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Early look / prototype

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Old 11-23-2008, 04:08 PM   #41 (permalink)
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Re: Early look / prototype

Quote:
Originally Posted by LBzrule
Yes, man that is a good one. I think they should have chains.

Spin to stiff arm
Spin to plow forward
Spin to Shoulder Charge
Spin to Choppy feet then Juke

Then

Juke to shoulder charge
Juke to Stiff arm
Juke, choppy feet then spin
Juke, choppy feet then juke again

Then

Shoulder Charge to Spin
Shoulder Charge to Stiff Arm
Don't know what else to go with this hehe
All good LBz...for the last group you could add a shoulder charge to kind of a sumbling stutter step. Kind of where he chrges someone then gathers himself to try and bounce back out. Would be great for backs who have great balance, IMO
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Old 11-23-2008, 04:13 PM   #42 (permalink)
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Re: Early look / prototype

Quote:
Originally Posted by SoxFan01605
All good LBz...for the last group you could add a shoulder charge to kind of a sumbling stutter step. Kind of where he chrges someone then gathers himself to try and bounce back out. Would be great for backs who have great balance, IMO
Good one. Looks like the Titans are going down today.
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Old 11-23-2008, 04:15 PM   #43 (permalink)
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Re: Early look / prototype

Looks good, but the main issue for users is to be able to take advantage of these branching animations that you're improving. The problem now is most everyone just pushes up on the R stick or maybe uses the ocassional spin move.

It's like you get sucked into a tackle animation before you're able to attempt any kind of move. I know there's a thin line not to make these moves too good, but as of right now pulling off a double move is impossible and goes against the usefullness of this branching technology.
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Old 11-23-2008, 04:16 PM   #44 (permalink)
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Re: Early look / prototype

Maybe my expectations are just too high for next gen football. Since we're coming up on the 5th version of next gen Madden, I was really hoping for something more like BackBreaker's graphics. This to me still looks like a videogame (and not much different than past Maddens). I guess I need to take a couple of years off, and just stick to games like The Show (and BackBreaker, if and when it ever does come out).

Thanks for posting these though...at least my expectations are being set early this year.
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Old 11-23-2008, 04:17 PM   #45 (permalink)
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Re: Early look / prototype

Ian

I just thought of something, how in the world did you change that so quick? I mean the moves are obviously Mo-cap so how were you able to change it so quick?
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Old 11-23-2008, 04:21 PM   #46 (permalink)
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Re: Early look / prototype

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Originally Posted by Ram209
Ian

I just thought of something, how in the world did you change that so quick? I mean the moves are obviously Mo-cap so how were you able to change it so quick?
I'm sure he has a bunch mo-capped and saved.
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Old 11-23-2008, 04:23 PM   #47 (permalink)
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Re: Early look / prototype

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Originally Posted by Ian_Cummings_EA
Good feedback - new one here. Thoughts?

Way better! That's more like it. I should have to break down before performing a spin like that.

Another move to note: Iglesias' move last night vs. Texas Tech to get himself into the endzone. Crazy juke move but it was set up by another move. Just watch it if you haven't already.
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Last edited by J-Unit40; 11-23-2008 at 04:26 PM.
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Old 11-23-2008, 04:24 PM   #48 (permalink)
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Re: Early look / prototype

Agreed - the second spin looks unbelievable.
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Old 11-23-2008, 04:26 PM   #49 (permalink)
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Re: Early look / prototype

Ian can we also get an early prototype on WR Route Running?
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Old 11-23-2008, 04:28 PM   #50 (permalink)
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Re: Early look / prototype

Quote:
Originally Posted by Ian_Cummings_EA
Yeah here's my personal opinion on it...
1. Most users want IMMEDIATE control response
2. Immediate controls can easily go against a "SIM" experience
3. The balance is to make sure you have transitional animations in between to show the user that their controller IS doing something. If you look back at Madden PS2, those turn rates while sprinting were INSANE - like driving a semi truck - but because the on-screen player with the ball started leaning and carving it still was acceptable to your eye. Where the problem comes into play is if you hit a button and it just waits for the next animation before it finishes. That was the problem with 07...you'd hit a button or move the stick and just nothing would happen on screen.

As long as the controls make sense (key point), gamers will get used to what you give them and will get attached to it...even the tournament/arcadey/casual gamers. Think back to Madden 03 and 04 - you actually had to hit the X button twice to get the pass icons up...so strange but there was a TON of resistance once we finally changed it.
Can't agree more with 1 and 2. When you get into the movements being super responsive and immediate you get away from a sim game. The guys who are the fastest on the buttons or sticks or whatever just juke and jive and spin all over the place and that's not very realistic. To use an automobile analogy a nfl game is more like a demolition derby and the cheesy online crowd turns it into some kind of fast and furious tokyo drift race. If that makes any sense, i think i may have just blacked out. Where am I?
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