Madden 07 (Xbox 360) Thread

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Danimal
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Post by Danimal »

Well lets see here are a few reasons they don't release later

1. August is a known date now for madden, and madden the franchise is bigger then the game it produces.

2. No competition, and I'm not talking about the lack of 2K. They have no competition from any games in August, it sure makes your numbers look good. Traditonally Oct and November are big AAA title release months.
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Post by wco81 »

No, EA is going to stick to their release schedule. Their earnings and ultimately their stock price depend on it.

They have to release the football games in the third quarter, then the basketball and hockey games early in the fourth quarter. Then there are all the other non-sports games they have to "slot" so they don't eat into each other's sales.

If EA announced at the beginning of this month that they would delay Madden to November to really make it better, their stock price would tank, at least for a few weeks.
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Post by Kazuya »

I think it actually did get released as late as it's been for some time though... I want to say last year was Aug 12 or something like that. I remember NFL 2K5 came out like at the time of the MLB All-Star game. Now that was ridiculous.
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Post by Dave »

One thing that drives me crazy is that play action passes are still way too hit and miss. The QB gets drilled before being able to dump off a pass way too often and it has been that way since the move from the PS1 to the PS2/XB/GC engine.

Makes playing as the Colts an exercise in frustration at times.
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Post by hellbent »

Dave wrote:One thing that drives me crazy is that play action passes are still way too hit and miss. The QB gets drilled before being able to dump off a pass way too often and it has been that way since the move from the PS1 to the PS2/XB/GC engine.

Makes playing as the Colts an exercise in frustration at times.
Very true, Dave. The current system of a PA pass being either a home run (huge gain thrown to the wideout on a streak or corner route) or a sack is pretty tiresome. IRL, we see plenty of teams in the NFL use it as one of their bread and butter plays - not necessarily to wing the ball down the field as far as they can throw it, but in particular to try to exploit the underneath coverage for a quick throw to the tight end or a slot receiver running a short route under a safety in deep zone coverage. Madden could defintely stand some fast-developing PA pass plays like we see the Colts frequently exploit.

Some more screens would be nice, too - for right now I'm quite pleased that EA has improved their screens quite nicely the past few years after they were horribly broken for ages.

As a few previous posters said - they should seriously consider reuniting Madden and Summerall for the commentary :wink: I mean, we already have Coke as a NCAA sponsor - could the "Jack Daniels Halftime Show" be THAT far behind with ol' Pat back in the fold...?
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Post by MizzouRah »

Brando70 wrote:
JRod wrote:
I disagree with JRod about running plays being blown up in the backfield. If you run to the outside too much or the defense has a mismatch, yes, you'll see some runs for losses. But most runs between tackles for me have been around the -1 to 3 yard range, which is pretty normal. I find running a good challenge, where getting 4-5 yards is not easy and pulling off a 10-yard run requires good blocking and smart running. It's easily the best running I've seen in an EA game.
Look at some play-by-play from the NFL and you won't see it as much as it occurs in Madden. Most of it happens because your o-line sometimes refuses to block.
Well, I've only played a few games, but I'm not seeing a lot of backfield blowups on running plays. If I see a problem to the side I'm running, I move guys over or flip the play. I'm finding that as long as I have a body on a defender, they try to block. They may fail, but I don't see the turnstile lineman that I've seen in old Maddens. The blocking is much better than I have ever seen it in Madden, and I played 2005 and 2006 quite a bit (about 7-8 franchise seasons in each).

The gameplay in general feels different to me than old XBox (granted, I haven't played the current gen 07). Do I see some of the same stuff? Sure. But the game feels quite a bit different.

I agree with reeche about the presentation. Easily the most disappointing part for me. I turned off the announcer but it's still pretty bland. The graphics, too, are not that great -- much better than current gen, but compared to a game like GRAW, they are very underwhelming.

The two things I miss right now more than anything are the accelerated clock and fatigue. The clock would really help because otherwise I have to either play really short quarters and skip the huddle animations (which messes up the playclock factor), or watch the animations over and over. I am hoping that fatigue gets patched soon so I can start a franchise.
Ditto on this post.
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Post by Leebo33 »

The lack of an in-game save cost me 1 1/2 games tonight. I started a franchise with the Steelers and made it through 2 or 3 quarters of the Miami game 3 times. :x I also had the game freeze once tonight. :(

The good news is that I had a lot of fun on default All-Star. The results were pretty believable. I think there are too many picks, but it's even so I can live with it for now. There also seem to be a lot of fumbles on the interception returns with 3 happening tonight in the 1 1/2 games, including one scenario where there was an interception, a fumble on the return, and then another fumble on the same return so possession changed three times. Miami was able to mount a pretty good running game against me each time with Ronnie Brown really torching me in the first half of one of the games. I was able to get some sacks (Porter, Hagaans, Coclow...that's how the announcer says it, and at least one other) and got realistic pressure with my DL. It's really fun to play as Troy Polamalu because he's so fast.

