Why is passing so hard in madden 12




















This particular plan might involve your must trustworthy and talented wide receiver, or use a route that you know will stump the defense. If your first plan is exhausted, you can then look around the field for other open and eligible receivers. But remember, you have to be quick! All of this will happen in a matter of seconds, and the pressure of the situation necessitates quick decision making.

If "Plan A" falls through, abandon it and immediately think of another solution. The quarterback's throwing of the ball to a receiver is really only half of the pass game, because once in the hands of a tight end, wide receiver, running back This means that, aside from forward progress, you can actually lose attained yards by not being quick enough to keep your momentum running forward towards your endzone.

Once the ball is caught and you gain control of the ball carrier, immediately think of your next move. Even if you can only gain a yard or two, it's better than nothing. At best, if your receiver was open to begin with, you should have plenty of room to move up-field and get great position for your team. In other words, don't get lax and lazy A 20 yard pass is great, but when you can add 10 yards to it by running up-field, that becomes a 30 yard pass.

And isn't that better? The best quarterbacks of all time throw interceptions on a fairly regular basis - it's simply part of the game. Many times, it's not even the quarterback's fault, but rather a receiver for missing his route or the defense's fault like a cornerback for intuitively knowing where to be to make the pick.

It's a team sport, and there are a lot of factors completely out of your hands. If an interception happens and they will , playing defense is obviously your first priority. Make sure that if the defense flips the script on you like this that you are prepared. Interceptions might hurt enough, but when an interception is combined with a 30 yard gain, that sucks even more.

Limit your losses! In previous editions the extra tackler would just run by or fall down. The defense is also much smarter in Madden I am sure I will start finding money plays the more I play but so far, playing offense is much more difficult. In the past, any time I got in 3 rd and long situations, I could just throw a deep pass over the middle and pick up the first down. In Madden 12, just like in the real NFL, 3 rd and long is a really bad situation to find yourself in.

Another great addition is that defensive players will break off their routes if it is appropriate. He might get there in time and he might not but the days of abusing the flats for a quick and easy first down appear to be over. The running game feels more realistic as well. In past versions of the game I found early on whether or not I was going to be able to run the ball on a particular defense. If I could run early, I could run the whole game and rack up ludicrous amounts of yards.

Every run would be stuffed in the back-field. In Madden 12, the running game is balanced. You might have success on one play then get stuffed on the next. In most games I played with the Chiefs, Jamaal Charles seemed to average around five yards a carry, which is close to what he does in real life. When I ran with Thomas Jones, he was not as effective, just like in real life. Players are assigned different attributes that can impact their in-game performance.

These are important because they determine how a player will perform on the field. A guy like Peyton Manning, who is incredibly consistent, will always be pretty good. Just like in the real NFL, some guys show up every Sunday and some guys only show up when they feel like it.

There are also hot and cold streaks. These only come into play in Franchise Mode. Players on hot streaks will perform with a higher rating for up to three games. Once their streak is over, they will go back to their default rating. How long a player stays on a hot or cold streak depends on their consistency. All you know is that he is on a hot streak. I think it would be much more interesting to see the actual rating change on the player page. If Matt Cassel gets on a hot streak, maybe his rating goes from an 86 to a A cold streak might take him down to an Unfortunately, all you see is the fire or ice icon.

So how does it work? At this stage it is hard to say. When playing in Franchise Mode, the game to game streaks seem to work really well. Playing through a season with the Chiefs, Eric Berry and Brandon Flowers went on hot streaks at the same time. Accordingly, the KC defense became very stingy. Berry was all over the field making tackles. He had an interception and even blocked a FG.

Flowers shut down his man and when he was thrown at, he nabbed the interception. He had two in the game. It seemed pretty realistic. It really felt like those guys were just having a really good day. On the other side of the coin, Matt Cassel went on a cold streak and I suddenly had a difficult time getting the passing game going. I then had to rely on the running game and Jamaal Charles to get the offense going. While there are no hot and cold streaks in individual exhibition games, there is Dynamic Player Performance.

If a player makes a mistake, it could change how they perform for a little while. For instance, if a RB fumbles, he might suddenly get super protective of the ball. His paranoia about fumbling again causes him to cover the ball and brace for hits. The graphics are sharp and look especially good in replays. Jerseys get dirtied up and helmets get scuffed but there is no field degradation.

Replays for challenges are in a very sad state. Instead the replays tend to show the very end of the action rather than the relevant event that had taken place. Like in the demo the biggest issue with the post-play scenes comes with the two minute warning. A play that ends with the two minute warning cuts immediately away.

In that case and some others very often the scene just shows something like the field and nothing interesting. As with NCAA 12 there is too much of players bumping into each other post-play as they walk back to the huddle. The lack of a halftime show and post-game recap with highlights is glaring. If I had to choose one presentation element to add though it would be live cut-ins from around the league in franchise mode. Way back when that was my favorite thing that would happen during the course of a Madden game.

Crowd noise is pretty good and certainly much better than NCAA There are still times where the crowd is quieter than would be expected — sometimes that is on critical 3rd or 4th downs. It would also be nice to bring in some sort of home field advantage. The guard appears to pull properly however and does not just run off. Unfortunately what stands out the most is how different the recorded lines from Madden 11 sound compared to those from Madden It is obvious especially with Gus Johnson when one line goes into the next and they were recorded at different times.

The most stark example comes during the coin toss. A better flow between lines is there compared to his introduction in Madden 11 but it comes across very stitched together when the lines sound so drastically different. Gus also on occasion fades out and becomes hard to hear in longer dialogue sequences. The commentary often runs behind the action that is taking place.

In one case I was already to a kickoff and Gus was still calling the touchdown that had taken place prior.

Once Gus and Cris Collinsworth begin a call they complete it no matter how long it is and if it still relates to what is on screen. There is no special commentary for the pre-season, playoffs, or even Super Bowl unfortunately. At the coin toss Gus and Cris began talking about the importance of home field advantage of all things. There is also too much made of where a player went to college. Some players are also called by their jersey number rather than their name.

Custom Playbooks Creating a custom playbook, both for offense and defense, involves first choosing a current book for a particular team or general style. From there formations and plays can be added or removed.

It is all similar to the general setup for custom playbooks in NCAA 12 and can feel a bit overwhelming akin to a major project. This is for use with GameFlow. Rating a play high in a certain situation will make it more likely to show up in GameFlow when in that situation. It was hard to determine if this was working completely as it should when in games but at the very least it seemed to be.

In one book I worked on I moved every play action down to zero stars and was not presented with PA to choose from in the GameFlow suggestions. Testing resulted in none of the issues encountered with custom playbooks in NCAA



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