Why not? There are in game saves in NBA 2K and The Show for season/franchise games and in game saves in the Wii version of Madden so it can be done. The average game of Madden takes 45 minutes to over an hour. Can you imagine the negatives in reviews for Uncharted, Halo, Mario, Call of Duty, etc. if check/save points were only offered every hour? Why should Madden get a free pass during reviews for this ommission?MizzouRah wrote:In game saves would be nice, but nothing I would ever consider as a "negative" in a review.
Madden 11 Impressions
Moderators: Bill_Abner, ScoopBrady
Re: Madden 11 Impressions
Re: Madden 11 Impressions
Saw this tidbit on Bill Harris' blog, for anyone considering buying the game used somewhere down the line:
"I picked up Madden this morning, and I also figured something out.
When I was inputting the "online pass" code, I saw that "roster updates" were specifically mentioned as a feature only available with online access.
That's a dick move.
Here's why. Since only people who buy the game new have online access (unless they pay an extra fee), people who buy the game used can't get roster updates without the fee. But the game comes out before pre-season even starts, so accurate rosters aren't available for a month.
In other words, if you don't buy the game new, EA isn't going to finish the game unless you pay an additional fee.
It gets so much worse, though. Remember how the NCAA team was touting the "tuning updates" that were going to make it much easier to fix problems without going through the Sony/Microsoft patch certification process?
At first, I thought that was the greatest thing ever. For once, a company actually doing something for us, with no downside.
Well, not exactly.
I realized today that those tuning sets aren't accessible for anyone who bought a used copy of the game, unless they pay for online access (the tuning updates are downloaded from EA's servers). So while this might be a way to be more responsive in terms of fixing bugs, it's also a way to totally lock out the used game market (their primary motivation, I strongly suspect). Again, they're shipping a beta, and you have to pay them to finish the game.
That is a bad, bad precedent."
"I picked up Madden this morning, and I also figured something out.
When I was inputting the "online pass" code, I saw that "roster updates" were specifically mentioned as a feature only available with online access.
That's a dick move.
Here's why. Since only people who buy the game new have online access (unless they pay an extra fee), people who buy the game used can't get roster updates without the fee. But the game comes out before pre-season even starts, so accurate rosters aren't available for a month.
In other words, if you don't buy the game new, EA isn't going to finish the game unless you pay an additional fee.
It gets so much worse, though. Remember how the NCAA team was touting the "tuning updates" that were going to make it much easier to fix problems without going through the Sony/Microsoft patch certification process?
At first, I thought that was the greatest thing ever. For once, a company actually doing something for us, with no downside.
Well, not exactly.
I realized today that those tuning sets aren't accessible for anyone who bought a used copy of the game, unless they pay for online access (the tuning updates are downloaded from EA's servers). So while this might be a way to be more responsive in terms of fixing bugs, it's also a way to totally lock out the used game market (their primary motivation, I strongly suspect). Again, they're shipping a beta, and you have to pay them to finish the game.
That is a bad, bad precedent."
Re: Madden 11 Impressions
Madden 11 is pretty sweet and Gus and Chris sound much much better in the final product. Love gameflow and locomotion. 

Re: Madden 11 Impressions
I said nothing *I* would consider a negative for a sports game. The other games, yes for me that would matter, but doesn't bother me with console sports games. I doubt I would ever use it unless something critical came up, but if it was that critical I would just shut the game off.Leebo33 wrote:Why not? There are in game saves in NBA 2K and The Show for season/franchise games and in game saves in the Wii version of Madden so it can be done. The average game of Madden takes 45 minutes to over an hour. Can you imagine the negatives in reviews for Uncharted, Halo, Mario, Call of Duty, etc. if check/save points were only offered every hour? Why should Madden get a free pass during reviews for this ommission?MizzouRah wrote:In game saves would be nice, but nothing I would ever consider as a "negative" in a review.
I just wouldn't take off reveiw points for not having them in there. "Hey the game sucks, but they have in game saves, that brings the score up from a 4 to a 5."

I'm just messing with you Leebo, I know in game saves should be in all games by now. I'm guessing there is something programming wise that hasn't had them implement it?
Re: Madden 11 Impressions
I don't see it as a bad precedent GT. Keep in mind EA like every other publisher is trying to protect used game sales so I don't blame them. It still works out because you can still buy the code for like $10 if you need it.GTHobbes wrote:That is a bad, bad precedent."
Re: Madden 11 Impressions
Which if you do the math...early on Gamestop sells Madden for $54.99 plus $10 for only and you have a game that will be more than original version.Rodster wrote:I don't see it as a bad precedent GT. Keep in mind EA like every other publisher is trying to protect used game sales so I don't blame them. It still works out because you can still buy the code for like $10 if you need it.GTHobbes wrote:That is a bad, bad precedent."
