Saturday, September 20, 2008

Maddening '09


I should preface this post with the disclosure that I have purchased each and every edition of Madden since Madden '93 which remains my favorite. That game made the HB sweep around the end for a touchdown fun despite it working literally almost every time. However, since the acquisition of exclusive rights to the NFL license, it seems that EA has been content to do the absolute minimum to further any progression in Madden's gameplay. So upon the release of Madden '09 I decided to listen to the annual sounds of disappointment still lingering in my sub-conscious and held off on purchasing it until it could prove to me that it was more than a roster update. So finally after sitting at the top of my gamerang cue for nearly a month, I received it in the mail and immediately popped in into the 360.

The first thing I did when it arrived was to take the virtual Madden IQ test, which told me that I was rated "All-Madden" in rushing and a rookie at passing offense, and both passing and rushing defense. While I thought those stats were a bit unfair, I was excited to see how this constantly adjusting difficulty setting would affect my enjoyment of franchise mode, which I usually struggle to find the perfect setting for my tastes. What it did was unexpected as it made it IMPOSSIBLE to run on the opposing D, which is usually my forte. Alternatively, it was entirely too easy to intercept the opposing offense's passes. While this may sound like a solution to the problems associated with using a single difficulty setting to represent every facet of someone's Madden ability, it actually just increases the chances of AI controlled players to either make mistakes or make plays. So essentially, the folks at EA Sports managed to fix a flaw in the previous versions of Madden by creating even bigger flaws that effectively zapped any enjoyment out of the experience.

Now that is just one example of annoying features in Madden '09, one that fortunately can be turned off by returning to the old one difficulty setting for eveything approach. However, numerous flaws have emerged after just a few hours of gameplay that really just shouldn't exist in a game that has been iterated on for 4 years now. For example, my Falcons recently played the Colts in a francise game, who got lucky on two back to back fumble recoveries for touchdowns in the forth quarter. Subsequently, the Colts were up one score with the ball in hand and with less than 2 minutes to go in the 4th and proceeded to throw 3 incomplete passes in a row? Lets face it, no team in the history of the league would throw 3 times in a row up a single score with less than 2 minutes to go. The game was obviously handing me an opportunity to mount a comeback. While I appreciate the digital charity, the last thing I want is some crappy AI feeling sorry for my poor fortune and hand me an opportunity ESPECIALLY when it flies in the face of real football strategy and was so blatantly obvious!

While I appreciate the attempt at renewing my enthusiasm for Madden football, I really feel the need for two things to happen for the future of video game football to look brighter than it does right now. First, EA Sports has got to change up the visual styling of Madden and I mean more than just new grass textures. I refuse to buy a game that has not updated the stiff look of a footballer since 2006 simply because they have a monopoly. Second, Mr. Goodell...please do not allow ANYONE to obtain exclusive rights to the NFL licence ever again. The competition made things innovative and competitive and the loss of that has clearly eliminated all innovation in the development of NFL-licensed football games...errr...game (I don't count NFL Tour). Just look at the new game from Natural Motion called Backbreaker, it features amazing physics and an actual visual style that makes me excited about football games again. However, without the NFL license it lacks the reason I love football games, which is to feel like you are in control of your favorite players. Just imagine what some real competition could do for Madden in the future. Hell, maybe I will start buying the game again. Until then, I am going to finish my franchise season and get as many achievements as I can before shipping it back...disappointed again.

Friday, September 19, 2008

Goodbye GFW Radio

Its official, mine and your favorite video game podcast GFW Radio is done. As a bench scientist, I perform countless mundane tasks during the long work hours and I have come to cherish my Thursday's, which is when I typically listen to Jeff, Shawn, Anthony, Robert, Sean, and Ryan bullshit for two hours while managing to throw some game related topics into the mix. I think it is safe to say that "The Brodeo" as its known was not only the best video game related podcast but in my opinion one of the best podcasts currently available next to say a 'This American Life'. I am sure that would be a stretch for many people outside of the realm of gaming, but if you really listened to GFW every week you would hear some of the most intelligent insights into game design and development from a critical perspective. It is no wonder these guys are being lured by big development companies to work on some well known game franchises.

With the announcement of Jeff Green's departure a couple of weeks ago, I was pretty sure the rest of the crew was to follow. I thought for an instant that Shawn Elliott could potentially take over the reigns and fill the void left by Jeff. However, upon the announcement of Shawn's new position at 2K Boston, I am sure that the Brodeo is completely done. I can only hope that the addition of Jeff to the Sims team, and Shawn to the 2K Boston team will result in some amazing new ideas and much needed polish to game design. As easy as it would be to hate on these guys for leaving us with 2 hours a week to fill with something probably far less entertaining, I can't help but be respectful of people I feel like I know personally. So cheers mates, good luck to you all, we will miss you.