I noticed that Nate Washington was listed as a 63 overall in the WR depth chart but a 93! in the punt return. Not sure why that happens.
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Post by Dave »

So far, the only time i thought there were too many fumbles was during a game in San Francisco with heavy rain. Thought they might have overdone the effects of the rain. Otherwise, it seems fairly normal.

I did make my first slider adjustment on All Pro--had to decrease CPU pass blocking since I never got close to the QB with my pass rush.

Also just got my first "dirty disc error" for my 360. Considering the game went from shrink-wrapped package to the disc tray, that might not be a good sign.
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Post by Leebo33 »

I use a lot of the defensive right stick audibles for my line...not sure if that helps or not. On obvious passing downs I will fan the line outside and sometimes if I have blitzes coming from the outside I will fan the line to one side or even inside. I've also had the best success controlling a LB or lineman and switching to the closest pash rusher and sprinting. Once in awhile I will get a coverage sack when I'm controlling a safety or LB in short zone coverage. Of course, more often than not I'm using the Steelers who get a lot of sacks.
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Post by dbdynsty25 »

Leebo33 wrote:I noticed that Nate Washington was listed as a 63 overall in the WR depth chart but a 93! in the punt return. Not sure why that happens.
That is one thing that's cool as hell. It just shows you who would be suited for returning kicks. Obviously there is a lot more to being a WR...blocking, running routes, catching, running, etc. It shows you the players overall rating for the position they are trying to play...thus giving you a better idea of how they will do. I think it's a great idea...cuz who the hell care how good a receiver blocks when he's returning kicks.
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Post by GTHobbes »

Too bad Nate Washington, in real life, is actually vying for a WR spot from what I understand, and has nothing to do with returning punts or kicks, at least from what I saw in Latrobe last week.
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Post by HipE »

I'm really enjoying the game so far. I don't know exactly what it is that makes me enjoy it so much more than NCAA 360, but something about the gameplay must be different. I've played all my games on default all madden so far, winning more than I have lost. I'm really enjoying playing low scoring games even with 8 min quarters, as opposed to the 60+ points I average in my NCAA games with only 7 min quarters. I actually enjoy having the blur effect in the distance, as all the shimmering present in NCAA drove me crazy.

The biggest problem I'm having with the game right now is the complete lack of a pass rush for both myself and the CPU. The end of half AI might be pretty bad as well, as the Titans drove to my 10 yard line with 15 seconds left in the first half of a game last night, only to let the clock run out without calling a timeout or attempting a field goal.
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Post by Danimal »

I am having an odd problem on the 360 version that just started. All of the sudden I can't hot route on pass plays. I hit Y and nothing happens, now here comes the odd part. On running plays I can hit Y and the hot route screen comes up, of course there is no one to hot route because it is a run.

It is the weirdest thing I have ever seen. I turned off the controller, and also the 360 in an effort to fix it and it will not go back to normal. My controller is set to default.

Anyone heard of this issue?
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Post by wco81 »

Seems like they've tuned the PS2 version to be like the game like 2 or 3 years ago. Streaks are open again so you have to have safeties over the top.

Hope the next-gen versions aren't like this.

Going back to 3 years ago is regression.
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Post by Gurantsu »

Last night I fired up my consoles as I'm now in my football mood. After messing with the Test Drive and Just Cause demos (JC is a blast too!), I ended up playing... NFL 2K5 until 130AM.

The only reason I got Madden was Circuit City's decent price, and the SS mode which I think is neat (it's an RPG, like Oblivion with shoulder pads!). I'm just astounded how much more impressed I am by 2K5 then the current Madded. And please don't get me wrong, I'm having fun with the SS mode and I'm sure I'll get my moneys worth out of it. But Madden feels very much like a football video GAME, where 2K5 feels like video game FOOTBALL. And I know 2K5 is far from perfect, and I have had to mess with sliders to get it to my liking (although a "stop Matt Hasselback from throwing picks" slider would be nice... :cry: ), but the overall feel of the game is much more immersive and realistic to me than Madden is, not only in it's presentation which is fantastic, but also in it's on the field play.