It's a money move but not something that's customer friendly.
Re: Madden 11 Impressions
Rod, I'm not crazy about EA charging for this, but to be clear it was actually Bill Harris calling it bad precedent, not me. I guess it will apply for the patch as well, so I'm glad he brought it to our attention with his blog.Rodster wrote:I don't see it as a bad precedent GT. Keep in mind EA like every other publisher is trying to protect used game sales so I don't blame them. It still works out because you can still buy the code for like $10 if you need it.GTHobbes wrote:That is a bad, bad precedent."
Re: Madden 11 Impressions
Still it's not a big deal because Gamestop will probably adjust their pricing ($44.99-54.99) to reflect the purchase of the card and IIRC they even sell those same cards at the store for $10 bones.JRod wrote:Which if you do the math...early on Gamestop sells Madden for $54.99 plus $10 for only and you have a game that will be more than original version.
It's a money move but not something that's customer friendly.
I know it wasn't you saying it, it's not that really big of a deal. EA doesn't want Gamestop to double dip and is trying to encourage new game sales and that's one way of doing it. I have no problems with their business approach to this.GTHobbes wrote:Rod, I'm not crazy about EA charging for this, but to be clear it was actually Bill Harris calling it bad precedent, not me. I guess it will apply for the patch as well, so I'm glad he brought it to our attention with his blog.
Re: Madden 11 Impressions
But the "customer" would be Gamestop's customer, not EA's. I have zero problem with them doing this silly online code crap, honestly. Gamestop is making a killing off of the used game sales, and all EA is doing is getting a $10 chunk out of that. I have a buddy at Gamestop who tells me that many times they might sell the same exact copy of a game 3 or 4 times. Somebody buys it, trades it in, they sell it again for 40 bucks, somebody trades it in again. They're making a ridiculous amount of profit off of these.JRod wrote:It's a money move but not something that's customer friendly.
But as far as EA not being customer friendly--sure it is. To their customers, since it's free with the game you buy. It's the people looking to save some money and becoming a second-hand store's customer that have the problem.
For the record, I can see WHY people dislike it, but it doesn't personally bug me one bit.
Last edited by TCrouch on Tue Aug 10, 2010 1:54 pm, edited 1 time in total.
Re: Madden 11 Impressions
QFT, but it was JRod you quoted not me.TCrouch wrote:But the "customer" would be Gamestop's customer, not EA's. I have zero problem with them doing this silly online code crap, honestly. Gamestop is making a killing off of the used game sales, and all EA is doing is getting a $10 chunk out of that. I have a buddy at Gamestop who tells me that many times they might sell the same exact copy of a game 3 or 4 times. Somebody buys it, trades it in, they sell it again for 40 bucks, somebody trades it in again. They're making a ridiculous amount of profit off of these.Rodster wrote:It's a money move but not something that's customer friendly.
But as far as EA not being customer friendly--sure it is. To their customers, since it's free with the game you buy. It's the people looking to save some money and becoming a second-hand store's customer that have the problem.
For the record, I can see WHY people dislike it, but it doesn't personally bug me one bit.

Re: Madden 11 Impressions
Sorry. When you reply to a post, I wish they'd just let you quote that post instead of the quote-within-quote-within-a-quote crap. 

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Re: Madden 11 Impressions
It's not a big deal at all and there's no reason EA shouldn't do that. It's smart business. THQ did this with the UFC game this year and as a result Gamestop sells the game for $10 cheaper used and the trade-in value is less as well. Technology has given developers a way to help combat used games sales and to expect them not to take advantage of that is being a little naive, don't you think?
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Re: Madden 11 Impressions
The one thing that has me worried about this is game is that I keep reading how high scoring offline and online games are. Sounds like the offense side of the ball is way ahead of the defense.
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Re: Madden 11 Impressions
Correct me if I am wrong but anyone can get a 7 day free online pass trial. Thus if you buy used you could get the latest roster and patch depending on when you do this.
I love Bill H but he likes to skewer EA a lot more then deserved at times. As pointed out Gamestop is the one who caused this issue. They have effectively made a business model of reselling used product at ridiculous prices but no one ever has an issue with them.
I love Bill H but he likes to skewer EA a lot more then deserved at times. As pointed out Gamestop is the one who caused this issue. They have effectively made a business model of reselling used product at ridiculous prices but no one ever has an issue with them.
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Re: Madden 11 Impressions
TCrouch nailed it!TCrouch wrote:But the "customer" would be Gamestop's customer, not EA's. I have zero problem with them doing this silly online code crap, honestly. Gamestop is making a killing off of the used game sales, and all EA is doing is getting a $10 chunk out of that. I have a buddy at Gamestop who tells me that many times they might sell the same exact copy of a game 3 or 4 times. Somebody buys it, trades it in, they sell it again for 40 bucks, somebody trades it in again. They're making a ridiculous amount of profit off of these.JRod wrote:It's a money move but not something that's customer friendly.
