3 yds
Punt

Pitt Ball

1-10 Pass Intercepted by LB Jackon

Cle Ball

1-10 Lewis 4 yd rush
2-6 Lewis 7 yd rush
1-Goal Wright no gain
2-Goal Lewis no gain
3-Goal 4 yd pass Edwards -- FUMBLE. Pitt recovers and returns to midfield.

1-10 Sack -1 yd
2-11 12 yd pass Miller
1-10 Timeout Pitt 1:00 to go
1-10 3 yd pass Holmes
Timeout.
2-7 16 yd pass Ward
1-10 4 yd pass Holmes
2-6 Screen Parker 5 yds runs OB
3-1 12 yd pass Holmes
1-Goal Pass to Miller - TD

17-3 Pitt

Cle Ball

1-10 Hail Mary incomplete
2-10 Sack -5 yds

End of Half.

Stats:

Ben the Toothless Wonder: 21/23 170 yds 1 TD 1 INT
Anderson 12/16 66 yds 0/0

Parker 11carries 16 yards
Lewis 11 carries 8 yards

It is uncanny how the CPU/CPU game plays out almost exactly like the games I play. Most passes are

A) Open
B) Underneath in the middle of the field

And the AI is HORRIBLE and seeing a hole and running through it. On more than o ne occassion, Parker had a huge hole in front of him but was zig zag running for no reason at all, and would get crushed.

You want to know what playing the game is like? This is a very common example.

Second half to follow..

More Madden

I've logged about 7 games now.

I simply cannot play pass defense in this game. I guess your mileage is going to vary on this, but I rarely take control of DBs and the passes from the QB are SO much faster this year I don't see how someone could control a DB for the half a second it takes for a ten yard pass to reach its target. On a deep post, sure, I can switch and take the CB or FS and try to pick/swat a pass. But a normal play? No chance for me. Maybe some of you are supreme ball hawkers, but I'm not one of them. I like to pass rush, and play the DE or the OLB.

Another game against the AI with my DB reaction at 100 and my pass rush at 90 (sliders) and Aaron Rogers goes 24/28. One of those incompletions was a knockdown at the line, one was picked, and thew other two were dropped INTs. I cannot stop the AI from passing well unless I boost that INT slider and pick off 3-4 a game. I really dunno what the reaction time slider is doing, but the CPU WRs are pretty damn open and when they aren't the precision of the AI QB (even a moderate QB like Rogers) takes over. I've been playing Madden since there was a Madden and this is frustrating the beejeebers out of me.

As an aside: The added pass rush doesn't equate into more "rushed" throws. It simply means more sacks. That slider does in fact work.

The Human QB Accuracy slider isn't doing enough. Either that slider isn't doing anything or the QB ratings don't matter. One or the other. With the slider at 10 (out of 100) I see zero difference in the accuracy of my throws. The WR catch slider? Same thing. Mine's at zero right now and it doesn't phase my guys at all.

When I go into practice mode a few things stand out: first off the old adage that the Acc slider only affecting arm strength is no longer the case. Anderson is throwing rockets with it set at 0. And I'll run a play, say, 10 times, and on 2 of those plays, throws by Anderson will be off target -- only when I try to lead, though. A basic button press is always on target. The other 8 throws all look just fine. Does that seem right to you? With Accuracy at 0?

Not to get off on a personal rant/tangent but I really do not get the mindset behind the sliders. I have been saying this for a decade now -- if you add sliders make them extreme. If I put a WR catch slider at ZERO then I should see dropped passes every single series. We're talking a ZERO slider setting. Same with accuracy. A setting of 10 or even a 0 out of 100 should equate to a QB missing the broad side of a large red barn. We should see underthrows, overthrows, throws that are WAY off target. You are not going to see that in Madden.