Maybe I'm not the target demographic for Madden, heck since the last Madden I bought new was back on my PS1 I'm sure I'm not. But this years version while enjoyable just continues to show how EA is willing to sit back and half-ass it's way through the development of its flagship game.

Here's a message for the suits at EA, which also goes out to the suits at 2K for their last baseball game, and the guys at WizKids also for what they let happen to their SportsClix baseball game: let the guys who are fans of the sport and know the sport make the games. You suits can just sit back and count the money when it comes in, other than that keep yer traps shut and let the developers do their job! You know theres a reason why people STILL play Grand Prix Legends and High Heat Baseball. And it's the same reason they would probably shell out BIG bucks to have new versions of them if they could.

Of course, as long as the sales figures of the regurgitated game stay high, none of this will ever happen. We're addicted, especially since it's now the only game in town. Although you could probaby get a pre-owned Xbox and 2K5 for less than the price of the new 360 version...!
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Post by Brando70 »

Danimal wrote:I am having an odd problem on the 360 version that just started. All of the sudden I can't hot route on pass plays. I hit Y and nothing happens, now here comes the odd part. On running plays I can hit Y and the hot route screen comes up, of course there is no one to hot route because it is a run.

It is the weirdest thing I have ever seen. I turned off the controller, and also the 360 in an effort to fix it and it will not go back to normal. My controller is set to default.

Anyone heard of this issue?
Are you hitting B first? Remember, you have to hit B until you get the guy you want, then Y, then the hot route.

Not trying to patronize if you were doing that, it's just I know you're going from the PC back to 360, and I assume the PC is the old (and better) hot route system.
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Post by Dave »

Gurantsu wrote:let the guys who are fans of the sport and know the sport make the games. You suits can just sit back and count the money when it comes in, other than that keep yer traps shut and let the developers do their job! You know theres a reason why people STILL play Grand Prix Legends and High Heat Baseball. And it's the same reason they would probably shell out BIG bucks to have new versions of them if they could.
There's also a reason Papyrus and the High Heat team aren't working on sequels to those games...not enough of a market.

For the hot routes, it took me a long time to figure that out...doesn't seem nearly as intuitive as the old method.

Also, I might have missed it in the mini-manual, but my run and pass commit attempts have produced mixed results. What is the exact way to execute the commit?
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Post by Wilk5280 »

To execute the commit, use the right analog stick. Push up to pass commit and pull down to run commit.

You need to do it immediately after the snap. You better be sure, because if you run commit on play-action, you're toast.

Also, I was going to make the very same comment on papy and 3do.
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Post by Brando70 »

I started a Bears dynasty and lost my preseason game 35-18 to the Niners. The game played remarkably like the actual Bears-Niners preseason game -- Alex Smith looked great and the Bears D stunk.

I used 8 minute quarters and All Pro, with knockdowns at 25 for both and CPU pass blocking at 45. Didn't help me as I was shut out for sacks (got close a couple times), but SF had five sacks. I also bumped some penalties up to 70 and saw my first holding and defensive PI calls.

This game has got its problems, but I think it may be the most bullshit-free Madden I've seen. When bad or good things happen, it seems like they happen for a reason. For instance, I had one running play that got blown up for a five-yard loss. On the replay, my TE Desmond Clark had blocking responsibility for a DE, and the DE slipped inside to make the big play.

DB play is better. There's still a bit of boosting but it's reasonable. QBs don't seem as accurate, and I'm seeing some overthrows and missed routes. Post routes, for instance, used to be trouble for me in 2006 because of the boosts. Now I can find guys in between DBs on deep throws over the middle -- if the defensive player is out of position, he doesn't burst back into position.

I am annoyed at a lot of the things missing. Franchise seems really bare bones, for instance, and I don't know how formation subs made the chopping block.

I also found an old-code tell -- when the CPU subs players in the second half of a preseason game, your starting DTs stay in. This has been a bug since Madden first had this feature, and it doesn't affect similar positions like CB and WR.

My reaction so far has been like my reaction to NCAA -- I think EA mostly focused its attention in the right places. This isn't a great sports game, but it plays a pretty good game of football on the field. Plus the speed and control in Madden seem better than NCAA (and I'm a pro fan).
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Post by GameSeven »

I am more positive about the game than negative because, these days, I mostly lack the time to play out one or more seasons on my own time so the game is relegated to vs. play against family and friends and I think it does the on the field action reasonably well.

