Customer Review

209 of 232 people found the following review helpful
2.0 out of 5 stars 1 Step Forward, 2 Steps Back, August 29, 2012
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= Fun:3.0 out of 5 stars 
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This review is from: Madden NFL 13 - Xbox 360 (Video Game)
As a longtime Madden player (have played/owned every iteration since 99), this year's version of Madden is perhaps the most over-hyped one since the move to the current gen of consoles. After years of gamers complaining about the lack of innovation between the yearly releases of Madden, EA finally took a swing at things for the better. Unfortunately, even with the new Infinity Engine and Connected Careers Mode the exclusion of a full fledged Franchise Mode from years past is sadly game breaking for this gamer.

Pros:
1. The Infinity Engine is a solid step forward for the franchise, and should only get better as the series evolves in this direction. This is the best part of Madden 13, and can only be truly appreciated once you play it. Comparing the gameplay engines from Madden 12 or even NCAA 13 is almost a night and day difference.
2. The gameplay itself is probably the best its been since Madden's been on the current consoles. Multi-player matches (co-op and online) in particular should be the best its been in this generation. Past annoyances like Psychic DBs, eternal pockets for QBs, or impossible across the body off balance throws are out or at least toned down.
3. For as much as I dislike it, Combined Careers did well in including the different ratings for players depending on scheme. The Twitter/Social dashboard is at least interesting, if a bit clunky.
4. Trade logic within CCM seems to be harder, a positive in my book since it takes out trading a FA you just signed for a first round pick.

Cons:
1. Well, as the rest of my Amazon reviewers have noted Franchise mode as we have come to know and love got the boot. The new mode, Combined Careers, is a combination of past year's Superstar and Franchise modes. Unfortunately, Coach mode (which is supposed to be the evolved Franchise mode) is sadly lacking.
2. Lack of editing players/rosters: no longer can you edit player numbers, ratings, or really even have that much control of your roster. For example, in my current CCM I have 3 players with the number 82 in the wide receiver position, a minor annoyance that the user cannot address since editing is completely gone. The inability to change ratings makes a bit of sense(so no one can just turn anyone into a 99 overall rating) if Progression actually worked. Unfortunately, I had a rookie LB win both Rookie of the Year and Defensive MVP...and lost rating (78 to 77). Finally, you no longer edit player positions and thus are stuck with whatever EA classifies the player as. Want to turn Dwight Freeney and Robert Mathis back to DE's for the return of your new 4-3 Colts defense (in 13 they are 3-4 mirroring the real life switch)? Good luck, you can't.
3. Lack of a Fantasy draft - not a big one for me, but I know at least two of my friends refuse to buy this simply because of this being left out of 13.
4. Lack of a co-op Franchise - unless you and your friends are willing to shell out $60 per person (plus XBOXs/Live subscriptions) you can no longer have your friend play within your franchise. As it is, I can play/compete with my friends/roommates on one console in Madden 12 or NCAA 13 but not in Madden 13.
5. Inability to import NCAA13 draft classes - not a surprise to anyone following the Madden hype train, but disappointing none the less.
6. Being forced to go online -at the moment of writing this review all the benefits of the CCM are found by choosing the online (always connected to EA servers) option. Online gamers will get tuning updates days to even weeks before offline gamers. Perhaps the biggest hindrance to this would be anyone who has actually had to connect to EA's servers before, they are notoriously buggy and finicky. In my NCAA 13 dynasty I constantly lose connection to the EA servers, a minor annoyance in that game, a game breaking feature in this one. Because of the way online CCM is set up, any time you lose connection to the EA server you lose all progress in whatever you were doing...4th quarter up by 3 as the underdog in the Super Bowl? Tough luck, you are going to have to play that entire game over again.

Conclusion: While the loss of Franchise Mode (and the inability of Coach mode in CCM to replace it) is a serious one in my book, there is some appeal in this game. As it is, people who play Madden for the multiplayer quick games will enjoy this game. People who get Madden for the Franchise play will find it sorely lacking until/if they ever patch it.
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Comments

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Showing 1-9 of 9 posts in this discussion
Initial post: Aug 30, 2012 12:55:29 PM PDT
D.L. says:
Though I disagree with your score, I've gotta say that it was well written with valid points-not like most of these whiney and tantrum-laden reviews from these people that have "supposedly" played the game.

