Image via Complex Original
The release of Madden NFL 13 has come and there are some major changes to the game this year. Hardcore sports gamers will first notice that EA Sports has implemented a lot of RPG emphasis to the title, from the new engine to a not so new/brand new mode. Love it or hate it, Madden 13 is very different from last year's version. Check the details before you hit the gridiron.
Say It Loud
Unless you are too cheap to buy a gym membership or you do Zumba at home when no one is looking, your Kinect is probably collecting dust. Madden 13 might give you a reason to dust that joint off and plug the camera back in. The Kinect will allow users to make pre-snap and post-snap commands on both offense and defense. That alone really doesn't mean anything but you can do all of this while also making changes via controller. The double up means users can make eight pre-snap adjustments as opposed to four before the play clock runs out.
If this sounds a bit confusing, don't trip. There are onscreen prompts to let you know when and what to say. For those who play online, the microphone is muted during this time.
Overall, the enhanced graphics and gameplay make up for the ball drops in Connected Careers. One this is for sure, no one can say this is a Madden 12 reboot.
Step Your Game Up
To keep it all the way 100, Gus Johnson is that dude but the broadcast booth in Madden 12 sucked. There were holes in the commentary, incorrect play-by-play and horrible repetition. Gus and Cris Collinsworth got the axe in favor of Phil Simms and Jim Nantz for Madden 13. According to EAS, Jim and Phil recorded the play-by-play and color in a game like atmosphere alongside each other, which results in much better commentary. There are reportedly over 9000 lines of content from the duo.
They also made sure that the actual broadcast booths are placed properly in each NFL stadium. Shout out to attention to detail.
Aerial Assault
If you played NCAA Football 13 then you are familiar with how Total Control Passing works. It's essentially the same story for Madden 13. QB's are no longer relegated to lob, bullet or medium touch throw; they can now pass to 25 different trajectory zones. Leading a receiver or throwing away from a defender using the left analog stick makes passing a lot more efficient but also more difficult to get used to at first.
There is new QB dropbacks and several of the game's top QB's have their real cadences and voices utilized in the game. Another simple but great change is the Play action abort button; players can now hit RT/R2 to get out of a PA play when you see a blitz coming.
Also, like NCAA Football, defenders will have to be aware of where the ball it to make a play on it. No more linebackers jumping up out of nowhere to bat down a pass or pick it off. The same goes for DB's. WR's also have to be aware of the ball, better user catching controls make it easier to stay in route and manually control the receiver.
The Grass Is Not Always Greener On The Other Side
Don't be alarmed when you go to start your Franchise and can't find it. EAS has mashed up Superstar mode, Online and Offline Franchises into something they call Connected Careers. In order to do your franchise you simply decide to play CC as a coach. There are a few new wrinkles with it, for example, players get to choose what kind of coach (or use a legendary coach) they want to be and that affects how the team and free agents react to your character.
With so much going on players who are accustomed to the straightforward nature of Franchise or Superstar menus of the past will be a bit confused. EAS would have done better with adding simple button pushes to progress to next steps as opposed to returning the top of a menu to advance. The process is a bit convoluted.
As they've added a bunch of stuff to the mode they have also taken away a few things that are missing that will definitely upset longtime fans. A big loss is the lack of ability to import draft classes from NCAA Football 13 or do a Fantasy Draft.
If you choose to rock as a player you choose your backstory and how you want to come into the league (position, skill level, etc.) and what team you would like to go to. These choices definitely affect how your career will progress or fall apart. The good thing is you can retire and restart and remain in the same league.
Of course no competition is complete without goals and the CC players short-term aim is to achieve Weekly, Seasonal and Milestone goals. XP points are given per achievement and they can be used to make your character better. On one hand this is way too RPG like for most sports game fans and on the other hand when playing online in a league the threat of a competitor utilizing XP points should make everyone step their game up to make it an even playing field. The ultimate goal however is to take your character to the Hall of Fame.
Don't Judge A Book By The Cover
The biggest deal this year is by far the implementation of the Infinity Engine. Granted, IE is nothing new to gaming but it is the first time it has been used in a sports game.
Essentially the developers have used this engine along with HDR and Multi-Vector lighting to not only make the game look better but also to make it feel more realistic. There is still some suction blocking now and then in the trenches but overall the tackles/collisions are more authentic than ever, plays don't end predictably and the game comes across more life like than before.
Each players body type, mass and speed is taken into account to determine their balance, meaning that all players don't fall the same when hit and some will be able to bounce off of tackles, stumble and regain momentum.
Nike loyalists will be happy to know that all of the Swoosh gear is primarily featured.