That said, here are some of the negatives, in no particular order, IMHO:

* Alternate jerseys, a staple of last-gen, should be available off the bat and not downloadable and especially not for a fee.

* Agreed that presentation is lacking. I gave the game the benefit of the doubt with the radio announcer in last year's game, but it appears that it may have been a dead-end route as it lacks polish and leaves little room for appropriate stat overlays and player commentary.

* It's nice that challenging plays is back in, but did the NFL go to a one-foot catch rule? I am 2-for-2 in failed challenges where the receiver's stride carried a foot *well* out of bounds. Don't bother putting challenges in the game if they don't bear any relationship to the on-field action.

* I've seen some strange actions taken by the RE/LE on some plays that run them 5-10 yards toward the sidelines even though though the play called for a pass rush. It seems to be an uninterruptable animation, despite how I might try to control them with the stick.

* Lack of 4-player. My family used to have some great 2 vs. 2 games and I can't understand why EA would leave a 4-player mode out for the second straight year, especially in light of the RTD feature that would give a blocking partner something better to do on running plays.

Overall, I'm satisfied with the game, however there is little to contradict that the lack of competition imparted by the exclusivity agreement has left the series a shadow of what it *should* be. I don't hold 2K5 up to be the holy grail of NFL games as I think Madden was quite fun in 2005 as well, but it's clear now that the two years since have been years of marginal improvement, reasonably attributable to the lack of competition.

Madden exclusivity thru 2010 + MLB2K exclusivity thru 2012 (?) = bad for sports gamers :evil:

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Post by TheTruth »

PRBoom wrote:To execute the commit, use the right analog stick. Push up to pass commit and pull down to run commit.

You need to do it immediately after the snap. You better be sure, because if you run commit on play-action, you're toast.
I am having trouble with this as well. I can do it easily on NCAA but not on Madden. When I play as a safety I usually do pull on the stick a second after the snap but my player will go into the hit stick animation instead of me getting the indicator on the bottom of the screen of either run or pass commit. Anyone else seeing this?
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Post by Bill_Abner »

PRBoom wrote:To execute the commit, use the right analog stick. Push up to pass commit and pull down to run commit.

You need to do it immediately after the snap. You better be sure, because if you run commit on play-action, you're toast.

Also, I was going to make the very same comment on papy and 3do.
And I think you'd be wrong just like Davs is. ;)

The problem, specifically in regards to High Heat, was not a lack of a market for a "hardcore" baseball game.

High Heat died for one reason: 3 - D - O.

It wasn't like no one was buying that game. In fact I was always surprised it sold as well as it did because in truth, High Heat was butt ugly even for its time and like it or not that is what gets asses in the seats -- you better bring at least serviceable graphics to the table or you are going to lose the casual gamer sale. High Heat always lost the casual gamer sale because:

--It was ugly
--It was marketed poorly (remember those Sosa commercials?)
--3DO failed to improve the graphics after the fan base was already installed.
--3DO was a total mess financially -- not because of High Heat but because of about 20 other ridiculous decisions made by that outfit that finally lead to its closing. Sammy Sosa Softball Slam! Army Men version 25! Lets make a lot of crappy action games with bad graphics and use the Heroes of Might and Magic label on them! We'll make millions!

If High Heat had first rate graphics the only thing that could have stopped it was an exclusive licensing deal...or poor company decisions. To get your foot in the door (EA and 2K's door) you need to be able to compete with them visually. This is why the NFL 2K series was able to take its sliver of market away from Madden. It looked better. That's what gets people's initial attention; the fact that it also played well is what kept them there but if your game is ugly to start with...you have no chance.

This is why Microsoft should, hopefully, resurrect that series on the 360. If Microsoft used the High Heat name, focused on keeping its gameplay, and also gave it a serious graphics injection. It would sell. Well.
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Post by MizzouRah »

I've only played about 3 games, but AP defaults - 9 min quarters is giving me good results as well. I wish I could like SS mode, but it just isn't doing it for me like MLB The Show create a player mode did.
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Post by TCrouch »

I'm pretty sure I did some commits by pulling the Left Trigger and THEN using the right stick. LT+Down on the R stick for run, up for pass within a second after the snap. The R stick alone sends you into a hit stick animation.
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Post by TheTruth »

TCrouch wrote:I'm pretty sure I did some commits by pulling the Left Trigger and THEN using the right stick. LT+Down on the R stick for run, up for pass within a second after the snap. The R stick alone sends you into a hit stick animation.
Hmm..will have to give this a try.
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