But as far as EA not being customer friendly--sure it is. To their customers, since it's free with the game you buy. It's the people looking to save some money and becoming a second-hand store's customer that have the problem.
For the record, I can see WHY people dislike it, but it doesn't personally bug me one bit.
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Re: Madden 11 Impressions
It hurts even EA's customers because it is reducing the resale value of the purchase, even if the original purchaser bought it new. It's not really friendly towards anyone but EA. It doesn't affect those who buy it new and never sell, but that's only a part of new buyers. Overall it's still negative.TCrouch wrote: But as far as EA not being customer friendly--sure it is. To their customers, since it's free with the game you buy. It's the people looking to save some money and becoming a second-hand store's customer that have the problem.
I certainly understand why EA is doing this, but I wouldn't call it friendly to customers by any stretch.
Re: Madden 11 Impressions
Exactly. And I do think it's something worth mentioning in reviews for those who are considering buying the game used.webdanzer wrote:It hurts even EA's customers because it is reducing the resale value of the purchase, even if the original purchaser bought it new. It's not really friendly towards anyone but EA. It doesn't affect those who buy it new and never sell, but that's only a part of new buyers. Overall it's still negative.TCrouch wrote: But as far as EA not being customer friendly--sure it is. To their customers, since it's free with the game you buy. It's the people looking to save some money and becoming a second-hand store's customer that have the problem.
I certainly understand why EA is doing this, but I wouldn't call it friendly to customers by any stretch.
Re: Madden 11 Impressions
The margin on preowned games are usually 35-50%, so by far the moneymaker in the stores.
Re: Madden 11 Impressions
I really like the AFL presentation over Madden's normal presentation. Too bad they didn't have old stadiums or maybe that do and I just missed it.
I really thought the Ultimate Team mode allowed you to play a season but it's just an pointless amount of exhibition games. I must have mixed up NHL Ultimate Mode and this one because I wanted to try an build a team and play through the seasons.
I don't know how anyone coming from BB feels that animations and motion-caps don't feel dated and gimmicky. I've not dived into the game but if at the very least, you should want Madden to have real time physics like another EA game (NHL).
Early reports of the game being a score fest seems about right and slider tuning is needed.
PS3 still not as good visually as 360 like usual.
I really thought the Ultimate Team mode allowed you to play a season but it's just an pointless amount of exhibition games. I must have mixed up NHL Ultimate Mode and this one because I wanted to try an build a team and play through the seasons.
I don't know how anyone coming from BB feels that animations and motion-caps don't feel dated and gimmicky. I've not dived into the game but if at the very least, you should want Madden to have real time physics like another EA game (NHL).
Early reports of the game being a score fest seems about right and slider tuning is needed.
PS3 still not as good visually as 360 like usual.
Re: Madden 11 Impressions
VERY EARLY, take with a grain of salt impressions...
Played a game on default AP against the Brownies with gameflow off, but OC commentary on. Beat them 31-24 on 8 min quarters, default clock run off (probably need to go to 10 min).
Running might need to be toned down as Jackson had a superb day and was really hard to bring down, which I loved.
Bradford threw some mis-throws and had some good passes, seemed about what he would do in a game against the Browns. Defense is tough, which I really like.. the CPU will run on you and that's a definite change from previous verisons.
Love the music, scored a TD and heard, "WOO HOO" song 2 by blur. Commentary was fine and I actually saw some penalties on default!!
Game looks great, to me more vibrant than NCAA 11 and there were only a few fans at the game (maybe because it was exhibition)?
The controls feel great and flow from NCAA 11 just like they should.. it's fun and I can't wait to play some more.
Played a game on default AP against the Brownies with gameflow off, but OC commentary on. Beat them 31-24 on 8 min quarters, default clock run off (probably need to go to 10 min).
Running might need to be toned down as Jackson had a superb day and was really hard to bring down, which I loved.

Love the music, scored a TD and heard, "WOO HOO" song 2 by blur. Commentary was fine and I actually saw some penalties on default!!
Game looks great, to me more vibrant than NCAA 11 and there were only a few fans at the game (maybe because it was exhibition)?
The controls feel great and flow from NCAA 11 just like they should.. it's fun and I can't wait to play some more.
Re: Madden 11 Impressions
I played a couple of games, and the CPU certainly wasn't running up and down the field. I really believe maybe it has to do with the playcalling. I gave up two big plays, but forced 8 turnovers. I allowed a few really long drives, though--13, 14 play affairs. It seems the CPU will take the checkdown a lot now if you are covering downfield or sending the blitz.
