|
If you had a history of disappointment with the Madden series, Madden NFL 11 may not have been the most exciting release in August 2010. Still, after playing through several different Super Bowl XLV match-ups and giving it a couple of weeks, I feel like EA Sports deserves to mark this one down in the “Win” column.
Read about what made this season a championship year for the Madden series after the jump.
The biggest new features that were marketed by EA Sports were actually very important and innovative ideas. I feel like Madden 11’s most important feature in the long run will be the Locomotion running system. This engine was ported very well from NCAA Football 11, and while it often created sloppy tackling situations or frequent kickoff return touchdowns, the subtle nuances of control made each possession of the ball feel special once you were in a groove. Even without the turbo button, I felt like I had more control and the runner’s movements felt more life-like than I ever expected. I always felt like each running play was important in the overall success (or failure) of each drive. Even the grind-it-out four-yard rush plays felt like they kept momentum rather than stalling my progression. The passing game still wasn’t perfect – receivers still teleported toward certain passes, and were unaware of others – but overall the feeling of the game was more balanced than ever before. Random interceptions seemed to be toned down this season, although the frequency of injuries seemed to skyrocket.
It seems unfair to let the GameFlow mechanics play second fiddle to Locomotion, because Madden 11’s other marketable feature was equally successful. This play-calling system received a lot of criticism for limiting the player’s control over each play, but I felt like it served as a brilliant instructional tool. John Madden always wanted his video game series to educate gamers about the sport, and I have never learned more from any version of Madden than this one. Although some of the audio clips and coach tips were recycled frequently, I learned the idea behind each play and utilized the skills of my players more than ever before. The option to turn off GameFlow was a nice idea, but I used it for every single-player match, and accepted it as a very successful addition to the franchise.

It wasn't perfect, but Madden 11 was more authentic and entertaining than any football game this generation.
The broadcast-style presentation was also improved in Madden 11. Gus Johnson was a perfect addition to the in-game commentary, and I enjoyed his excessively-enthusiastic delivery of the Old Spice Red Zone ads. His excitement after a big play was always a treat compared to the endless pessimism of Cris Collinsworth, but he never sounded as much like a creepy oddball as NCAA’s Lee Corso. I still would have preferred Al Michaels or Chris Berman, but perhaps asking for Boomer to appear in Madden would be the straw that broke the ESPN NFL 2K5 fan’s back. The improved animations, player models, and interactions (both on and off the field) made the experience look more authentic than before, but there were still some inconsistencies that I did not expect to see, particularly with the choppy transitions between the stat displays and the replay clips.
There were more game modes in Madden 11 than I really cared to explore, but the important stuff was sufficiently improved. Franchise modes were great offline, but the online franchises still weren’t up to par. I frowned upon the Ultimate Team mode and the idea of buying in-game cards with real money, and also wasn’t a fan of EA Sports’ new online pass system. I feel like the online component was sloppy due to the integration of the exclusive online multiplayer pass, but that was an executive decision that will continue to affect EA titles in the future, and I felt it was unfair to single out Madden. However, Superstar Mode could have really used some work, and the “Extra Point” clips in Franchise Mode were hardly a step forward from what they were in Madden 10. Considering that ESPN NFL 2K5 still sets the bar for broadcast-style presentation featuring the ESPN license, the Madden series has obvious room for improvement. Madden NFL Arcade should also have been featured as part of Madden 11; perhaps the series could include a version of the Xbox Live Arcade/PlayStation Network title in the future?
Although there were still some rough patches in this veteran series, Madden NFL 11 came through with a lot of its promises. No game in the recent history of the franchise has ever delivered on all of its expectations, but I feel like it is an unrealistic and unnecessary goal when you consider the improvements that HAVE been made. Excuse the pun, but even Madden 10 dropped the ball with its crappy Fight for the Fumble system and its obnoxiously repetitive first-down measurement video clips.
Internal sales estimates from EA for August 2010 puts Madden 11 at the top of the month's sales charts, which is appropriate for such a successful transition into the future for the series. Although I am admittedly a Madden fan that anticipates the annual release of the series with as much excitement as any new Zelda or Final Fantasy title, I agree that the franchise has had a lot to prove over the last couple of years. However, I feel confident that Madden 11’s Locomotion engine, GameFlow play-calling system, and other collective enhancements were a major step forward, and any football fan should agree.
Final Score: A
|