Posted on Sep 1, 2012 10:03:57 PM PDT
[Deleted by Amazon on Sep 1, 2012 10:28:26 PM PDT]

Posted on Sep 1, 2012 10:08:40 PM PDT
http://forum.ea.com/eaforum/posts/list/8939125.page

Posted on Sep 2, 2012 7:32:29 AM PDT
1) YOU CANNOT EDIT ANYTHING IN CCM. This includes numbers, equipment, positions, and ratings. Nothing. Yes, duplicate numbers are an issue that they are looking into according to Josh Looman's twitter account. No, you cannot control all 32 teams.

2) SEASON TICKET AND RETAIL ARE THE SAME CODE. THEY ARE THE EXACT SAME GAME. ALWAYS. There is no difference between the season ticket version of Madden and the disc version. This goes for all EA releases.

3) The menus in CCM are confusing. If you are looking for depth charts, team salary info, etc, go to the "More" tab and start exploring.

4) There is a patch coming out soon, most likely in September. There's nothing confirmed, but the first release should include some gameplay tuning and some bugfixes, namely...

5) the weird issues with depth charts in preseason is a bug. The team knows about it and are working on it.

6) Man coverage has a bug wherein defenders will approach the LOS before retreating into coverage. They are aware of this.

7) Assisted tackles and half sacks are in the game but not registering. They are aware of this, too.

8) Connected Career is not scripted. The things that play out in the first offseason are more or less consistent for people because everyone is starting from the same base, and the CPU is governed by specific AI logic. So it's not that TO getting cut is always going to happen, it's that he's not a good fit (and old), so more often than not the Seahawks will cut him.

9) Changing playcalling options in CCM is also bugged. It will revert back to game flow between weeks regardless of what you set it to.

10) If you want to play something like classic franchise mode, choose to play as a coach in CCM.

11) Just because your CCM is online does not mean it's open to online players. You can play a singleplayer online CC and have the benefits of tuning and using maddencareer.com without allowing people into your league. Just set the league settings to private and use a password.

12) The inability to change schemes is a bug that the team is aware of. This was confirmed by Josh Looman on twitter about an hour ago.

If there are any others that you can think of, feel free. Maybe this will help keep the same threads from being made over and over.

http://forum.ea.com/eaforum/posts/list/8930881.page

@Josh_Looman: If you're playing a single player career, play online. You'll get the benefit of up to date tuning that you won't get offline until a patch."

http://forum.ea.com/eaforum/posts/list/8929749.page

http://www.operationsports.com/forums/showthread.php?t=570288

Posted on Sep 2, 2012 7:33:30 PM PDT
rpd123 says:
The lack of franchise mode and fantasy draft is why I got Madden 13 for the PS Vita. It has both of them, and I haven't had a chance to yet, but I'm pretty sure you can edit players.

Posted on Sep 5, 2012 6:34:06 PM PDT
James says:
Great post! Thorough and well written. I couldn't agree more. The old Maddens were better (Pre-2008)

Posted on Sep 9, 2012 6:25:03 PM PDT
Don't forget the bad calls, balls caught clearly out of bounds counted as catches, the innacurate commentary like "that was a great return they have great field position after that monster return" after a 4 yard return, and the list goes on and on.

Posted on Oct 10, 2012 3:42:12 PM PDT
[Deleted by Amazon on Mar 10, 2013 12:20:15 AM PST]

In reply to an earlier post on Oct 10, 2012 4:19:38 PM PDT
rpd123 says:
I can help here. Both have valid points, and both are exaggerating how bad/good it is. At first it's pretty cool and a nice change of pace from the old ones. It looks and feels more realistic. As you keep playing, however, you notice that your players trip over practically anything. Barely being hit sends them flying. So it makes some things better while it makes others worse. I think by next game they'll have the bugs worked out.
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