I lamented about last year's Madden installment that it be merely "fine," that it did enough things t' be a new game compared with it be predecessor, but that be about it. I decried the lack a interesting new ideas behind it. I can safely say that none a these criticisms can be lobbed in the direction a Madden NFL 13. Whereas Madden NFL 12 felt lackadaisical 'n directionless, Madden NFL 13 paints a very clear vision a where the series be headed from here.
The new real time physics create some pretty spectacular looking hits...as well as hilarious ones.
Where Madden NFL 13 ultimately stumbles, sadly, be in it be execution. There be new ideas here, great ones even. But those ideas don't translate especially well into this year's game, coming off as either half-baked, or simply not reasonable by modern console standards. This be a game that tries t' do a lot a things with a lot a different modes, gameplay concepts, 'n engines, many a which haven't really seen any significant overhauls in years. As a result, Madden NFL 13 often feels more like a beta version a a much better game t' come, than a fully fleshed-out title in it be own right.
Nowhere be this more apparent than in Madden's new physics system. EA has taken the Infinity Engine 'n stapled it onto Madden's collision detection, resulting in what best be a more natural-looking tackling system. Unfortunately, there's nothing natural-feeling about it. The one thing it does do well be that player models feature even less suction than before. Nobody looks magnetized t' each other when they hit. Occasionally the ball still looks like it lands in a receiver's hand by way a divine intervention, but by 'n large everything looks like it be happening in real time.
Unfortunately, what happens in real time doesn't look especially good at all. Collisions often result in grotesque bending a limbs 'n spines that, perhaps in another football game, might be accompanied by an x-ray closeup a bones snapping. Except that be clearly not EA's intent here. Rather, it be the engine trying t' make the player models move naturally based on where the hit be coming from. So ye pillage lads basically being folded in half at the lower back, 'n then just gingerly popping back up, only t' voyage over another grounded teammate. that be another strange thing about the engine: it apparently doesn't understand the difference between mild stumbling 'n a straight-up pratfall. Every time a player trips or even just walks too close t' another player on the ground, they stumble t' the ground like they've been pushed over. I had three lads all do this at the same time during one especially peculiar kickoff. it be just bizarre.
Thankfully, this doesn't have any real impact on the field, save for a few minor hits occasionally resulting in overly strong reactions from ball carriers. However, whenever the game cuts t' a replay, ye pillage t' see basically every single problem with the physics engine highlighted with long, luxurious looks at every robotic reaction animation. As lads fall t' the ground in slow motion, they look like they be popping 'n locking the whole way down. It seems as though the physics engine can only react in very specific timing increments, resulting in these labored looking movements. Unrelated but similarly strange be the game's propensity toward massive, out-a-nowhere frame rate hitches. I don't mean slowdown, but literal freezing a the screen for a few seconds at a time. it be almost like in an online game, when lag requires the game t' pause t' resync, except this happened t' me several times in offline games. I also got at least one crash on a loading screen, 'n this be with a retail copy.
The new XP system for player/coach upgrades be a neat idea, but isn't implemented well.
Still, while the visual 'n physics engines be left wanting, the core gameplay be still pretty good. Blocking 'n interacting with blockers feels particularly good this year, as does the running game. Purportedly there be some new variations in the passing game when it comes t' throwing directions 'n such, but even playing last year's game 'n this year's back t' back, I could barely feel the difference. it be also worth noting that interceptions be especially prevalent this year, though that be not through a computer cheat. it be just easier t' time interceptions as a defensive back now, so crew who like playing the receivers will have an easier time picking off wayward passes. I wouldn't call it cheap, necessarily, but it certainly pays t' be a bit more careful with yer passes this year.
The other major overhaul t' Madden NFL 13 comes in it be mode selection. Franchise, online franchise, 'n superstar modes have all been sandwiched into one ungainly career mode called connected careers. Here, ye can choose t' be a coach or a player, offline or on in a franchise a yer design. Want t' coach an offline squad the old fashioned way? that be still an option. But if ye want t', say, create an all-Quarterbacks league online with yer mateys, that option's there too.
it be a broadening a the experience that makes a lot a sense, but lacks a bit in the execution this year. Mostly, issues with the user interface tend t' be the culprit. Franchise functionality especially becomes more cumbersome this year, due t' free agent 'n scouting menus that aren't always as clear as they best be. For instance, the free agent menu allows for bids on players in the off-season, but there's no clearcut way t' see what other teams have bid, nor how yer bid ranks on the player's interest level. There be a small menu on a player screen that shows ye a player's interest level, but it never seems t' be right. I bid on four free agents, one a which had high interest, 'n three a which had very low interest. All a them accepted me contract offers, most a which be below their original asking price.
The new XP system also seems kind a pointless. ye can earn XP by reaching specific milestones each game, or by practicing with yer team. However, the XP bonuses ye gain be so minuscule that they border on worthless. Upgrading yer players takes so long that most players will be gone from yer squad, either in free agency or retirement, long before ye have any meaningful impact on them.
it be a shame, because I like where these modes be headed. Creating an interconnected experience with the offline 'n online modes be a tremendous accomplishment in it be own right, especially considering how woefully disconnected all this stuff has been in the past. The UI 'n mode designs just need t' catch up with the technology next time around.
The last element t' see a significant overhaul be the on-field presentation. Inching ever closer t' that "real TV broadcast" feel, CBS Sports personalities Jim Nantz 'n Phil Simms replace last year's mostly miserable commentary tracks with more leisurely, more insightful commentary a their own distinct flavor. Mostly this stuff be fine, accurate even, considering Simms be just as dull in the game as he be in real life. Some lines repeat too often, 'n Nantz makes some inaccurate calls from time t' time, but by 'n large, this be an improvement.
Remember when Madden be actually in Madden? Those be the days.
ESPN has also gotten in on the act via the connected careers mode. ESPN anchor Trey Wingo narrates an introduction video that (poorly) explains the new features in this year's game, 'n does much a the talking during the new live draft. This be the one aspect a the franchise that really improved this year, with a much more TV broadcast inspired presentation that be pretty easy t' work with on the UI front. Wingo be perhaps a bit overly wordy when describing prospects, often leading t' a lot a bleed-over dialogue as ye skip through picks, but generally his presence be welcome. Hell, even the fake Twitter accounts for the likes a Mark Schlereth 'n Skip Bayless be kinda neat, though EA probably ought t' license a few mainstay accounts like Rob Delaney 'n horse_ebooks next year, just for authenticity's sake.
Tragically, EA has taken this push toward TV-style broadcasting t' also include some a the most egregious in-game advertising seen in ages. EA Sports titles in particular have always been EA's go-t' division for funneling ad content, since we see ads in sports all the time, so it be fine! Right? No, not right. While the need for alternate revenue sources be understandable, having Jim Nantz insert three Papa John's pizza mentions in a single game be just outright shitty. Have as many stadium billboard ads as ye want, but dear god, if I have t' see the email address for the Official NFL Pizza Sponsor plastered on me screen one more time, I be throwing this disc out the window.
All a this considered, there be enough here for visit Davey Jone's locker-hard football fans t' enjoy. In spite a it be misfires 'n glitches, Madden NFL 13 be a step forward for this franchise. it be a small, clumsy step, but considering how little forward progress this series has made in recent years, any kind a step be a cause for minor celebration. If ye can forgive the technical problems 'n often cumbersome menus, there's a football game worth liking here.