There is another area where the lack of CPU sliders is hurting the gameplay -- and that's rushing the ball. I can bork my defense enough that the AI can run on me, that's not an issue. But me running? Whew, that is proving tough right now with Jamal Lewis. Even with the block setting at nearly 100 the defensive reaction time is CRAZY good. Holes that are wide open when I receive a handoff close ridiculously fast. Linebackers shoot gaps so fast that you are left with no chance at making a play. Maybe it's new learning curve but I'm netting about 2.5 a carry in about 7 games. And I don't want to boost that Break Tackle slider too much because it starts to look stupid..running over 3-4 guys per play. You know what would fix this? Well, aside from programming it so that LBers don't shoot the gaps like LT on a coke bender:

A CPU Rush Reaction slider. Ahem.

This weekend a buddy is coming over to test out some head to head games. Let's hope that gets the game back on track. I'm really not feeling it vs the AI right now.

Someone mentioned trying a game with the other team set to human and then changing it in game...it's worth a shot.

I'm also going to give Head Coach a spin over the weekend. More on that as I get a look at it.

An Interlude from the Madden Madness

As a break from the insanity that is this early look at Madden, I give you lyrics to the first Bad Horse song from Dr. Horrible's Sing-Along Blog, in which Dr. Horrible receives a letter of response from the leader of the Evil League of Evil regarding his application to join their ranks. (It's sung, as Dr. Horrible reads it, by three guys dressed as cowboys that emerge from either side of the screen.)
Bad Horse
Bad Horse
Bad Horse

He rides across the nation
The thoroughbred of sin
He got the application
You just sent in

It needs evaluation
So let the games begin
A heinous crime, a show of force
A murder would be nice of course

Bad Horse
Bad Horse
Bad Horse
He’s Bad

The Evil League of Evil
Is watching so beware
The grade that you receive
Will be your last we swear

So make the Bad Horse gleeful
Or he’ll make you his mare...

You’re saddled up
There’s no recourse
It’s Hi-Ho Silver
Signed, Bad Horse
It's quite possible I'm starting to obsess over the greatness that is Dr. Horrible, which I've now listened to/watched about four times, but it sure beats the hell out of obsessing over Madden. Does Madden have the Thoroughbred of Sin? I think the f#@ not.

EDIT: After a quick check of YouTube, there's a video of still shots where you can hear the song. Enjoy.



EDIT:

Some Good, Some Bad, and Some Just Plain Awful

Ok so the slider thing...yeah that blows. So we move on and see what else shakes out.

I lost my first game tonight. A 3rd time against Pitt. 17-14. This was NOT using the Madden IQ thing -- I will never lose a damn game if I used that setting. So I went in and made my own (human) sliders.

The QB accuracy is just amazing in this game -- now I admit I rarely play defense in he secondary. I am abysmal at it. I either play a Dlineman or I am blitzing.

Rothlis-whatever went 23/26 for 220 yards 1 TD and 1 INT. That's 2 incompletions and one of those should have been picked. I was helpless. This is WITH the "Reaction" setting at 100. He was throwing frozen ropes all game.

I have Human QB Acc around 35 right now, and Anderson was like 13/21 for 200 yards.

I need to get off 7 min quarters. I am not running nearly enough plays. I'd like an accelerated clock...but hey...

Here is where it gets really, really bad.

17-14 Pitt lead, 4th quarter, 1:50 to go and I am driving. Winslow catches a pass at the 10 -- and fumbles! ACK! Pitt recovers and I am in serious jeopardy of losing to the AI.

Pitt takes the field. Off tackle to Parker.

Time out Cle.

1:40 to go.

2nd down, Rothlis-whatever passes! First down! Now, I think that's a really bad call but I CAN see a coach going for the jugular there...maybe. Prolly not. But still...it was a game clincher.

Time out Cle. 1:28 to go.

Off tackle Parker. Time out Cle. 1:21 to go.

So we're out of time outs and Ben takes a knee. 3rd down with under a minute left and Pitt lets the clock run down and he DROPS BACK TO PASS! He throws a ten yard out that is picked off by Sean Jones.

It's here where I sorta cried inside.

I failed to score, obviously. I lost 17-14 -- but are you kidding me? Take a knee to win the game and you're PASSING? Yeow.

There are times that even with the lack of CPU settings that I am having a lot of fun with this game, but that sort of late game AI is just embarrassing.