I have no idea--I allowed 13 and 10 points on 12 minute quarters with 25 second runoff. I can see if the complaint is against another human, since people are much better at finding stuff that works. I also did nothing but the Gameflow in my games, which called some pretty bizarre calls on D that I never would have tried. In a lot of cases, it ended up being a pretty damned good call. Only a few instances were bad, but I could believe it. A 3rd and short, from midfield, for example, somehow ended up with a linebacker singled up on Demaryius Thomas on a fly pattern down the center of the field. That was one of the big plays, as it should be. Thomas had a good 10 yards at the time of the catch.
I'm a little nervous at the ability to run the ball, though. McFadden piled up 200+ and 3 scores against the Denver D, and Bush plowed in for 3 TD's of his own. I barely ever had to pass, but when I did, the PA was a complete and utter waste of time. Even with a running game gouging them like that, guys were coming straight for the QB.
In any case, I enjoyed it, but 62-13 and 52-10 games on AA defaults (the second game played in Superstar mode as Dez Bryant) don't make me excited for the default difficulty. I hate tweaking sliders to try to get something middle-of-the-road, and the All Madden cheat behavior prevails almost every game when I do that, so it'll take some tinkering.
It's curious, because I didn't really establish much offense in the demo. Yet I was able to pile up a 4:1 time of possession battle over Denver in my only full game at lunch.
One thing I loved, though--much like NCAA, I'm not able to freelance on D and jump everything in sight. Playing as Rolando McClain I got eaten alive by TE's and running backs crossing the field because I just couldn't keep up. I would play it like I did in NCAA 10 and Madden 10 and figured I had an easy pick if they threw the ball, but then they just ran away from me--AND got behind me, for another 15+ YAC.
Nnamdi was a straight up beast, though. Orton never learned not to throw near him, and he had 3 picks and a fumble recovery in 1 game. Chris Johnson grabbed 2 on the other side, and McClain managed one as well. Almost all of them were on deep attempts, too. So I'm not seeing the easy deep passing game.
If anything, it seems damn near impossible to give up a deep bomb.
I have no idea--I allowed 13 and 10 points on 12 minute quarters with 25 second runoff. I can see if the complaint is against another human, since people are much better at finding stuff that works. I also did nothing but the Gameflow in my games, which called some pretty bizarre calls on D that I never would have tried. In a lot of cases, it ended up being a pretty damned good call. Only a few instances were bad, but I could believe it. A 3rd and short, from midfield, for example, somehow ended up with a linebacker singled up on Demaryius Thomas on a fly pattern down the center of the field. That was one of the big plays, as it should be. Thomas had a good 10 yards at the time of the catch.
I'm a little nervous at the ability to run the ball, though. McFadden piled up 200+ and 3 scores against the Denver D, and Bush plowed in for 3 TD's of his own. I barely ever had to pass, but when I did, the PA was a complete and utter waste of time. Even with a running game gouging them like that, guys were coming straight for the QB.
In any case, I enjoyed it, but 62-13 and 52-10 games on AA defaults (the second game played in Superstar mode as Dez Bryant) don't make me excited for the default difficulty. I hate tweaking sliders to try to get something middle-of-the-road, and the All Madden cheat behavior prevails almost every game when I do that, so it'll take some tinkering.
It's curious, because I didn't really establish much offense in the demo. Yet I was able to pile up a 4:1 time of possession battle over Denver in my only full game at lunch.
One thing I loved, though--much like NCAA, I'm not able to freelance on D and jump everything in sight. Playing as Rolando McClain I got eaten alive by TE's and running backs crossing the field because I just couldn't keep up. I would play it like I did in NCAA 10 and Madden 10 and figured I had an easy pick if they threw the ball, but then they just ran away from me--AND got behind me, for another 15+ YAC.
Nnamdi was a straight up beast, though. Orton never learned not to throw near him, and he had 3 picks and a fumble recovery in 1 game. Chris Johnson grabbed 2 on the other side, and McClain managed one as well. Almost all of them were on deep attempts, too. So I'm not seeing the easy deep passing game.
If anything, it seems damn near impossible to give up a deep bomb.
Last edited by TCrouch on Tue Aug 10, 2010 5:00 pm, edited 1 time in total.
Re: Madden 11 Impressions
I don't think there's any broadcast cam fans on this board, but if there are, can you comment as to whether there is any noticeable difference between last year's broadcast cam and this year's? Thanks in advance.
Re: Madden 11 Impressions
I tried the broadcast cam and saw no difference.
Re: Madden 11 Impressions
If you guys have any good slider sets please post them. I started mine.
Re: Madden 11 Impressions
Thanks again...I appreciate the response.bulls23 wrote:I tried the broadcast cam and saw no difference.